V2: just zero-extend the 32-bit value.
Fixes a number of int64 piglet tests, for example:
generated_tests/spec/arb_gpu_shader_int64/execution/conversion/frag-conversion-explicit-bool-int64_t.shader_test
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
assert() is replaced by unreachable(), to avoid following building error:
external/mesa/src/gallium/drivers/radeonsi/si_shader.c:1967:1:
error: control may reach end of non-void function [-Werror,-Wreturn-type]
}
^
1 error generated.
Fixes: c797cd6 ("ac: add load_patch_vertices_in() to the abi")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Fixes a bunch of arb_gpu_shader_fp64 piglit tests for example:
generated_tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-mix-double-double-double.shader_test
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
I had 3.x putting swizzling in the texture state only for 16-bit texture
returns, and in the shader for 32-bit. This may be due to having mixed up
the return channel setup on 3.x back before I had moved it into the
compiler. On 4.x, the non-border-color texwrap tests are passing nicely
with both 16 and 32-bit returns with swizzling in the texture state.
The LDVARY signal now writes an arbitrary register, so I took out the
magic src register file and replaced it with an instruction with LDVARY
set so we have somewhere to hang a QFILE_TEMP destination for register
allocation.
The V3D 3.x series of TMU writes with meaning depending on the texture
type is replaced with writes to specific registers for each texture
argument semantic.
This fills in the delay slots of thread end as much as we can (other than
being cautious about potential TLBZ writes).
In the process, I moved the thread end THRSW instruction creation to the
scheduler. Once we start emitting THRSWs in the shader, we need to
schedule the thread-end one differently from other THRSWs, so having it in
there makes that easy.
Now, instead of a magic write register for VPM stores we have an
instruction to do them (which means no packing of other ALU ops into it),
with the ability to reorder the VPM stores due to the offset being baked
into the instruction.
VPM loads also gain the ability to be reordered by packing the row into
the A argument. They also no longer write to the r3 accumulator, and
instead must be stored to a physical register.
This required moving the register accesses to a separate v3dx file, since
the register definitions for each V3D version collide. It seems that
initializing the v3d_hw from a file dictating 3.3
(v3d_simulator_wrapper.cpp) is safe, though.
The WRTMUC replaces the implicit uniform loads in the first two texture
instructions. LDVPM disappears in favor of an ALU op. LDVARY, LDTMU,
LDTLB, and LDUNIF*RF now write to arbitrary registers, which required
passing the devinfo through to a few more functions.
The TLB load/store path is rebuilt in this version. There is no longer a
single-byte resolved store or the 3-byte extended store. Instead, you get
to always use general loads/stores (which, honestly, was tempting even in
previous versions).
To conditionally compile cl_emit() macros per V3D version, we need it to
expand to whatever V3D we're building for. This required emitting #define
V3D_VERSION 33 in all our currently 3.3-only code.
We try to emit a #error and continue so that you can debug the missing
type at C compile time, but were missing a couple of definitions in that
path (sigh, python).
To avoid compilation warnings and because this helper
shouldn't update anything.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Upon reception of an event that lowered the number of active back buffers,
the code would immediately try to free all back buffers with an id equal to or
higher than the new number of active back buffers.
However, that could lead to an active or to-be-active back buffer being freed,
since the old number of back buffers was used when obtaining an idle back
buffer for use.
This lead to crashes when lowering the number of active back buffers by
transitioning from page-flipping to non-page-flipping presents.
Fix this by computing the number of active back buffers only when trying to
obtain a new back buffer.
Fixes: 15e208c4cc ("loader/dri3: Don't accidently free buffer holding new back content")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104214
Cc: "17.3" <mesa-stable@lists.freedesktop.org>
Tested-by: Andriy.Khulap <andriy.khulap@globallogic.com>
Tested-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
From Vulkan spec:
"descriptorCount is the number of descriptors contained in the binding,
accessed in a shader as an array. If descriptorCount is zero this
binding entry is reserved and the resource must not be accessed from
any stage via this binding within any pipeline using the set layout."
Fixes:
dEQP-VK.binding_model.descriptor_update.empty_descriptor.uniform_buffer
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable@lists.freedesktop.org
ARB_ubo requires 12 UBOs (per stage) at least, but this limit has been
raised by GL 4.3 to 14, so don't advertize GL 4.3 without it (only checking
the vertex stage since all drivers probably have the same limit anyway for
other stages). (piglit has minmax tests for that kind of thing, but they go
only up to 3.3, so this won't really be noticed.)
I think this currently should not affect any driver - r600 until very
recently only supported 12 but now advertizes 14 too.
Reviewed-by: Brian Paul <brianp@vmware.com>