Partial depth/stencil clear and skipping unused attachments.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
We don't have an entry for cpp 128 in the tile_alignment table, but I don't
think the HW supports this at all (blob driver just doesn't have 8x msaa).
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Use a special format which allows sampling the stencil and set the correct
swizzle.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
We don't have layered rendering and ir3 doesn't support this intrinsic, so
just set it to zero for now.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
It looks like the actual tile alignment requirement is less than 32x32, but
in some cases input attachment texture needs 64 alignment.
Reduced the h alignment to 16 to compensate and it seems to work fine.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Use DIV_ROUND_UP and stop trying to increase the tile_count width/height
once tile_align_w/tile_align_h are reached.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
pColorBlendState is allowed to be NULL if subpass has >0 color attachments
but they are all unused.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
st/glsl_to_nir: use nir based program resource list builder
Here we use the NIR based builder to add everything to the resource
list execpt for SSO packed varyings. Since the details of those
varyings get lost during packing we leave the special handing to
the GLSL IR pass for now. In order to do this we add some bools
to the build resource list functions.
Using the NIR based resource list builder gets us a step closer to
using a native NIR based linker. It should also be faster than the
GLSL IR builder, one because the NIR optimisations should mean we
add less entries due to better optimisations, and two because nir
gives us better lists to work with and we don't need to walk the
entire IR to find the resources.
Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
st/glsl_to_nir: call gl_nir_lower_buffers() a little later
In a following commit we will use a NIR based builder to build the
OpenGL resource list, so we want to delay this call a little.
Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
glsl: add support for named varyings in nir_build_program_resource_list()
This adds support for adding names of varying to the resource list
which is required for us to use this function with the glsl linker.
Support for names is optional for spirv which is why it had not been
added yet.
This is mostly a copy of the GLSL IR code adapted to nir.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
glsl: move nir_remap_dual_slot_attributes() call out of glsl_to_nir()
In order to be able to implement a NIR based glsl linker we need to
build the program resource list with NIR. This change delays the
remaping so that a later commit can call the NIR based resource
list builder.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
It's already enabled for all gallium drivers that support GLSL 1.40 or
above and we already support everything in our compiler on SNB+
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The Vulkan spec says that StorageImageMultisample and ImageMSArray
SPIRV-V capabilities must be enabled if the
shaderStorageImageMultisample feature is supported.
This fixes a warning with RenderDoc.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2212
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's conceptually independent from the upper part (which is not yet
understood, but for spilling generally remains equal to 0x1e).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Due to this issue we were using 4x the memory we should have for TLS,
which was messing up the size calculations. Oops!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The swizzle on the conditional gets lost.
Fixes "horizontal mirroring" in godot. See
https://gitlab.freedesktop.org/mesa/mesa/issues/2108 which has attached
apitrace.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes: d3b3daa9d3 ("pan/midgard: Use new scheduler")
Reported-by: Icecream95
pan/midgard: Don't use no_spill for memory spill src
I'm not totally sure why this would *break* things, but it's certainly
not necessary and it does break things. Somehow this gives the RA more
freedom, fixing some spill issues.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like no_spill decisions to be class-specific -- spilling from
special register to a work register doesn't preclude also spilling that
work register to stack.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
pan/midgard: Dynamically allocate r26/27 for spills
This allows us to spill two 128-bit values in the same bundle, since we
have two registers we can spill with. This improves the
register allocation flexibility in programs with heavy spilling, though
unfortunately it isn't sufficient (theoretically, 3.5 128-bit values can
be spilled from 3 vector units and 2 scalar units).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This has been unused since the beginning since it's broken. Let's toss
it so it doesn't get in the way of further fixes. Bigger to fish to fry.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We do need some sort of a cost heuristic, but this one is just causing
spilling to behave worse on shaders I'm looking at, and I don't need
more noise in the spill implementation right now.
Get it working first. We can optimize this later.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Let's not worry about spilling twice in a bundle; that's too
restrictive. We'll need to change the schedule itself -- unfortunately,
this can have second-order effects due to pipeline registers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Instead of having a giant function for both, split into the two
subtasks so we can handle errors better.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We move it to the register allocator itself. It doesn't belong in
midgard_schedule.c!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Should be harmless, but UBSAN complains about it and fills the logs with
noise.
