radeonsi: implement forcing per-sample_interpolation using the shader key only
It was partly a state and partly emulated by shader code, but since we want
to do this in a fragment shader prolog, we need to put it into the shader
key, which will be used to generate the prolog.
This also removes the spi_ps_input states and moves the registers
to the PS state.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
radeonsi: move BCOLOR PS input locations after all other inputs
BCOLOR inputs were immediately after COLOR inputs. Thus, all following inputs
were offset by 1 if color_two_side was enabled, and not offset if it was not
enabled, which is a variation that's problematic if we want to have 1 variant
per shader and the variant doesn't care about color_two_side (that should be
handled by other bytecode attached at the beginning).
Instead, move BCOLOR inputs after all other inputs, so BCOLOR0 is at location
"num_inputs" if it's present. BCOLOR1 is next.
This also allows removing si_shader::nparam and
si_shader::ps_input_param_offset, which are useless now.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
mesa: fix incorrect viewport position when GL_CLIP_ORIGIN = GL_LOWER_LEFT
Ilia Mirkin found/fixed the mistake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93813
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
When glCallLists() is compiled into a display list, preserve the call
as a single glCallLists rather than 'n' glCallList calls. This will
matter for an upcoming display list optimization project.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
mesa: add missing error check in _mesa_CallLists()
Generate GL_INVALID_VALUE if n < 0. Return early if n==0 or lists==NULL.
v2: fix formatting, also check for lists==NULL.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
st/mesa: don't allocate bitmap drawing state until needed
Most apps don't use glBitmap so don't allocate the bitmap cache or
gallium state objects/shaders/etc until the first call to st_Bitmap().
v2: simplify a conditional, per Gustaw Smolarczyk.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Move setup/restoration of rendering state into helper functions.
This makes the draw_bitmap_quad() function much more concise.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
mesa: remove hack to fix up GL_ANY_SAMPLES_PASSED results
Both st/mesa and i965 should return a true/false result now, and the
only other driver implementing queries (radeon) doesn't support
ARB_occlusion_query2 which added that pname.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
draw: use util_pstipple_* function for stipple pattern textures and samplers
This reduces code duplication.
Suggested-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This reduces code duplication. It also adds support for drivers where the
fragment position is a system value.
Suggested-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
These are used in GLSL IR to removed unused varyings and match
transform feedback variables. There is no need to use these in NIR.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: clean up and fix bug in varying linking rules
The existing code was very hard to follow and has been the source
of at least 3 bugs in the past year.
The existing code also has a bug for SSO where if we have a
multi-stage SSO for example a tes -> gs program, if we try to use
transform feedback with gs the existing code would look for the
transform feedback varyings in the tes stage and fail as it can't
find them.
V2: Add more code comments, always try to remove unused inputs
to the first stage.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: simplify ES Vertex/Fragment shader requirements
We really just needed to skip the existing ES < 3.1 check if we have
a compute shader, all other scenarios are already covered.
* No shaders is a link error.
* Geom or Tess without Vertex is a link error which means we always
require a Vertex shader and hence a Fragment shader.
* Finally a Compute shader linked with any other stage is a link error.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously an empty program would go through the entire
link_shaders() function and we would have to be careful
not to cause a segfault.
In core profile also now set link_status to false by
generating an error, it was previously set to true.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
following reasons:
- No shader objects are attached to program."
V2: Only generate an error in core profile and add spec quote (Ian)
V3: generate error in ES too, remove previous check which was only
applying the rule to GL 4.5/ES 3.1 and above. My understand is that
this spec change is clarifying previously undefined behaviour and
therefore should be applied retrospectively. The ES CTS tests for
this are in ES 2 I suspect it was passing because it would have
generated an error for not having both a vertex and fragment shader.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Helps 11 shaders in UnrealEngine4 demos.
I seriously hope they would have given us bitfieldReverse() if we
exposed GL 4.0 (but we do expose ARB_gpu_shader5, so why not use that
anyway?).
instructions in affected programs: 4875 -> 4633 (-4.96%)
cycles in affected programs: 270516 -> 244516 (-9.61%)
I suspect there's a *lot* of room to improve nir_search/opt_algebraic's
handling of this. We'd actually like to match, e.g., step2 by matching
step1 once and then doing a pointer comparison for the second instance
of step1, but unfortunately we generate an enormous tuple for instead.
The .text size increases by 6.5% and the .data by 17.5%.
text data bss dec hex filename
22957 45224 0 68181 10a55 nir_libnir_la-nir_opt_algebraic.o
24461 53160 0 77621 12f35 nir_libnir_la-nir_opt_algebraic.o
I'd be happy to remove this if Unreal4 uses bitfieldReverse() if it is
in a GL 4.0 context once we expose GL 4.0.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
nir: Handle large unsigned values in opt_algebraic.
The next patch adds an algebraic rule that uses the constant 0xff00ff00.
Without this change, the build fails with
return hex(struct.unpack('I', struct.pack('i', self.value))[0])
struct.error: 'i' format requires -2147483648 <= number <= 2147483647
The hex() function handles integers of any size, and assigning a
negative value to an unsigned does what we want in C. The pack/unpack is
unnecessary (and as we see, buggy).
Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
Walking the SSA definitions in order means that we consider the smallest
algebraic optimizations before larger optimizations. So if a smaller
rule is part of a larger rule, the smaller one will happen first,
preventing the larger one from happening.
instructions in affected programs: 32721 -> 32611 (-0.34%)
helped: 106
In programs whose nir_optimize loop count changes (129 of them):
before: 1164 optimization loops
after: 1071 optimization loops
Of the 129 affected, 16 programs' optimization loop counts increased.
Prevents regressions and annoyances in the next commits.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
I don't know why, but we never hooked up this pass Eric wrote.
Otherwise, you can end up with stupid scalarized code such as:
vec4 ssa_7 = load_const (0.0, 0.0, 0.0, 0.0)
vec4 ssa_8 = ...
vec1 ssa_9 = feq ssa_8, ssa_7
vec1 ssa_10 = feq ssa_8.y, ssa_7.y
vec1 ssa_11 = feq ssa_8, ssa_7.z
vec1 ssa_12 = feq ssa_8.y, ssa_7.w
ssa_8.xyxy == <0, 0, 0, 0> should only take two feq instructions.
shader-db on Skylake:
total instructions in shared programs: 9121153 -> 9120749 (-0.00%)
instructions in affected programs: 32421 -> 32017 (-1.25%)
helped: 277
HURT: 69
total cycles in shared programs: 69003364 -> 69000912 (-0.00%)
cycles in affected programs: 899186 -> 896734 (-0.27%)
helped: 313
HURT: 403
This also prevents regressions when disabling channel expressions.
v2: Don't call opt_cse afterwards (requested by Matt). It should
happen in the optimization loop below anyway.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
mesa: compute sampler index in ir_to_mesa rather than using UniformHash
The aim of this is to work towards removing UniformHash from the program
struct so that we don't need to hold onto it in memory and pass it around
outside the linker.
Reviewed-by: Dave Airlie <airlied@redhat.com>