When we first convert a tgsi shader into TGSL, we fill the shader key
with a value of `(gs|tcs|tes)_present` based on the currently bound
shaders. But since a shader is always going to be bound if it's being
used, we should already assume that it is going to be present in the
shader key, saving a recompilation.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
It is not valid to link a program that has a TCS but no TES, therefore
we shouldn't attempt to pre-link this combination of shaders.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Using a pointer for fs_info in the shader key is not really that useful
because the contents of the structure can change even though the pointer
remains the same, and the pointer can be different when the contents are
the same.
Fixes 5f488ed00d
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Tested-by: Cristian Ciocaltea <cristian.ciocaltea@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
With GLES we always set the correct binding if dual source blend
is disabled, with OpenGL we still have to do this to handle outputs
that might be optimized away.
v2: Fix comment (Yiwei Zhang)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Clean up the code a bit and only try to read the primitive type for
point mode if the prev shader really exists.
This fixes a VM crash when running the GLES 3.1 cts.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
If we always emit the glip distance in GS we might end up
having too many outputs, which will result in failures.
Hence, for GS only emit the clip distance evaluation code
when the clip planes are enabled.
Fixes: 072f30955b
shader: Always write code to toggle clip plane
Closes: #254
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Italo Nicola <italonicola@collabora.com>
If we receive a link command without a VS or FS, just early exit to
avoid doing extra work.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
If we come from link_shader it may be possible that no VS or no FS are
defined, because the guest uses a legacy contexts and the missing shaders
will only be defined at draw time. So drop the warning, it is already
written from vrend_draw_vbo where it is actually relevant.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
With the link_shader command we might end up calculating shader keys
without the full draw info being available, specifically, without the
vertex element array being defined. Skip querying the integer masks in
this case.
v2: Fix extra line (Yiwei)
Fixes: #664
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
This fixes an issue where a shader would be emitted using
EXT_clip_cull_distance even if the host didn't support the extension.
Fixes 072f30955b
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
This adds get_size to the virgl_resource_pipe_callbacks with a
vrend_pipe_resource_get_size for vrend.
Signed-off-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
v2: Also check that no depth != 1 has been send when none is due
Closes: #250
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
This shader key field is only used if logic ops are enabled, so we can
gain a little bit of performance by avoid unnecessary recompilation
here.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Recording the uid from the fragment shader seems unnecessary when we
already track most of the information through vars_info.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
This prevents shader recompilation when the guest only wants to
enable/disable clip plane in a compatibility profile. Can improve
performance if many shaders have to be recompiled because of this,
which happens in some games like Portal 2.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
This prevents shader recompilation when the guest wants to enable/disable
alpha test. Can make a performance difference when lots of fragment
shaders suddenly have to be recompiled only because the application
called `glEnable(GL_ALPHA_TEST)`.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
COPY_TRANSFER3D was designed to handle transfers
to host. This patch is making it possible to use
this CCMD in both directions.
If guest would like to have this data available
immediately, then it should encode, flush and wait on
the guest side.
The data is copied from host to iovec attached to resource.
In most cases resource is a staging buffer.
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Add a new command associated to glLinkProgram. With this we should be
able to compile and link shaders when requested by the user.
Together with the command we expect an array of shader handles attached
to the program, where each position of the array corresponds to a pipe
shader type.
Signed-off-by: Antonio Caggiano <antonio.caggiano@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Simplify info parameter by replacing it with vertices_per_patch.
Signed-off-by: Antonio Caggiano <antonio.caggiano@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
If resource created from egl image we don't need to attach iov to it.
Therefore we don't need to do transfer iov to/from host for those
resources.
Signed-off-by: Yurii Danilovskyi <glyd@opensynergy.com>
Reviewed-by: maksym.wezdecki@collabora.com
The swizzling didn't take into account that the destination might
actually only read a few components or just one, so that the
applied swizzling could even become invalid because code like
dest.z = vec4(dest.z.x, dest.z.y.dest.z.z. dest.z.w)
could be created. The check for when to apply the swizzling was also
not correct because the two values compared came from different
name-spaces.
To fix this, just check whether the TEXTURE_NEEDS_SWIZZLE is set,
and when loweing in the shader, take only the components into account
that are actually written.
This also needs a fix for the alpha-format override to add the
TEXTURE_NEEDS_SWIZZLE flag.
Finally take the shader type into account when checking the number
of sampler views.
v2: Correct the shader code to apply the swizzling (Maksym)
v3: Fix formatting (Maksym)
Fixes: 29c6b9177541f189ebed5158a432b21d0d82211
vrend: apply format swizzling during GLSL generation
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: maksym.wezdecki@collabora.com
This is needed for modern games that require more than 16 samplers.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
To query the size and number of levels we have to obtain the
sampler as source for the size query, but also the index for
the emulated level lookup, so default to always obtaining the
right sampler, and add a special case for obtaining the sampler
index.
v2: - Fix possible endless loop (John)
- Use the sampler source index to find find the real index
v3: Make loop easier to read, and rename variables (John)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Note that it is also possible to draw just one instance with
start_intance larger than zero, and one must call
glDrawElementsInstancedBaseVertexBaseInstance
or
glDrawArraysInstancedBaseInstance
in this case.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Sometimes we receive FS shaders where some output was optimized away.
