[Mesa-dev] [PATCH 3/3] radeonsi: add a workaround for the Witcher 2 black transitions
Edmondo Tommasina
edmondo.tommasina at gmail.com
Tue Jan 3 22:15:22 UTC 2017
Hi Marek
This series is
Tested-by: Edmondo Tommasina <edmondo.tommasina at gmail.com>
The black transitions in Witcher 2 are fixed for me.
Thanks
edmondo
On Tue, Jan 3, 2017 at 8:17 PM, Marek Olšák <maraeo at gmail.com> wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> ---
> src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c | 15 +++++++++++++--
> 1 file changed, 13 insertions(+), 2 deletions(-)
>
> diff --git a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c
> index 996a458..efe28d1 100644
> --- a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c
> +++ b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c
> @@ -629,20 +629,29 @@ store_value_to_array(struct lp_build_tgsi_context *bld_base,
> default:
> continue;
> }
> value = LLVMBuildExtractElement(builder, array,
> lp_build_const_int32(gallivm, i), "");
> LLVMBuildStore(builder, value, temp_ptr);
> }
> }
> }
>
> +/* If this is 1, preload FS inputs at the beginning of shaders. Otherwise,
> + * reload them at each use.
> + *
> + * This must be 1 for Witcher 2 to render correctly. The cause of the Witcher 2
> + * issue is still unknown. I only know that M0 is correct throughout the whole
> + * shader.
> + */
> +#define SI_PRELOAD_FS_INPUTS 1
> +
> LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base,
> const struct tgsi_full_src_register *reg,
> enum tgsi_opcode_type type,
> unsigned swizzle)
> {
> struct si_shader_context *ctx = si_shader_context(bld_base);
> struct lp_build_tgsi_soa_context *bld = lp_soa_context(bld_base);
> LLVMBuilderRef builder = bld_base->base.gallivm->builder;
> LLVMValueRef result = NULL, ptr, ptr2;
>
> @@ -681,21 +690,22 @@ LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base,
>
> case TGSI_FILE_INPUT: {
> unsigned index = reg->Register.Index;
> LLVMValueRef input[4];
>
> /* I don't think doing this for vertex shaders is beneficial.
> * For those, we want to make sure the VMEM loads are executed
> * only once. Fragment shaders don't care much, because
> * v_interp instructions are much cheaper than VMEM loads.
> */
> - if (ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT)
> + if (!SI_PRELOAD_FS_INPUTS &&
> + ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT)
> ctx->load_input(ctx, index, &ctx->input_decls[index], input);
> else
> memcpy(input, &ctx->inputs[index * 4], sizeof(input));
>
> result = input[swizzle];
>
> if (tgsi_type_is_64bit(type)) {
> ptr = result;
> ptr2 = input[swizzle + 1];
> return si_llvm_emit_fetch_64bit(bld_base, type, ptr, ptr2);
> @@ -874,21 +884,22 @@ static void emit_declaration(struct lp_build_tgsi_context *bld_base,
> {
> unsigned idx;
> for (idx = decl->Range.First; idx <= decl->Range.Last; idx++) {
> if (ctx->load_input &&
> ctx->input_decls[idx].Declaration.File != TGSI_FILE_INPUT) {
> ctx->input_decls[idx] = *decl;
> ctx->input_decls[idx].Range.First = idx;
> ctx->input_decls[idx].Range.Last = idx;
> ctx->input_decls[idx].Semantic.Index += idx - decl->Range.First;
>
> - if (bld_base->info->processor != PIPE_SHADER_FRAGMENT)
> + if (SI_PRELOAD_FS_INPUTS ||
> + bld_base->info->processor != PIPE_SHADER_FRAGMENT)
> ctx->load_input(ctx, idx, &ctx->input_decls[idx],
> &ctx->inputs[idx * 4]);
> }
> }
> }
> break;
>
> case TGSI_FILE_SYSTEM_VALUE:
> {
> unsigned idx;
> --
> 2.7.4
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
More information about the mesa-dev
mailing list