Partial depth/stencil clear and skipping unused attachments.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
We don't have an entry for cpp 128 in the tile_alignment table, but I don't
think the HW supports this at all (blob driver just doesn't have 8x msaa).
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Use a special format which allows sampling the stencil and set the correct
swizzle.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
We don't have layered rendering and ir3 doesn't support this intrinsic, so
just set it to zero for now.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
It looks like the actual tile alignment requirement is less than 32x32, but
in some cases input attachment texture needs 64 alignment.
Reduced the h alignment to 16 to compensate and it seems to work fine.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Use DIV_ROUND_UP and stop trying to increase the tile_count width/height
once tile_align_w/tile_align_h are reached.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
pColorBlendState is allowed to be NULL if subpass has >0 color attachments
but they are all unused.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Here we use the NIR based builder to add everything to the resource
list execpt for SSO packed varyings. Since the details of those
varyings get lost during packing we leave the special handing to
the GLSL IR pass for now. In order to do this we add some bools
to the build resource list functions.
Using the NIR based resource list builder gets us a step closer to
using a native NIR based linker. It should also be faster than the
GLSL IR builder, one because the NIR optimisations should mean we
add less entries due to better optimisations, and two because nir
gives us better lists to work with and we don't need to walk the
entire IR to find the resources.
Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
In a following commit we will use a NIR based builder to build the
OpenGL resource list, so we want to delay this call a little.
Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
This adds support for adding names of varying to the resource list
which is required for us to use this function with the glsl linker.
Support for names is optional for spirv which is why it had not been
added yet.
This is mostly a copy of the GLSL IR code adapted to nir.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
In order to be able to implement a NIR based glsl linker we need to
build the program resource list with NIR. This change delays the
remaping so that a later commit can call the NIR based resource
list builder.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
It's already enabled for all gallium drivers that support GLSL 1.40 or
above and we already support everything in our compiler on SNB+
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It's conceptually independent from the upper part (which is not yet
understood, but for spilling generally remains equal to 0x1e).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Due to this issue we were using 4x the memory we should have for TLS,
which was messing up the size calculations. Oops!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I'm not totally sure why this would *break* things, but it's certainly
not necessary and it does break things. Somehow this gives the RA more
freedom, fixing some spill issues.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like no_spill decisions to be class-specific -- spilling from
special register to a work register doesn't preclude also spilling that
work register to stack.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows us to spill two 128-bit values in the same bundle, since we
have two registers we can spill with. This improves the
register allocation flexibility in programs with heavy spilling, though
unfortunately it isn't sufficient (theoretically, 3.5 128-bit values can
be spilled from 3 vector units and 2 scalar units).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This has been unused since the beginning since it's broken. Let's toss
it so it doesn't get in the way of further fixes. Bigger to fish to fry.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We do need some sort of a cost heuristic, but this one is just causing
spilling to behave worse on shaders I'm looking at, and I don't need
more noise in the spill implementation right now.
Get it working first. We can optimize this later.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Let's not worry about spilling twice in a bundle; that's too
restrictive. We'll need to change the schedule itself -- unfortunately,
this can have second-order effects due to pipeline registers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Instead of having a giant function for both, split into the two
subtasks so we can handle errors better.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We move it to the register allocator itself. It doesn't belong in
midgard_schedule.c!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>