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.
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>
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.
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.
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.
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
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%)
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)
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.
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>
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).
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.
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.
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")
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.
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.")
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>
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).
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.
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>