Commit Graph

47 Commits

Author SHA1 Message Date
Eric Anholt
60a64f028d v3d: Use driconf to expose non-MSAA texture limits for Xorg.
The V3D 4.2 HW has a limit to MSAA texture sizes of 4096.  With non-MSAA,
we can go up to 7680 (actually probably 8138, but that hasn't been
validated by the HW team).  Exposing 7680 in X11 will allow dual 4k displays.
2019-05-13 12:03:11 -07:00
Eric Anholt
0c31fe9ee7 gallium: Redefine the max texture 2d cap from _LEVELS to _SIZE.
The _LEVELS assumes that the max is always power of two.  For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-05-13 12:03:08 -07:00
Eric Anholt
971a13d805 Revert "v3d: Disable PIPE_CAP_BLIT_BASED_TEXTURE_TRANSFER."
This reverts commit ccce940947, leaving a
note as to why we had to (corruption in chromium, breaking some GLES3.1
tests).
2019-04-26 12:42:30 -07:00
Eric Anholt
d23b47fda5 v3d: Disable SSBOs and atomic counters on vertex shaders.
The CTS fails on
dEQP-GLES31.functional.shaders.opaque_type_indexing.atomic_counter.*vertex
when they are enabled, due to the VS being run for both bin and render.  I
think this behavior is expected to be valid, but I can't find text in
atomic counters or SSBO specs saying so (the closed I found was in
shader_image_load_store).  Just disable it for now, since the closed
source driver doesn't expose vertex atomic counters/SSBOs either.
2019-04-24 17:24:11 -07:00
Eric Anholt
dc402be73e v3d: Use the new lower_to_scratch implementation for indirects on temps.
We can use the same register spilling infrastructure for our loads/stores
of indirect access of temp variables, instead of doing an if ladder.

Cuts 50% of instructions and max-temps from 2 KSP shaders in shader-db.
Also causes several other KSP shaders with large bodies and large loop
counts to not be force-unrolled.

The change was originally motivated by NOLTIS slightly modifying register
pressure in piglit temp mat4 array read/write tests, triggering register
allocation failures.
2019-04-12 16:16:58 -07:00
Eric Anholt
8a2d91e124 v3d: Detect the correct number of QPUs and use it to fix the spill size.
We were missing a * 4 even if the particular hardware matched our
assumption.
2019-04-12 15:59:31 -07:00
Eric Anholt
6b1c659825 v3d: Add Compute Shader compilation support.
While waiting for the CSD UABI to get reviewed, I keep having to rebase
the CS patch.  Just land the compiler side for now to keep it from
diverging.

For now this covers just GLES 3.1 compute shaders, not CL kernels.
2019-04-12 15:59:31 -07:00
Eric Anholt
276ec879fd v3d: Drop a note for the future about PIPE_CAP_PACKED_UNIFORMS. 2019-04-12 15:58:28 -07:00
Eric Anholt
62360e92ec v3d: Bump the maximum texture size to 4k for V3D 4.x.
4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in
the CTS at 8k and 16k.  4k at least lets us get one 4k display working.

Cc: mesa-stable@lists.freedesktop.org
2019-04-04 17:30:35 -07:00
Eric Anholt
320e96bace v3d: Move constant offsets to UBO addresses into the main uniform stream.
We'd end up with the constant offset in the uniform stream anyway, since
they're bigger than small immediates.  Avoids the extra uniforms and adds
in the shader in favor of just adding once on the CPU.

shader-db:
total instructions in shared programs: 6496865 -> 6494851 (-0.03%)
total uniforms in shared programs: 2119511 -> 2117243 (-0.11%)
2019-03-21 14:20:50 -07:00
Eric Anholt
17115da6ad v3d: Expose the dma-buf modifiers query.
This allows DRI3 to pick between UIF and raster according to whether we're
pageflipping or not and whether the pageflipping display can do UIF,
avoiding copies for the windowed/composited case that previously was
forced to linear.

Improves windowed glmark2 -b build:use-vbo=false performance by 30.7783%
+/- 13.1719% (n=3)
2019-03-19 08:59:01 -07:00
Eric Anholt
486b181fd7 v3d: Fix leak of the renderonly struct on screen destruction.
This makes v3d match vc4's destroy path.

Fixes: e113b21cb7 ("v3d: Add renderonly support.")
2019-03-12 16:15:40 -07:00
Eric Anholt
ccce940947 v3d: Disable PIPE_CAP_BLIT_BASED_TEXTURE_TRANSFER.
This reduces the runtime of dEQP-GLES3.functional.shaders.precision.* from
11.5s to 3.3s.  This brings CTS runs down to 4 hours on one of my target
devices.
2019-03-12 09:04:25 -07:00
Karol Herbst
6010d7b8e8 gallium: add PIPE_CAP_MAX_VARYINGS
Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.

