It can't be enabled for geometry shaders, for NGG streamout and
for vertex shaders that export the primitive ID. NGG passthrough
requires that LDS isn't used.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This exposes what's required for DX and this is what we already
configure. The driver flushes denorms for FP32 and preserves them
for FP16/FP64. Note that we can't allow both preserving and
flushing denorms because this won't work for merged shaders. This
will require LLVM to update the float mode register to make it work.
Only enabled on GFX8+ with the LLVM path because it's untested on
previous chips and ACO doesn't support it.
This extension is required for SPIRV 1.4.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This better matches all the other atomic intrinsics such as those for
SSBOs and shared variables where the sign is part of the intrinsic
opcode. Both generators (GLSL and SPIR-V) know the sign from the type
of the image variable or handle. In SPIR-V, signed min/max are separate
opcodes from unsigned.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
When the stage preceding FS doesn't export it the fragment shader
might read it, even if it's 0.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We have to add a few lowering to deal with things that used to be dealt
with inline when creating inputs. We also move the code that fills out
the radv_shader_variant_info struct for linking purposes to
radv_shader.c, as it's no longer tied to the NIR->LLVM lowering.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It previously used var->type instead of deref_instr->type and didn't
handle 64-bit outputs.
This fixes lots of transform feedback CTS tests involving transform
feedback and geometry shaders (mostly
dEQP-VK.transform_feedback.fuzz.random_geometry.*)
v2: fix writemask widening when comp != 0
v3: fix 64-bit variables when comp != 0, again
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Cc: 19.0 19.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
In order to be used for OpenGL (right now for ARB_gl_spirv).
This commit adds two new structures:
* nir_xfb_varying_info: that identifies each individual varying. For
each one, we need to know the type, buffer and xfb_offset
* nir_xfb_buffer_info: as now for each buffer, in addition to the
stride, we need to know how many varyings are assigned to it.
For this patch, the only case where num_outputs != num_varyings is
with the case of doubles, that for dvec3/4 could require more than one
output. There are more cases though (like aoa), that will be handled
on following patches.
v2: updated after new nir general XFB support introduced for "anv: Add
support for VK_EXT_transform_feedback"
v3: compute num_varyings beforehand for allocating, instead of relying
on num_outputs as approximate value (Timothy Arceri)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This is needed in order to inline some push constants when possible.
This also adds a new helper for initializing the pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For example with VK_EXT_buffer_device_address or
VK_KHR_variable_pointers.
Fixes: a2b5cc3c39 "radv: enable variable pointers"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For example, if a pipeline has two stages VS and FS. And if only
the fragment stage needs dynamic bindings, we shouldn't allocate
an extra user SGPR for the vertex stage. Of course, if the vertex
stage loads constants, it needs an user SGPR.
This should reduce the number of SET_SH_REG packets that are emitted.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will be used for splitting the GS->VS ring buffer. The
stream ID is always 0 for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
CTS doesn't test input clip/cull distances for the fragment
shader stage, which explains why this was totally broken. I
wrote a simple test locally that works now.
This fixes a crash with GTA V and DXVK.
Note that we are exporting unused parameters from the vertex
shader now, but this can't be optimized easily because we don't
keep the fragment shader info...
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107477
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>