Meta unconditionally used VK_IMAGE_VIEW_TYPE_2D in the functions below.
This caused some out-of-bound memory accesses.
anv_CmdCopyImage
anv_CmdBlitImage
anv_CmdCopyBufferToImage
anv_CmdClearColorImage
Fix it by adding a new function, anv_meta_get_view_type().
Regarding the subimages within a surface, sometimes isl called them
"images" and sometimes "LODs". This patch make isl consistently refer to
them as "images". I choose the term "image" over "LOD" because LOD is
an misnomer when applied to 3D surfaces. The alignment applies to each
individual 2D subimage, not to the LOD as a whole.
This patch changes no behavior. It's just a manually performed,
case-insensitive, replacement s/lod/image/ that maintains correct
indentation. any behavior.
Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Previously if the visual didn't have an alpha channel then it would
pick a format that is not sRGB-capable. I don't think there's any
reason not to always have an sRGB-capable visual. Since 28090b30 there
are now visuals advertised without an alpha channel which means that
games that don't request alpha bits in the config would end up without
an sRGB-capable visual. This was breaking supertuxkart which assumes
the winsys buffer is always sRGB-capable.
The previous code always used an RGBA format if the visual config
itself was marked as sRGB-capable regardless of whether the visual has
alpha bits. I think we don't actually advertise any sRGB-capable
visuals (but we just use sRGB formats anyway) so it shouldn't make any
difference. However this patch also changes it to use RGBX if an
sRGB-capable visual is requested without alpha bits for consistency.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92759
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Suggested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
brw_init_surface_formats overrides the render format for RGBX formats
which aren't supported for rendering so that they internally use RGBA
instead. However, B8G8R8X8_SRGB was missing so it wasn't marked as a
renderable format. This patch just adds it.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Our hardware requires an LOD for all texelFetch commands even if they are
on buffer textures. GLSL IR gives us an LOD of 0 in that case, but the LOD
is really rather meaningless. This commit allows other NIR producers to be
more lazy and not provide one at all.
With the current algorithm, we only look at tex uses. However there's a
write-after-write hazard where we might decide to, on some path, not use
a texture's output at all, but instead to write a different value to
that register. However without the barrier, the texture might complete
later and overwrite that value.
This fixes Unreal Elemental demo on GK110/GK208, flightgear on GK10x,
and likely other random-looking failures.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
In some cases shaders want non-default rounding when converting float to
integer. This can be done in one go, so merge the two ops. This comes up
in the packUnorm4x8 & co functions, as well as a few random shaders.
Overall shader-db impact is minimal, helping a handful of witcher2 and
other misc shaders.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The conversion of 32-bit integer multiplies into 16-bit ones happens
after the regular optimization loop. However it's fairly common to
multiply by a small integer, rendering some of the expansion pointless.
Firstly, propagate immediates when possible into mul ops, secondly just
remove the ops when they are unnecessary.
Including the change to generate imad immediates, the effect is:
total instructions in shared programs : 6365463 -> 6351898 (-0.21%)
total gprs used in shared programs : 728684 -> 728684 (0.00%)
total local used in shared programs : 9904 -> 9904 (0.00%)
total bytes used in shared programs : 44001576 -> 44036120 (0.08%)
local gpr inst bytes
helped 0 0 3288 4
hurt 0 0 0 842
It's easy for this to hurt bytes since we end up always generating the
8-byte form, while we can't always get rid of the immediate in question.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
There will usually be a split before the mad op, peer through that and
pick out the right word of the immediate.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Support emission of the short imad, but also include it in the various
logic that tries to make it possible to emit.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
On NV50, we use 16-bit reg units (to make it all work with half-regs). A
few places assumed that it was always in 32-bit units.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This helps in the use of GALLIUM_DDEBUG_SKIP: first run a target application
with skip set to a very large number and note how many draw calls happen
before the bug. Then re-run, skipping the corresponding number of calls.
Despite the additional run, this can still be much faster than not skipping
anything.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When we know that hangs occur only very late in a reproducible run (e.g.
apitrace), we can save a lot of debugging time by skipping the flush and hang
detection for earlier draw calls.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
ARB_fragment_layer_viewport requires that if a fs reads layer or viewport
index but it wasn't output by gs (or vs with other extensions), then it reads
0. This never worked for llvmpipe, and is surprisingly non-trivial to fix.
The problem is the mechanism to handle non-existing outputs in draw is rather
crude, it will simply redirect them to whatever is at output 0, thus later
stages will just get garbage. So, rather than trying to fix this up (which
looks non-trivial), fix this up in llvmpipe setup by detecting this case there
and output a fixed zero directly.
While here, also optimize the hw vertex layout a bit - previously if the gs
outputted layer (or vp) and the fs read those inputs, we'd add them twice
to the vertex layout, which is unnecessary.
And do some minor cleanup, slots don't require that many bits, there was some
bogus (but harmless) float/int mixup for psize slot too, make the slots all
unsigned (we always put pos at pos zero thus everything else has to be positive
if it exists), and make sure they are properly initialized (layer and vp index
slot were not which looked fishy as they might not have got set back to zero
when changing from a gs which outputs them to one which does not).
This fixes the failures in piglit's arb_fragment_layer_viewport group
(3 each for layer and vp).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This greatly reduces the number of SetSamplers() commands for some
applications.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
The offset for loads is in src[0]. This was a copy+paste error in the
nir_intrinsic_load/store refactoring. This commit fixes a segfault in
ES31-CTS.compute_shader.work-group-size. I have no idea how piglit failed
to catch this...
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93348
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This is brw_gs_surface_state.c copy and pasted twice with search and
replace.
brw_binding_table.c code is similarly copy and pasted.
v2: Drop dword_pitch related fields.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tessellation evaluation shaders work almost identically to vertex
shaders - we have a set of URB writes at the end of the program, and the
last one should terminate it.
Geometry shaders really are the special case, where multiple
EmitVertex() calls trigger URB writes in the middle of the program.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Tessellation evaluation shaders will use g4 instead. For now, make an
fs_reg called urb_handle and use that in place of hardcoding g1.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This is a helper function for setting up the local invocation ID
payload according to the cs_prog_data generated by the compiler. It's
intended to be available to users of libi965_compiler so move it there.
GL likes to saturate your incoming color, but if that color's coming from
unpacking from unorms, there's no point. Ideally we'd have a range
propagation pass that cleans these up in NIR, but that doesn't seem to be
going to land soon. It seems like we could do a one-off optimization in
nir_opt_algebraic, except that doesn't want to operate on expressions
involving unpack_unorm_4x8, since it's sized.
total instructions in shared programs: 87879 -> 87761 (-0.13%)
instructions in affected programs: 6044 -> 5926 (-1.95%)
total estimated cycles in shared programs: 349457 -> 349252 (-0.06%)
estimated cycles in affected programs: 6172 -> 5967 (-3.32%)
No SSPD on openarena (which had the biggest gains, in its VS/CSes), n=15.