This makes certain checks a bit easier and means that we don't have
the attachment information duplicated in the attachment list and in
depth_stencil_attachment.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
If a client is dumb enough to not specify a pipeline cache, give it a
default. We have to create one anyway for blorp so we may as well let
the client cache shaders in it.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The pixel shader dispatch table is kind-of a confusing mess. This adds
some helpers for dealing with it and for easily extracting the correct
data from wm_prog_data.
Reviewed-by: Matt Turner <mattst88@gmail.com>
According to Vulkan spec:
"pColorBlendState is a pointer to an instance of the
VkPipelineColorBlendStateCreateInfo structure, and is ignored if the
pipeline has rasterization disabled or if the subpass of the render pass the
pipeline is created against does not use any color attachments."
Fixes tests from CL#2505:
dEQP-VK.renderpass.*.simple.color_unused_omit_blend_state
v2:
- Check that blend is not NULL before usage.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
base_vertex will be zero for non-indexed calls and in that case we
need vertex_id to be offset by the ‘first’ parameter instead. That is
what we get with first_vertex. This is true for both GL and Vulkan.
The freedreno driver is also setting vertex_id_zero_based on
nir_options. In order to avoid breakage this patch switches the
relevant code to handle SYSTEM_VALUE_FIRST_VERTEX so that it can
retain the same behavior.
v2: change a3xx/fd3_emit.c and a4xx/fd4_emit.c from
SYSTEM_VALUE_BASE_VERTEX to SYSTEM_VALUE_FIRST_VERTEX (Kenneth).
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Rob Clark <robdclark@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
The base vertex in Vulkan is different from GL in that for non-indexed
primitives the value is taken from the firstVertex parameter instead
of being set to zero. This coincides with the new SYSTEM_VALUE_FIRST_VERTEX
instead of BASE_VERTEX.
v2 (idr): Add comment describing why SYSTEM_VALUE_FIRST_VERTEX is used
for SpvBuiltInBaseVertex. Suggested by Jason.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Since the intermediate states of active_stages are not used,
i.e. active_stages is read only after all stages were set into it,
just set its value before compiling the shaders.
This will allow to conditionally run certain passes based on what
other shaders are being used, e.g. a certain pass might only be
applicable to the vertex shader if there's no geometry or tessellation
shader being used.
v2: Use vk_to_mesa_shader_stage. (Lionel)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We want people to be using ISL_FORMAT_*, rather than the genxml format
enumerations. This patch drops 10 separate copies, and drops a bunch
of ugly casting.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
[jordan.l.justen@intel.com: Minor changes for rebase]
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Without this, we may end up dereferencing blend before we check for
binding->index != UINT32_MAX. However, Vulkan allows the blend state to
be NULL so long as you don't have any color attachments. This fixes a
segfault when running The Talos Principal.
Fixes: 12f4e00b69
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
If we have a color attachment, but its writes are masked, this would
have still returned true. This is inconsistent with how HasWriteableRT
in 3DSTATE_PS_BLEND is set, which does take the mask into account.
This could lead to PixelShaderHasUAV not being set in 3DSTATE_PS_EXTRA
if the fragment shader does use UAVs, meaning the fragment shader may
not be invoked because HasWriteableRT is false. Specifically, this was
seen to occur when the shader also enables early fragment tests: the
fragment shader was not invoked despite passing depth/stencil.
Fix by taking the color write mask into account in this function. This
is consistent with how things are done on i965.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
In order to do this we have to modify push constant set up to handle
ranges. We also have to tweak the way we handle dirty bits a bit so
that we re-push whenever a descriptor set changes.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Asserting slot >= 2 made sense when the URB read offset was always 1
(pair of slots). Commit 566a0c43f0 made
it possible to read from the VUE header in slot 0, by adjusting the
offset to be 0. So, this assert is now bogus. Use the one from GL.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Commit 566a0c43f0 started setting the
3DSTATE_SBE bit to override these values with the one calculated there.
So, they're dead. Stop setting them.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This structure contains two fields, binding and index, that store the
binding in the descriptor set and the index inside the binding.
These structures are defined as uint8_t, but the types in Vulkan
specification are uint32_t, so big values are clamp.
This fixes dEQP-VK.binding_model.shader_access.*.multiple_arbitrary_descriptors.*
v2: use UINT32_MAX for index when having no render targets (Tapani)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The functions we're marking as UNUSED in genX_pipeline.c are used only
when compiling for particular generations.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Fixes warnings like
warning: implicit conversion from enumeration type 'enum isl_format' to
different enumeration type 'enum GEN10_SURFACE_FORMAT'
[-Wenum-conversion]
.SourceElementFormat = ISL_FORMAT_R32_UINT,
^~~~~~~~~~~~~~~~~~~
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Unless you have data, the compiler knows better than you whether a
function should be inlined.
