Shader ballot will be enabled by default for Wolfenstein
Youngblood. This follows what we did for sisched.
Cc: 19.2 <mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Loops like:
block block_0:
vec1 32 ssa_2 = load_const (0x00000020)
vec1 32 ssa_3 = load_const (0x00000001)
loop {
vec1 32 ssa_7 = phi block_0: ssa_3, block_4: ssa_9
vec1 1 ssa_8 = ige ssa_2, ssa_7
if ssa_8 {
break
} else {
}
vec1 32 ssa_9 = iadd ssa_7, ssa_1
}
Were treated as having more than 1 iteration and after unrolling
produced wrong results, however such loop will exit during
the first iteration if not unrolled.
So we check if loop will actually loop.
Fixes tests/shaders/glsl-fs-loop-while-false-02.shader_test
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The comments say that we should remove continue if it is the last
intruction in a loop however we remove any kind of jump.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Otherwise hangs are possible. This register was already set for
GS and NGG.
Fixes: 5eaed7ecfc "radv/gfx10: enable support for NAVI10, NAVI12 and NAVI14"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Should take the max of the 2.
Fixes: ea337c8b7e "radv/gfx10: fix VS input VGPRs with the legacy path"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
An application quitting before the destroying its GL context and
binding a NULL context might still have a radeonsi compiler thread
running and potentially still accessing the types.
Therefore take a reference for the duration of the threads' lifetime.
v2: Only ref the glsl types, the builtins should be used by the time
shader data gets to a gallium driver.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The issue we're running into when running CTS is that glsl types are
deleted while builtins depending on them are not.
This happens because on one hand we have glsl types ref counted, but
builtins are not. Instead builtins are destroyed when unloading libGL
or explicitly calling glReleaseShaderCompiler().
This change removes almost entirely any dealing with glsl types
ref/unref by letting the builtins deal with it instead. In turn we
introduce a builtin ref count mechanism. Each GL context takes a
reference on the builtins when compiling a shader for the first time.
It releases the reference when the context is destroyed. It can also
explicitly release those when glReleaseShaderCompiler() is called.
Finally we also take a reference on the glsl types when loading libGL
to avoid recreating glsl types too often.
v2: Ensure we take a reference if we don't have one in link step (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We want to detect invalid refcounting so assert we have at least one
use before creating types.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Much like each driver, tests as standalone entities must take
references on the glsl types.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The script doesn't handle them correctly and D16_UNORM_S8_UINT
isn't supported by the hardware, mark it as invalid.
This fixes warning when generating gfx10_format_table.h.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111393
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The compute paths in vl are a bit AMD-specific. For example, they (on
nouveau), try to use a BGRX8 image format, which is not supported.
Fixing all this is probably possible, but since the compute paths aren't
in any way better, it's difficult to care.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111213
Fixes: 9364d66cb7 (gallium/auxiliary/vl: Add video compositor compute shader render)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
ra_get_best_spill_node is what other users of the mesa register
allocator use.
Switching to it now also fixes an infinite loop issue with ppir regalloc
with the ppir control flow patchset, and also provides a small gain over
the previous herusitic on number of spilled nodes testing with
shader-db.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
The SSE2 executor was removed in 4eb3225b38 ("Remove tgsi_sse2.")
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
This was fixed in 912ed84f83 ("tgsi: move to using vector for system
values.")
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
The GLES2 CTS takes about 8 minutes of total runtime (at parallel 4 is
~2 minutes in the test stage if runners are free), while GLES3 takes
about 25. Since the GLES3 run is pretty expensive, just do a cheap
touch test of 1 out of every 10 tests in the test list on MRs, until
we can get the runtime down.
v2: Drop the full run for now until we can bring runtime down or bring
up a dedicated mesa runner.
Reviewed-by: Eric Engestrom <eric@engestrom.ch> (v1)
Reviewed-By: Gert Wollny <gert.wollny@collabora.com> (v1)
This fixes the regression introduced on "mesa: refactor
compressed_tex_sub_image function" that started to crash
KHR-GLES2.texture_3d.compressed_texture.negative_compressed_tex_sub_image
Fixes: 7df233d68d ("mesa: refactor compressed_tex_sub_image function")
Reviewed-by: Eric Anholt <eric@anholt.net>
In a descriptor set inline uniform blocks don't use up any bindings.
However, the presence of any inline uniform blocks doed require the
use of the descriptor buffer, which takes up one binding.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This pass expects the shader to be in LCSSA form.
The algorithm is based on 'The Simple Divergence Analysis' from
Diogo Sampaio, Rafael De Souza, Sylvain Collange, Fernando Magno Quintão Pereira.
Divergence Analysis. ACM Transactions on Programming Languages and Systems (TOPLAS)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
ACO depends on LCSSA phis for divergent booleans to work correctly.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Co-authored-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The implementation introduced in "tgsi_to_nir: be careful about not
losing any TGSI properties silently (v2)" updates all the TGSI properties,
but it didn't take into account that the shader_info structure uses a union
to store the different attributes for each shader stage.
Now we only update the attributes if they affect current shader stage,
avoiding to overwrite members of the union that should be overwritten.
This has created hundreds of regressions in v3d.
For example the TGSI_PROPERTY_VS_BLIT_SGPRS_AMD was overwritting the
same position used by TGSI_PROPERY_CS_FIXED_BLOCK_DEPTH.
Fixes: e300365197 ("tgsi_to_nir: be careful about not losing any TGSI properties silently (v2)")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
If a drawbuffer is an fbo without an attachment then its 'Height' will be zero,
and we have to take its 'DefaultGeometry.Height' into account.
Fixes on softpipe (with the exception of tests that use multisample):
dEQP-GLES31.functional.fbo.no_attachments.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Create separate SURFACE_STATE for render target read in order to support
non coherent framebuffer fetch on broadwell.
Also we need to resolve framebuffer in order to support CCS_D.
v2: Add outputs_read check (Kenneth Graunke)
v3: 1) Import Curro's comment from get_isl_surf
2) Rename get_isl_surf method
3) Clean up allocation in case of failure
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be used in next patches for supporting non coherent
framebuffer fetch on Broadwell.
v2: Fix comment (Kenneth Graunke)
v3: 1) Fix a few nits (Caio)
2) Add comment (Caio)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When building Mesa against a recent LLVM 10 with C++11, the build fails
if the AMD common code is built as well due to "std::index_sequence"
being undeclared.
LLVM requires a minimum of C++14.
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Acked-by: Eric Engestrom <eric@engestrom.ch>
The kernel now supports madvise ioctl to indicate which BOs can be freed
when there is memory pressure. Mark BOs purgeable when they are in the
BO cache. The BOs must also be munmapped when they are in the cache or
they cannot be purged.
We could optimize avoiding the madvise ioctl on older kernels once the
driver version bump lands, but probably not worth it given the other
driver features also being added.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Signed-off-by: Rob Herring <robh@kernel.org>