In this case we have to set the output locations explicitly, but it is
no problem if we always do this. On GL this can always be done by using
glBindFragDataLocationIndexed, it is supported since at least GL 3.3,
and the alternative, setting the layouts in the shader, requires the same
OpenGL. On GLES we have to emit explict locations if EXT_blend_func_extended
is not supported. This fises rendering of "The Long Dark".
v2: - Emit EXT_blend_func_extended in FS if extension is available
since this is required when not emitting the explicit locations
(Robert Wenzel)
- call glBindFragDataLocationIndexedEXT on GLES because that's what the
extension requires
v3: use sizoef(buf) instead of hard-coding size (John)
Related: #223
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: maksym.wezdecki@collabora.com (v2)
Reviewed-by: John Bates <jbates@chromium.org>
This should help debugging shader compilation errors.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Fixes: f50c878d61
vrend: factor out preparing the blit info
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>
Legacy FS shaders may use glColor and glSecondaryColor without the VS
actually emitting it. However, on GLES the interfaces between stages must
be matched, so replace FS input colors with a constant when they are not
emitted by the VS.
v2: - revert how the color_in_mask is populated
- handle back color too
- correctly appply the interface matching only on GLES (Bug reported
by David Riley).
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Since we use a core context on the host and all parts that are
needed for compatibility profiles are lowered, we can signal the
guest by using the feature check version.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
For glsl >= 140 glClipVertex is only available in compatibility context
and needs to be lowered in the last vertex stage.
In addition, reworks the handling of clip and cull distances, and add
handling for gl_PointSize to the gl_PerVertex emission.
v2: - reorder patches and remove debug messages (Rohan)
v3: - don't force require glsl 1.50 for non-last vertex stage VS (Italo)
v4: - Move expression into common if branch (John)
- fix ws (John)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
By removing some code from cso_cache.h, u_format.c, and u_inlines.h, we
can remove p_context.h, p_screen.h, and u_surface.h as well.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Ryan Neph <ryanneph@google.com>
Acked-by: Gert Wollny <gert.wollny@collabora.com>
v2: u_box.h, u_pack_color.h and u_rect.h became unused as well
MAYBE_UNUSED is replaced by ASSERTED. CLAMP in u_math.h is updated to
avoid a compile error.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Ryan Neph <ryanneph@google.com>
Acked-by: Gert Wollny <gert.wollny@collabora.com>
v2: cherry pick virglrenderer-specirfic e1e6d3cb ("Include sys/types.h
in p_compiler.h")
PIPE_ARCH_*_ENDIAN is replaced by UTIL_ARCH_*_ENDIAN. We also differ
from Mesa in how arch and endianness are detected.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Ryan Neph <ryanneph@google.com>
Acked-by: Gert Wollny <gert.wollny@collabora.com>
os/os_threads.h includes c11/threads.h. We can use c11 threads
directly.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Ryan Neph <ryanneph@google.com>
Acked-by: Gert Wollny <gert.wollny@collabora.com>
Also, if no VBO is bound bail out of draw_vbo, to avoid trying to
dereference the pointer when filling the shader key.
v2: rename pointer to subcontext to owning_sub (Chia-I)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Some paths don't emit rasterizer state or framebuffer state before calling
do_readpixels, and because of that the clamping is not done properly.
Fixes 0d84775435
Fixes several piglit snorm tests.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
If the guest is creating texture and the memory
comes from buffer object by creating GL_TEXTURE_BUFFER,
then host creates GL_TEXTURE_BUFFER too.
No texture parameters can be set for GL_TEXTURE_BUFFER.
If there is mismatch between the guest texture format and
the host texture format, for example GL_ALPHA8(guest) and
GL_R8(host), then we can't apply swizzling for such textures.
In such case, add manually swizzling in GLSL shader generation
step.
The logic of this patch:
1. Add additional fields in shader key struct
2. During draw_vbo call check if "manual swizzling" is needed
3. If yes, the add fields in key struct and generate shader again
4. During generation of for example texelFetch instruction
in GLSL put additional instruction for swizzling
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Telegram (Android App) shows high cpu usage under
virgl. It turns out when the guest send blend_mode
via alpha_src_factor, BLEND_SOFTLIGHT (0x9) would be
treated as PIPE_BLENDFACTOR_SRC1_COLOR (0x9). The
dual_src didn't match dual_src_linked and virgl keeps
linking the same program.
Fix the logic to calculate dual_src to make it as close
as possible to calculate dual_src_linked.
Signed-off-by: Lepton Wu <lepton@chromium.org>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Tipically mesa handles CLAMP_READ_COLOR in gallium frontend, and the
default value for CLAMP_READ_COLOR as defined by the GL spec is
GL_FIXED_ONLY.
As CLAMP_READ_COLOR is really only used for reading pixel color values
from a buffer, there's no problem always returning unclamped colors and
letting the guest mesa clamp it if it wants.
On the other hand, if we clamp it on the host, as we do now, then the
guest mesa only has clamped values to work with, which needless to say,
can't be "unclamped".
Unfortunaly, this fix doesn't work for the GL ES backend, because in
GL ES the colors read with glReadPixels are always clamped.
Fixes piglit's fbo-blending-snorm tests.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
It doesn't end up getting used because the sub_ctx->prog check happens
first, but let's not return a surprising truthy value from one fail
path of a bool function.
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>