No difference in the resulting binary with gcc-6.3.0 or clang-4.0.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
In a previous patch some enums were split out from brw_eu_defines.h, so
they could be used by genxml based code. anv can also benefit from this.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Name the options to "Pixel Location":
- PIXLOC_CENTER -> CENTER
- PIXLOC_UL_CORNER -> UL_CORNER
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Both GS and SOL have these fields. Some were ReorderEnable = true,
some were ReorderMode = REORDER_TRAILING, and some were just TRAILING.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
We need to emit BLEND_STATE, which size is 1 + 2 * nr_draw_buffers
dwords (on gen8+), but the BLEND_STATE struct length is always 17. By
marking it size 1, which is actually the size of the struct minus the
BLEND_STATE_ENTRY's, we can emit a BLEND_STATE of variable number of
entries.
For gen6 and gen7 we set length to 0, since it only contains
BLEND_STATE_ENTRY's, and no other data.
With this change, we also change the code for blorp and anv to emit only
the needed BLEND_STATE_ENTRY's, instead of always emitting 16 dwords on
gen6-7 and 17 dwords on gen8+.
v2:
- Use designated initializers on blorp and remove 0 from
initialization (Jason)
- Default entries to disabled on Vulkan (Jason)
- Rebase code.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When the shader does not set one of these values, they are supposed to
get a default value of 0. We have hardware bits in 3DSTATE_CLIP for
this but haven't been setting them. This fixes the intermittent failure
of dEQP-VK.geometry.layered.3d.render_to_default_layer.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
The crash is due to NULL pColorBlendState, which is legal if the
pipeline has rasterization disabled or if the subpass of the render pass
the pipeline is created against does not use any color attachments.
Test: Sample subpasses from LunarG can run without crash
Signed-off-by: Xu,Randy <randy.xu@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.0 13.0" <mesa-stable@lists.freedesktop.org>
In order to get accurate statistics, we need to disable statistics for
blits, clears, and the surface state memcpy at the top of each secondary
command buffer. There are two possible approaches to this:
1) Disable before the blit/memcpy and re-enable afterwards
2) Move emitting 3DSTATE_VF_STATISTICS from initialization and make it
part of pipeline state and then just disabale statistics before
blits and memcpy operations.
Emitting 3DSTATE_VF_STATISTICS should be fairly cheap so it doesn't
really matter which path we take. We choose the second option as it's
more consistent with the way the rest of the statistics are enabled and
disabled.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Specifically, report 'out of memory' errors that might have happened while
emitting the pipeline's batch.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Most of the time we use macros that handle this situation transparently,
but there are some cases were we need to handle this explicitly.
This patch makes sure we don't crash, notice that error handling takes
place in the function that actually failed the allocation,
anv_batch_emit_dwords(), which will set the status field of the batch
so it can be used at a later moment to report the error to the user.
v2:
- Not crashing is not good enough, we need to keep track of the error
(Topi, Jason). Iago: now that we track errors in the batch, this
is being handled.
- Added guards in a few more places that needed it (Iago)
v3:
- Check result of anv_batch_emitn() for NULL before calling memset()
in emit_vertex_input() (Topi)
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
We will be using the image layout. Store the full struct directly from
the user.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This allows the helper to check for llc instead of having to do it
manually at all the call sites.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It's a bit shorter and easier to work with. Also, we're about to add a
helper called clflush which does the clflush but without any memory
fencing.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Unfortunately, this doesn't substantially improve the performance of any
known apps. With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
It's a bit hard to measure because it almost gets lost in the noise,
but this seemed to help Dota 2 by a percent or two on my Broadwell
GT3e desktop.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This helps Dota 2 on Broadwell by 8-9%. I also hacked up the driver and
used the Sascha "shadowmapping" demo to get some results. Setting
uses_kill to true dropped the framerate on the demo by 25-30%. Enabling
the PMA fix brought it back up to around 90% of the original framerate.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Vulkan doesn't have a stencilWriteEnable bit like it does for depth.
Instead, you have a stencil mask. Since the stencil mask is handled as
dynamic state, we have to handle it later during command buffer
construction. This, combined with a later commit, seems to help Dota2
on my Broadwell GT3e desktop by a couple percent because it allows the
hardware to move the depth and stencil writes to early in more cases.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>