Re: [Mesa-dev] [PATCH 0/6] Fix Various Compilation Issues With Bindless

2018-06-30 Thread Marek Olšák
On Sat, Jun 30, 2018 at 10:56 PM, Karol Herbst wrote: > On Mon, Jun 11, 2018 at 5:10 PM, Marek Olšák wrote: >> The series is OK with me, even though radeonsi can't support the new >> opcodes. >> > > How would you handle the case when a local variable might get a > bindless or a non bindless

Re: [Mesa-dev] [PATCH 0/6] Fix Various Compilation Issues With Bindless

2018-06-30 Thread Karol Herbst
On Mon, Jun 11, 2018 at 5:10 PM, Marek Olšák wrote: > The series is OK with me, even though radeonsi can't support the new > opcodes. > How would you handle the case when a local variable might get a bindless or a non bindless sampler value assigned? Meaning, how can a compliant implementation

Re: [Mesa-dev] [PATCH] nv50/ir: handle clipvertex for geometry shaders as well

2018-06-30 Thread Ilia Mirkin
On Sat, Jun 30, 2018 at 4:05 PM, Karol Herbst wrote: > On Sat, Jun 30, 2018 at 9:30 PM, Ilia Mirkin wrote: >> Tes too, right? Also does the logic that forces recompiles work ok? I seem >> to recall it was tied to vs. >> > > well, I didn't want to touch stuff where we don't have a piglit test >

Re: [Mesa-dev] [PATCH] nv50/ir: handle clipvertex for geometry shaders as well

2018-06-30 Thread Karol Herbst
On Sat, Jun 30, 2018 at 9:30 PM, Ilia Mirkin wrote: > Tes too, right? Also does the logic that forces recompiles work ok? I seem > to recall it was tied to vs. > well, I didn't want to touch stuff where we don't have a piglit test yet, so everything else is untested. And as we don't start to

Re: [Mesa-dev] [PATCH] nv50/ir: handle clipvertex for geometry shaders as well

2018-06-30 Thread Ilia Mirkin
Tes too, right? Also does the logic that forces recompiles work ok? I seem to recall it was tied to vs. On Sat, Jun 30, 2018, 10:18 Karol Herbst wrote: > this will be needed for compatibility profiles > > Signed-off-by: Karol Herbst > --- >

[Mesa-dev] [PATCH] swr/rast: Rename createInstructionSimplifierPass with llvm-7.0.

2018-06-30 Thread Vinson Lee
Fix build error after llvm-7.0svn r336028 ("[instsimplify] Move the instsimplify pass to use more obvious file names and diretory."). rasterizer/jitter/blend_jit.cpp:873:20: error: use of undeclared identifier 'createInstructionSimplifierPass'

[Mesa-dev] [PATCH] nv50/ir: handle clipvertex for geometry shaders as well

2018-06-30 Thread Karol Herbst
this will be needed for compatibility profiles Signed-off-by: Karol Herbst --- src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp | 5 - 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp

[Mesa-dev] [PATCH v3 0/2] r600: Fix array texture slice index evaluation

2018-06-30 Thread Gert Wollny
it turned out that the failures with GATHER*O were the result of a faulty optimization done by sb. So for consistensy I'll also add the offset for GATHER4_O and GATHER4_C_O in the SET_TEXTURE_OFFSET call which alleviates the problems with sb. Apart from that I've just fixed some comments

[Mesa-dev] [PATCH v3 2/2] r600: set rounding mode for texture array layer selection

2018-06-30 Thread Gert Wollny
From: Gert Wollny The evaluation of the array layer index is "floor(z+0.5)", and the default rounding mode doesn't correctly evaluate this. Therefore, set the rounding mode to "trunc" and and z-filter mode to "point". For other textures make sure the the default rounding mode and z-filter are

[Mesa-dev] [PATCH v3 1/2] r600: correct texture offset for array index lookup

2018-06-30 Thread Gert Wollny
From: Gert Wollny For texture array lookup the slice index is evaluated according to idx = floor(z + 0.5) This patch implements the first part by adding 0.5 to the according texture coordinate when appropriate. Fixes multi-sample tests out of:

Re: [Mesa-dev] [PATCH 16/18] mesa/glspirv: lower workgroup access to offsets

2018-06-30 Thread Timothy Arceri
Reviewed-by: Timothy Arceri On 30/06/18 00:29, Alejandro Piñeiro wrote: From: Antia Puentes This will perform the CS shared lowering. See 8761a04d0d93 --- src/mesa/main/glspirv.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c index

