Fix use of alloca() without #include <c99_alloca.h>
../../../src/mesa/main/shaderapi.c: In function ‘_mesa_ShaderBinary’:
../../../src/mesa/main/shaderapi.c:2188:9: error: implicit declaration of function ‘alloca’ [-Werror=implicit-function-declaration]
Apparently, Geminilake requires you to whack a chicken bit to select
either compute or tessellation mode for barriers. The recommendation
is to switch between them at PIPELINE_SELECT time.
We may not need to do this all the time, but I don't know that it hurts
either. PIPELINE_SELECT is already a pretty giant stall.
This appears to fix hangs in tessellation control shaders with barriers
on Geminilake. Note that this requires a corresponding kernel change,
drm/i915: Whitelist SLICE_COMMON_ECO_CHICKEN1 on Geminilake.
in order for the register write to actually happen. Without an updated
kernel, this register write will be noop'd and the fix will not work.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
aubinator: add support for aubinating memtrace aubs
Memtrace aubs are similar to classic aubs, with the major
difference being how command submission is serialized (as register
writes instead of a high-level submit message). Some internal
tools generate or consume only memtrace aubs.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
New generated files from:
bb1e6ff161 ("spirv: Add a prepass to set types on vtn_values")
65fc16c974 ("autotools: set XA versions in configure.ac and configure header file")
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This has only been compile tested.
v2: - Have a single option for opencl (Eric E)
- fix typo "tgis" -> "tgsi" (Curro)
- Don't add "lib" to pipe loader libraries, which matches the
autotools behavior
v3: - Remove trailing whitespace
- Make PIPE_SEARCH_DIR an absolute path
v4: - add trailing / to LIBCLC defines
Acked-by: Curro Jerez <currojerez@riseup.net>
Tested-by: Jan Vesely <jan.vesely@rutgers.edu>
cc: Aaron Watry <awatry@gmail.com>
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Currently that's dri, libgl-xlib, and osmesa.
v2: - put drivers on a separate line from normal dependencies (Eric E)
cc: George Kyriazis <george.kyriazis@intel.com>
cc: Tim Rowley <timothy.o.rowley@intel.com>
cc: Bruce Cherniak <bruce.cherniak@intel.com>
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
This enables the SWR driver, but doesn't actually hook it up to any of
the targets yet. I felt like this patch was big and complicated enough
without adding that.
v2: - Fix typo 'delemeited' -> 'delimited' (Eric E)
- Fix type 'errror' -> 'error' (Eric E)
- Use variables to hold files instead of looking above the current
meson build (Eric E)
- Use foreach loops to reduce the number of unique generators
- Add comment about why some generators have names and some are just
added to a list
v3: - Remove trailing whitespace
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
ac: rework emit_barrier() to not segfault on radeonsi
nir_to_llvm_context will always be NULL for radeonsi so we need
work around this.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Fixes the following piglit tests in radeonsi:
vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test
vs-tes-tessinner-tessouter-inputs-quads.shader_test
vs-tes-tessinner-tessouter-inputs-tris.shader_test
v2: make use of si_shader_io_get_unique_index_patch()
via the helper in the previous patch rather than
shader_io_get_unique_index()
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This will be shared by the tgsi and nir backends.
v2: move si_shader_io_get_unique_index_patch() call inside
the helper.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
spirv: Do implicit conversions of uint to bool in OpStore
Technically, the GLSLang bug related to this can also affect SSBO writes
where the bool -> uint conversion is missing. However, the only known
shipping application with an old enough version of GLSLang to cause
issues with this is the new DOOM game so we keep the workaround as small
as possible.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104424
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Previously, we were storing a pointer to the vtn_value because we use it
to look up decorations when we create input/output variables. This
works, but it also may be useful to have the id itself so we may as well
store that instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Now that higher levels are enforcing decoration sanity, we don't need
the vtn_asserts here. This function *should* be safe but we still want
a few well-placed regular asserts in case something goes awry.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This reworks the error checking on our generic handling of decorations.
The objective is to validate all of the SPIR-V assumptions we make
up-front and convert redundant checks to compiled-out asserts. The most
important part of this is to ensure that member decorations only occur
on OpTypeStruct and that the member is never out-of-bounds. This way
later code can assume that the member is sane and not have to worry
about OOB array access due to a misplaced OpMemberDecorate.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
spirv: Switch on vtn_base_type in OpComposite(Extract|Insert)
This is a bit simpler since we have fewer enum values in the case. It's
also a bit more efficient because we're making fewer glsl_get_* calls.
While we're at it, add better type validation.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
spirv: Refactor Op[Spec]ConstantComposite and add better validation
Now that vtn_base_type is a real and full base type, we can switch on
that instead of the GLSL base type which is a lot fewer cases in our
switch.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
radv: get InstanceID from VGPR1 (or VGPR2 for tess) instead of VGPR3
VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1
Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
radv: avoid PS partial flushes when viewports/scissors don't change
For Vega10 and Raven that need a special workaround for the
scissor bug.
This seems to give a minor boost for Talos and Dota 2, at least.
To reduce the cost of memcmp, the driver checks if it's
really useful to do the comparison.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
radv/gfx9: do not load VGPR1 when GS uses points or lines
VGPR1 is only needed for topology that needs 3 offsets like
triangles or quads.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>