../src/mesa/state_tracker/st_manager.c:523:27: runtime error: member access within null pointer of type 'struct st_framebuffer'"}
#0 0xaad4e89c in st_framebuffer_reference ../src/mesa/state_tracker/st_manager.c:523"}
#1 0xaad4e89c in st_api_make_current ../src/mesa/state_tracker/st_manager.c:1091"}
#2 0xaab69e0e in dri_make_current ../src/gallium/state_trackers/dri/dri_context.c:301"}
#3 0xaab48fd2 in driBindContext ../src/mesa/drivers/dri/common/dri_util.c:581"}
#4 0xb682a122 in dri2_make_current ../src/egl/drivers/dri2/egl_dri2.c:1625"}
#5 0xb67f95a4 in eglMakeCurrent ../src/egl/main/eglapi.c:884"}
#6 0x4c2b0e in tcu::surfaceless::EglRenderContext::EglRenderContext(glu::RenderConfig const&, tcu::CommandLine const&) (/deqp/modules/gles2/deqp-gles2+0x29b0e)"}
#7 0x4c3302 in tcu::surfaceless::ContextFactory::createContext(glu::RenderConfig const&, tcu::CommandLine const&, glu::RenderContext const*) const (/deqp/modules/gles2/deqp-gles2+0x2a302)"}
#8 0x73a9b0 in glu::createRenderContext(tcu::Platform&, tcu::CommandLine const&, glu::RenderConfig const&, glu::RenderContext const*) (/deqp/modules/gles2/deqp-gles2+0x2a19b0)"}
#9 0x73ad86 in glu::createDefaultRenderContext(tcu::Platform&, tcu::CommandLine const&, glu::ApiType) (/deqp/modules/gles2/deqp-gles2+0x2a1d86)"}
#10 0x4c6a78 in deqp::gles2::Context::Context(tcu::TestContext&) (/deqp/modules/gles2/deqp-gles2+0x2da78)"}
#11 0x4c3ba0 in deqp::gles2::TestPackage::init() (/deqp/modules/gles2/deqp-gles2+0x2aba0)"}
#12 0x852fd8 in tcu::TestHierarchyIterator::next() (/deqp/modules/gles2/deqp-gles2+0x3b9fd8)"}
#13 0x829660 in tcu::TestSessionExecutor::iterate() (/deqp/modules/gles2/deqp-gles2+0x390660)"}
#14 0x810aac in tcu::App::iterate() (/deqp/modules/gles2/deqp-gles2+0x377aac)"}
#15 0x4c1d4c in main (/deqp/modules/gles2/deqp-gles2+0x28d4c)"}
#16 0xb64b6aa8 in __libc_start_main (/lib/arm-linux-gnueabihf/libc.so.6+0x1aaa8)"}
../src/mesa/state_tracker/st_atom.c:115:8: runtime error: member access within null pointer of type 'struct st_program'"}
#0 0xaae11a58 in check_program_state ../src/mesa/state_tracker/st_atom.c:115"}
#1 0xaae128f6 in st_validate_state ../src/mesa/state_tracker/st_atom.c:192"}
#2 0xaadc58c2 in prepare_draw ../src/mesa/state_tracker/st_draw.c:132"}
#3 0xaadc58c2 in st_draw_vbo ../src/mesa/state_tracker/st_draw.c:184"}
#4 0xabc4f924 in _mesa_validated_drawrangeelements ../src/mesa/main/draw.c:816"}
#5 0xabc50240 in _mesa_DrawElements ../src/mesa/main/draw.c:970"}
#6 0x73ebd2 in glu::CallLogWrapper::glDrawElements(unsigned int, int, unsigned int, void const*) (/deqp/modules/gles2/deqp-gles2+0x2d4bd2)"}
#7 0x6d86b2 in deqp::gls::FragOpInteractionCase::iterate() (/deqp/modules/gles2/deqp-gles2+0x26e6b2)"}
#8 0x494d16 in deqp::gles2::TestCaseWrapper::iterate(tcu::TestCase*) (/deqp/modules/gles2/deqp-gles2+0x2ad16)"}
#9 0x7f9cf2 in tcu::TestSessionExecutor::iterateTestCase(tcu::TestCase*) (/deqp/modules/gles2/deqp-gles2+0x38fcf2)"}
#10 0x7fa5f0 in tcu::TestSessionExecutor::iterate() (/deqp/modules/gles2/deqp-gles2+0x3905f0)"}
#11 0x7e1aac in tcu::App::iterate() (/deqp/modules/gles2/deqp-gles2+0x377aac)"}
#12 0x492d4c in main (/deqp/modules/gles2/deqp-gles2+0x28d4c)"}
#13 0xb64b9aa8 in __libc_start_main (/lib/arm-linux-gnueabihf/libc.so.6+0x1aaa8)"}
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>