Fixes KHR-GL45.limits.max_fragment_input_components

Signed-off-by: Karol Herbst <karolherbst@gmail.com>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
2019-02-07 21:51:45 -05:00
Eric Anholt
3e743d8cd8 v3d: Avoid duplicating limits defines between gallium and v3d core.
We don't want to pull the compiler into every include in the gallium
driver, so just make a new little header to store the limits.
2019-01-27 08:30:03 -08:00
Eric Anholt
533b3f0541 v3d: Rename gallium-local limits defines from VC5 to V3D.
The compiler has its limits under V3D_* (like most V3D stuff), so sync up
with that.
2019-01-27 08:30:03 -08:00
Eric Anholt
6281f26f06 v3d: Add support for shader_image_load_store.
This is only exposed on V3D 4.1+, because we didn't have the TMU write
operations for images on 3.3 (To do GLES 3.1 there, you have to lower it
to SSBO load/stores, which is a problem to solve later).
2019-01-14 15:40:55 -08:00
Eric Anholt
5932c2f0b9 v3d: Add SSBO/atomic counters support.
So far I assume that all the buffers get written.  If they weren't, you'd
probably be using UBOs instead.
2019-01-14 15:40:55 -08:00
Eric Anholt
6c8edcb89c v3d: Drop the GLSL version level.
This was an arbitrary "we support lots of stuff" value when I started the
driver.  However, at 400 we expose OES_gpu_shader5, which claims support
for dynamically indexing samplers, which the driver doesn't do yet.
2019-01-14 13:18:02 -08:00
Eric Anholt
619a28b845 v3d: Add support for GL_ARB_framebuffer_no_attachments.
Fixes
dEQP-GLES31.functional.state_query.integer.max_framebuffer_height_getboolean
when GLES3 is enabled.
2019-01-14 13:18:02 -08:00
Eric Anholt
db3b6b6bca v3d: Enable GL_ARB_texture_gather on V3D 4.x.
This is part of GLES 3.1, and with the NIR lowering we're now passing the
GLES31 testcases.
2019-01-08 13:03:44 -08:00
Eric Anholt
5b2cc03852 v3d: Add support for draw indirect for GLES3.1.
In trying to enable compute shaders, I found that a bunch of deqp-gles31's
compute stuff wanted to interact with indirect dispatch.  This was easy to
do on its own.
2018-12-14 17:48:01 -08:00
Eric Anholt
09ad0d870c tfu 2018-12-07 16:49:41 -08:00
Eric Anholt
3bd73d31a8 v3d: Fix a leak of the transfer helper on screen destroy.
Fixes: 7a30517cce ("broadcom/vc5: Start adding support for rendering to Z32F_S8X24_UINT.")
2018-12-07 16:48:23 -08:00
Eric Anholt
2ebca177dc v3d: Use the TFU to do generatemipmap.
This is a separate, dedicated hardware unit for texture layout conversions
and mipmap generation.
2018-12-07 16:48:23 -08:00
Eric Anholt
fb9bcf5602 v3d: Add missing OES_half_float_linear support.
We were exposing ARB_texture_float, but apparently not the OES subset
flag.  Fixes regression from GLES3 support to GLES2.

Fixes: fcf9fcee3c ("mesa/main: do not require float-texture filtering
for es3")
2018-12-07 16:48:23 -08:00
Eric Anholt
e113b21cb7 v3d: Add renderonly support.
I've been using this with the kmsro series to test v3d on VKMS without my
old KMS hack in the v3d kernel driver.  KMSRO still needs some cleanup,
but v3d RO support seems reasonable.
2018-11-27 15:03:02 -08:00
Dylan Baker
2fd5dff7e7 util: Move os_misc to util
this is needed by u_debug

Tested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-10-30 14:32:52 -07:00
Eric Anholt
8ec83dc51e v3d: Add support for hardware pack/unpack of half floats.
Cuts the formerly 7-minute simulation time of fs-packHalf2x16.shader_test
in half.
2018-10-15 17:16:44 -07:00
Eric Anholt
a91b158bd9 v3d: Fix setup of the VCM cache size.
There were two bugs working together to make things mostly work: I wasn't
dividing the VPM output size available by the size of a batch (vertex),
but I also had the size of the VPM reduced by a factor of 8.

Fixes dEQP-GLES3.functional.vertex_array_objects.all_attributes and it
seems also my intermittent varying failures.

