
For unknown reasons pixel shaders in KSP game get executed with infinite interpolation coefficients and this causes an infinite loop in the shader. This commit adds a hacky workaround that kills pixel shaders if invalid interp coeffs are detected and enables it for KSP. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2174 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2647 Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4700>
195 lines
6.0 KiB
C
195 lines
6.0 KiB
C
/*
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* Copyright 2017 Advanced Micro Devices, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef AC_SHADER_ABI_H
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#define AC_SHADER_ABI_H
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#include <llvm-c/Core.h>
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#include <assert.h>
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#include "ac_shader_args.h"
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#include "compiler/shader_enums.h"
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struct nir_variable;
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#define AC_LLVM_MAX_OUTPUTS (VARYING_SLOT_VAR31 + 1)
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#define AC_MAX_INLINE_PUSH_CONSTS 8
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enum ac_descriptor_type {
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AC_DESC_IMAGE,
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AC_DESC_FMASK,
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AC_DESC_SAMPLER,
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AC_DESC_BUFFER,
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AC_DESC_PLANE_0,
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AC_DESC_PLANE_1,
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AC_DESC_PLANE_2,
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};
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/* Document the shader ABI during compilation. This is what allows radeonsi and
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* radv to share a compiler backend.
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*/
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struct ac_shader_abi {
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LLVMValueRef outputs[AC_LLVM_MAX_OUTPUTS * 4];
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/* These input registers sometimes need to be fixed up. */
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LLVMValueRef vertex_id;
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LLVMValueRef instance_id;
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LLVMValueRef persp_centroid, linear_centroid;
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LLVMValueRef color0, color1;
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LLVMValueRef user_data;
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/* For VS and PS: pre-loaded shader inputs.
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*
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* Currently only used for NIR shaders; indexed by variables'
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* driver_location.
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*/
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LLVMValueRef *inputs;
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/* Varying -> attribute number mapping. Also NIR-only */
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unsigned fs_input_attr_indices[MAX_VARYING];
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void (*emit_outputs)(struct ac_shader_abi *abi,
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unsigned max_outputs,
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LLVMValueRef *addrs);
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void (*emit_vertex)(struct ac_shader_abi *abi,
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unsigned stream,
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LLVMValueRef *addrs);
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void (*emit_primitive)(struct ac_shader_abi *abi,
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unsigned stream);
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void (*emit_vertex_with_counter)(struct ac_shader_abi *abi,
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unsigned stream,
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LLVMValueRef vertexidx,
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LLVMValueRef *addrs);
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LLVMValueRef (*load_inputs)(struct ac_shader_abi *abi,
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unsigned location,
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unsigned driver_location,
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unsigned component,
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unsigned num_components,
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unsigned vertex_index,
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unsigned const_index,
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LLVMTypeRef type);
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LLVMValueRef (*load_tess_varyings)(struct ac_shader_abi *abi,
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LLVMTypeRef type,
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LLVMValueRef vertex_index,
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LLVMValueRef param_index,
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unsigned const_index,
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unsigned location,
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unsigned driver_location,
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unsigned component,
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unsigned num_components,
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bool is_patch,
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bool is_compact,
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bool load_inputs);
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void (*store_tcs_outputs)(struct ac_shader_abi *abi,
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const struct nir_variable *var,
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LLVMValueRef vertex_index,
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LLVMValueRef param_index,
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unsigned const_index,
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LLVMValueRef src,
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unsigned writemask);
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LLVMValueRef (*load_tess_coord)(struct ac_shader_abi *abi);
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LLVMValueRef (*load_patch_vertices_in)(struct ac_shader_abi *abi);
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LLVMValueRef (*load_tess_level)(struct ac_shader_abi *abi,
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unsigned varying_id,
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bool load_default_state);
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LLVMValueRef (*load_ubo)(struct ac_shader_abi *abi, LLVMValueRef index);
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/**
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* Load the descriptor for the given buffer.
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*
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* \param buffer the buffer as presented in NIR: this is the descriptor
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* in Vulkan, and the buffer index in OpenGL/Gallium
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* \param write whether buffer contents will be written
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*/
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LLVMValueRef (*load_ssbo)(struct ac_shader_abi *abi,
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LLVMValueRef buffer, bool write);
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/**
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* Load a descriptor associated to a sampler.
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*
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* \param descriptor_set the descriptor set index (only for Vulkan)
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* \param base_index the base index of the sampler variable
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* \param constant_index constant part of an array index (or 0, if the
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* sampler variable is not an array)
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* \param index non-constant part of an array index (may be NULL)
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* \param desc_type the type of descriptor to load
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* \param image whether the descriptor is loaded for an image operation
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*/
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LLVMValueRef (*load_sampler_desc)(struct ac_shader_abi *abi,
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unsigned descriptor_set,
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unsigned base_index,
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unsigned constant_index,
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LLVMValueRef index,
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enum ac_descriptor_type desc_type,
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bool image, bool write,
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bool bindless);
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/**
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* Load a Vulkan-specific resource.
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*
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* \param index resource index
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* \param desc_set descriptor set
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* \param binding descriptor set binding
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*/
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LLVMValueRef (*load_resource)(struct ac_shader_abi *abi,
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LLVMValueRef index,
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unsigned desc_set,
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unsigned binding);
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LLVMValueRef (*load_sample_position)(struct ac_shader_abi *abi,
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LLVMValueRef sample_id);
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LLVMValueRef (*load_local_group_size)(struct ac_shader_abi *abi);
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LLVMValueRef (*load_sample_mask_in)(struct ac_shader_abi *abi);
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LLVMValueRef (*load_base_vertex)(struct ac_shader_abi *abi);
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LLVMValueRef (*emit_fbfetch)(struct ac_shader_abi *abi);
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/* Whether to clamp the shadow reference value to [0,1]on GFX8. Radeonsi currently
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* uses it due to promoting D16 to D32, but radv needs it off. */
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bool clamp_shadow_reference;
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bool interp_at_sample_force_center;
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/* Whether bounds checks are required */
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bool robust_buffer_access;
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/* Check for Inf interpolation coeff */
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bool kill_ps_if_inf_interp;
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};
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#endif /* AC_SHADER_ABI_H */
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