By actually setting the state packets according to the program data.
Also ensure that we correctly flag that the program may be dirty when
the geometry shader state changes
Fixes piglit tests: `spec@!opengl 3.2@gl-3.2-adj-prims * pv-first`
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Backport-to: 25.0
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33658>
Introduce an optimizer for ppir with 3 passes:
1) remove empty blocks: this one currently doesn't have any effect on
code generation, but it's required by other passes
2) remove redundant mov that is generated for store_output intrinsic when
possible
3) dead code elimination
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33636>
Discard block is the only block that we generate internally, and it
currently just gets an index of 0 which collides with the very first
block. It is not an issue for compiler, but an eyesore for debug output
for a program with discard_if.
Assign INT_MAX index for it.
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33636>
Currently regalloc doesn't mark write destinations in the single
instructions as conflicting, as a result regalloc may assign the same
register to a multiple write destinations.
Before we started scheduling multiple root nodes into a single instruction
it was pretty much hidden. Fix it by marking destination registers as
conflicting if instruction has multiple writes.
Also stop handling a special case for output registers in regalloc and just
mark them as live in the last instruction of "stop" block(s)
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33636>
Recently, Indiana Jones and The Great Circle messed up this by adding
duplicates and this was causing the game to crash at launch.
Of course, this was an application bug that VVL was also able to catch
but I think maybe Mesa should ignore those instead of failing to create
the logical device.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33705>
The number of bound vertex buffers is now always equal to the number of
used buffers in the vertex elements state even if some buffers are NULL.
set_vertex_buffers doesn't unbind [count..last_count-1] buffers anymore.
bind_vertex_elements_state does that. It lets us remove code from
si_set_vertex_buffers.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27736>
Setting vertex elements before vertex buffers is a new requirement of gallium.
This is the only way to set the vertex elements state after vertex buffers
in st/mesa while setting the state before vertex buffers in tc_batch_execute.
A new TC call is added to set both vertex elements and vertex buffers.
Vertex buffers are filled by st/mesa first, and then the vertex elements
state is set in the same call. When TC calls it, it binds vertex elements
before vertex buffers.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27736>
Otherwise, the UUID changes for games that have shader-based drirc
workarounds and this breaks precompiled shaders on SteamDeck.
Instead, use this pdev cache key to compute the logical device hash
which is common to all pipelines.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33717>
As reported in issue #11825 the code that is meant to clean up old
cache dirs actually ends up creating an empty dir due to reusing
existing code to create the cache path required for the potential
cleanup.
Here we make the code more flexible allowing cache path strings
to be returned by the helpers if the directory already exists
or returning NULL if we don't want to create a new directory.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11825
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33699>
Make the "block after DO" more stable so that adding instructions after
a DO doesn't require repairing the CFG. Use a new SHADER_OPCODE_FLOW
instruction that is a placeholder representing "go to the next block"
and disappears at code generation.
For some context, there are a few facts about how CFG currently works
- Blocks are assumed to not be empty;
- DO is always by itself in a block, i.e. starts and ends a block;
- There are no empty blocks;
- Predicated WHILE and CONTINUE will link to the "block after DO";
- When nesting loops, it is possible that the "block after DO" is
another "DO".
Reasons and further explanations for those are in the brw_cfg.c comments.
What makes this new change useful is that a pass might want to add
instructions between two DO instructions. When that happens, a new
block must be created and any predicated WHILE and CONTINUE must be
repaired.
So, instead of requiring a repair (which has proven to be tricky in
the past), this change adds a block that can be "virtually" empty but
allow instructions to be added without further changes.
One alternative design would be allowing empty blocks, that would be
a deeper change since the blocks are currently assumed to be not empty
in various places. We'll save that for when other changes are made to
the CFG.
The problem described happens in brw_opt_combine_constants, and a
different patch will clean that up.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33536>
We never write the traversal shader address out to shader group handles,
so this is not necessary. On the flipside, it can cause conflicts if the
traversal shader is allocated in a range occupied by a replayed shader.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33711>
as previously discussed.
this is using "library CL" instead of kernel CL, which is the older way of doing
things. it works, it just has more boilerplate per-kernel than we'd want
otherwise. but library CL is basically free to integrate into a driver, whereas
kernel CL requires a lot more upfront investment. (I'm working on cleaning that
up but we're not quite there yet.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Mel Henning <mhenning@darkrefraction.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33362>