Fixes: 1561e4984e ("v3d: Emit the VCM_CACHE_SIZE packet.")
2018-09-07 08:11:38 -07:00
Eric Anholt
492b74b445 v3d: Drop a bunch of duplicated gallium PIPE_CAP default code.
Now that we have the util function for the default values, we can get rid
of the boilerplate.

v2: Rebase on new gallium caps
2018-09-04 08:08:18 -07:00
Eric Anholt
ad782a7020 gallium: Add a helper for implementing PIPE_CAP_* default values.
One of the pains of implementing a gallium driver is filling in a million
pipe caps you don't know about yet when you're just starting out.  One of
the pains of working on gallium is copy-and-pasting your new PIPE_CAP into
each driver.  We can fix both of these by having each driver call into the
default helper from their default case, so that both sides can ignore each
other until they need to.

v2: fix i915g build, revert swr change to avoid breaking scons build
    (https://travis-ci.org/anholt/mesa/jobs/419739857)
v3: Rebase on 3 new gallium caps.

Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1)
Cc: Bruce Cherniak <bruce.cherniak@intel.com>
Cc: George Kyriazis <george.kyriazis@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
2018-09-04 08:07:52 -07:00
Kenneth Graunke
1281608849 gallium: Split out PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE.
Some hardware can do PIPE_TEX_WRAP_MIRROR_REPEAT but not
PIPE_TEX_WRAP_MIRROR_CLAMP and PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER.

Drivers for such hardware would like to advertise support for
ARB_texture_mirror_clamp_to_edge but not EXT_texture_mirror_clamp.

This commit adds a new PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE bit,
changes the extension enable to be based on that, and enables it
in all upstream drivers which supported PIPE_CAP_TEXTURE_MIRROR_CLAMP
(so they continue supporting this mode).
2018-08-24 17:25:36 -07:00
Marek Olšák
d3c1b212bc gallium: add PIPE_CAP_MAX_SHADER_BUFFER_SIZE
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2018-08-23 16:56:17 -04:00
Marek Olšák
f6ccd594e7 gallium: add PIPE_CAP_MAX_GS_INVOCATIONS
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2018-08-23 16:56:17 -04:00
Eric Anholt
1561e4984e v3d: Emit the VCM_CACHE_SIZE packet.
This is needed to ensure that we don't get blocked waiting for VPM space
with bin/render overlapping.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
2018-08-06 13:03:23 -07:00
Eric Anholt
5d49076990 v3d: Drop "VC5" from the renderer string.
VC5 isn't a useful name any more, just stick to v3d.
2018-08-06 13:03:23 -07:00
Marek Olšák
966f155623 gallium: add storage_sample_count parameter into is_format_supported
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2018-07-31 18:28:41 -04:00
Marek Olšák
0caf74bbcd gallium: add PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2018-07-31 18:28:41 -04:00
Eric Anholt
4819da2301 v3d: Claim PIPE_CAP_TGSI_CAN_READ_OUTPUTS.
Fixes warning at screen creation.  We store our outputs in normal temps
and just emit them to shader I/O at the end, due to our I/O ordering
requirements, so reading "outputs" in NIR is fine.
2018-07-02 11:35:41 -07:00
Marek Olšák
ea8b55b49f gallium/util: remove dummy function util_format_is_supported
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
2018-06-29 15:31:49 -04:00
Christian Gmeiner
f485e5671c gallium: add scalar isa shader cap
v1 -> v2:
 - nv30 is _NOT_ scalar as suggested by Ilia Mirkin.
 - Change from a screen cap to a shader cap as suggested
   by Eric Anholt.
 - radeonsi is scalar as suggested by Marek Olšák.
 - Change missing ones to be scalar.

v2 -> v3:
 - r600 prefers vec4 as suggested by Marek Olšák.

Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-06-20 17:55:39 +02:00
Rhys Perry
51a221e378 gallium: add support for programmable sample locations
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com> (v2)
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v2)
2018-06-14 20:09:45 -06:00
Eric Anholt
4564537222 v3d: Use our #define for max attributes in shader caps. 2018-06-14 16:52:25 -07:00
Marek Olšák
34ea55d820 gallium: add PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-05-29 20:13:24 -04:00
Eric Anholt
01ae6a9181 v3d: Rename driver functions from vc5 to v3d.
This is the final step of the driver rename.
2018-05-16 21:19:07 +01:00
Eric Anholt
8c47ebbd23 v3d: Rename the driver files from "vc5" to "v3d". 2018-05-16 21:19:07 +01:00