Re: [Mesa-dev] [PATCH 18/18] i965: Use the new nir atomic counter linker for SPIR-V shaders

2018-06-30 Thread Timothy Arceri
Reviewed-by: Timothy Arceri On 30/06/18 00:29, Alejandro Piñeiro wrote: From: Neil Roberts --- src/mesa/drivers/dri/i965/brw_link.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp index

Re: [Mesa-dev] [PATCH 17/18] i965: enable AtomicStorage capability for gen7+

2018-06-30 Thread Timothy Arceri
Reviewed-by: Timothy Arceri On 30/06/18 00:29, Alejandro Piñeiro wrote: That is the same gen requirement for ARB_shader_atomic_counters. --- src/mesa/drivers/dri/i965/brw_context.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/mesa/drivers/dri/i965/brw_context.c

Re: [Mesa-dev] [PATCH 15/18] nir: Fix OpAtomicCounterIDecrement for uniform atomic counters

2018-06-30 Thread Timothy Arceri
On 30/06/18 00:29, Alejandro Piñeiro wrote: From: Antia Puentes From the SPIR-V specification, OpAtomicIDecrement: "The instruction's result is the Original Value." However, we were implementing it, for uniform atomic counters, as a pre-decrement operation. Renamed the former nir

Re: [Mesa-dev] [PATCH 14/18] nir/linker: Add a pure NIR implementation of the atomic counter linker

2018-06-30 Thread Timothy Arceri
patches 10-14 are: Reviewed-by: Timothy Arceri ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Re: [Mesa-dev] [PATCH 07/18] spirv/nir: tweak nir type when storage class is SpvStorageClassAtomicCounter

2018-06-30 Thread Timothy Arceri
Patches 4-7: Reviewed-by: Timothy Arceri ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Re: [Mesa-dev] [PATCH 09/18] nir/spirv: Fix atomic counter (multidimensional-)arrays

2018-06-30 Thread Timothy Arceri
On 30/06/18 00:28, Alejandro Piñeiro wrote: From: Antia Puentes When constructing NIR if we have a SPIR-V uint variable and the storage class is SpvStorageClassAtomicCounter, we store as NIR's glsl_type an atomic_uint to reflect the fact that the variable is an atomic counter. However, we

Re: [Mesa-dev] [PATCH 08/18] compiler: utility to get the depth of multidimensional array

2018-06-30 Thread Timothy Arceri
NAK this shouldn't be needed. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Re: [Mesa-dev] [PATCH 03/18] nir/linker: use empty block info to assign uniform locations

2018-06-30 Thread Timothy Arceri
On 30/06/18 00:28, Alejandro Piñeiro wrote: For the cases of uniforms that doesn't have an explicit location. Under ARB_gl_spirv those are exceptions, like uniform atomic counters. --- src/compiler/glsl/gl_nir_link_uniforms.c | 31 +-- 1 file changed, 17

Re: [Mesa-dev] [PATCH 02/18] compiler/glsl: refactor empty_uniform_block utilities to linker_util

2018-06-30 Thread Timothy Arceri
On 30/06/18 00:28, Alejandro Piñeiro wrote: This includes: * Move the defition of empty_uniform_block to linker_util.h * Move find_empty_block (with a rename) to linker_util.h * Refactor some code at linker.cpp to a new method at linker_util.h

Re: [Mesa-dev] [PATCH 01/18] nir/linker: handle uniforms without explicit location

2018-06-30 Thread Timothy Arceri
On 30/06/18 16:05, Timothy Arceri wrote: On 30/06/18 00:28, Alejandro Piñeiro wrote: ARB_gl_spirv points that uniforms in general need explicit location. But there are still some cases of uniforms without location, like for example uniform atomic counters. Those doesn't have a location from

Re: [Mesa-dev] [PATCH 01/18] nir/linker: handle uniforms without explicit location

2018-06-30 Thread Timothy Arceri
On 30/06/18 00:28, Alejandro Piñeiro wrote: ARB_gl_spirv points that uniforms in general need explicit location. But there are still some cases of uniforms without location, like for example uniform atomic counters. Those doesn't have a location from the OpenGL point of view (they are identified