For sRGB render targets, we encode sRGB when writing pixels into the tilebuffer
(in the fragment shader), not when writing out the image. When we actually write
out the tilebuffer to the image, we don't use the PBE's sRGB conversion, we just
bind it as a UNORM 8 image and blit the pre-transformed pixels.
We're about to add real sRGB support for the PBE, so make this linearization
explicit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
Both textures and images share a unified indexing scheme in AGX. When binding
tables are used, they can be mapped to texture state registers. Otherwise, there
is bindless access available.
It would be nice to map OpenGL's binding table based textures and images to AGX
texture state registers 1:1. The problem is that OpenGL allows more combined
textures and images than we necessarily have texture state registers. So, we use
as many texture state registers as we can, and then we fallback on an internal
bindless scheme mapping an extended binding table.
Add and use a lowering pass to map all of the API-level texture/image indices to
either texture state registers or bindless handles as required.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
We need to set a particular bit on atomics for them to be coherent across
clusters. Fixes atomics on G13X.
Setting this bit on the single-cluster G13G, on the other hand, wedges the GPU.
So best be careful ;-)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
Fixes KHR-GLES31.core.draw_indirect.advanced-twoPass-transformFeedback-arrays
and KHR-GLES31.core.draw_indirect.advanced-twoPass-transformFeedback-elements
on M1 Ultra (G13D). Let's assume that same bits are required on M1 Pro
and Max.
Signed-off-by: Janne Grunau <j@jannau.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
Deserializing isn't expected to be much more expensive than cloning, and the
serialized NIR is *significantly* smaller. So store the serialized instead of
the deserialized, and deserialize on the fly.
This reduces a lot of noise in valgrind due to random crap alloc'd against the
NIR shader by lowering passes that now get properly freed.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
This lets us force small tiles when they otherwise would not be
necessary, which is useful for decoupling tile size and the logic that
depends on it from things like MSAA and MRT which can trigger small
tiles.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
In general, PBE descriptors map pipe_image_views for the hardware. That we use a
writeable shader image internally for render targets is an implementation-detail
of the end-of-tile program. So, refactor the PBE upload routine to take a
pipe_image_view (not a pipe_surface), and translate the pipe_surface into an
internal pipe_image_view for end-of-tile programs.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
Modify the build process for the images to include the build to have ci-kdl
available in the Mesa jobs. Modify also the init-stage2 to launch in the
background the process that will collect data and store a json file with the
relative changes on the recorded data.
Signed-off-by: Sergi Blanch Torne <sergi.blanch.torne@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24177>
We skip ntt regalloc for vertex shaders and we have 1024 instruction
limit for R500 vs, so in theory we could run some shaders with more that
1024 ssa registers (if we can optimize the number of instruction in the
backend). So add one more bit.
Reviewed-by: Filip Gawin <filip.gawin@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24154>
Even on Valhall, vertex_id is zero-based in a transform feedback program. Lower
that for transform feedback programs properly since it wouldn't happen
automatically on Valhall. Fixes assertion fails.
Fixes: 91ffd10351 ("pan/bi: Lower gl_VertexID in NIR")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24198>