The GLSL lowering of half float packing involves software conversion
to half-float; instead, use the lowering in NIR.
Both Midgard and Bifrost are already set to lower the instructions to
bit operations, but change mdg_should_scalarize so that the lowerable
split variants of the pack/unpack instructions are generated.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16175>
due to desync between the frontend and the driver, the size that the
depth buffer was created with may not match the size of the swapchain if
the window is being resized very quickly, so just go ahead and clobber
the existing depth buffer with a series of very illegal internal object
replacements to make everything match up
do not try at home.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16151>
Rather than using it as a catch-all initialize, use it to fill in derived from
fields from a partially initialized image_layout. This is easier to understand
and, more importantly, easier to unit test.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15991>
Midgard has multiple Surface Descriptor formats selectable in the texture
descriptor. Previously, we have used both the "64-bit surface descriptor" and
the "64-bit surface descriptor with 32-bit line stride and 32-bit layer stride".
A delicate routine tried to guess what stride the hardware will use if we don't
specify it explicitly, and omit the stride if it matches. Unfortunately, that
routine is broken in at least two ways:
* Textures with ASTC must always specify an explicit stride. Failing to do so
(like we were doing) is invalid.
* It applies even for interleaved textures. The comment above the function
saying otherwise is incorrect. (TODO: double check this)
Bifrost onwards always specify the strides explicitly. Let's just do that and
unify the gens. What is lost from doing this? A ludicrously trivial amount of
memory and texture descriptor cache space. 8 bytes per layer*level per texture,
in fact. Compared to the size of the textures being addressed, the memory usage
is trivial. The texture descriptor cache size maybe matters more. But given
Arm's hardware people went this direction for Bifrost and stuck to it, I doubt
it matters much.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15991>
Before we used GenXML, pan_texture mixed layout code with texture descriptor
packing code. For the most part, the layout code is generation-independent; the
pack code is not. We introduced an anti-pattern where the file was compiled N+1
times: N times for each PAN_ARCH value, and an extra time with no PAN_ARCH
value. And then the contents of the file changed completely depending on
PAN_ARCH. This is a pretty weird construction.
Let's instead split off the layout file from the descriptor file, compile the
layout file once, and compile the descriptor file per-gen.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15991>
Most of the time when the logging code is invoked, it means we're
already in an edge case. It should be as robust as possible, otherwise
we risk making hard to debug things even harder. To that end, instead
of blowing up if passed a NULL object on the list, handle it as
gracefully as we can.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16107>
Instead of being globbed into the RSD, Valhall uses minimal shader program
descriptors. For IDVS, we need separate descriptors for position and varying
shaders. It's actually worse -- we need separate descriptors for drawing points
and drawing lines/triangles in order to skip over the gl_PointSize write. Adapt
prepare_shader to upload all these descriptors.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16035>
Either as uniform remap table entries on Bifrost, or as simple buffer
descriptors on Valhall. The underlying hardware is different (and there are
compiler changes for load_ubo handling), but the high level UBO upload logic
does not have to care about that.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16035>
On Valhall, the fragment shader differs based on whether IDVS or the legacy
geometry flow is used be. In particular, varyings are accessed differently.
We use the legacy geometry flow for blitting on all GPUs, so indicate this in
the shader inputs.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16035>
Required to query texture features on Valhall. It's technically the same as
previous Malis (except for narrow ASTC), but conceptually it's different as
plane descriptors have superseded indexed pixel formats for block compressed
textures.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16035>