vc4: Prioritize allocating accumulators to short-lived values.

The register allocator walks from the end of the nodes array looking for
trivially-allocatable things to put on the stack, meaning (assuming
everything is trivially colorable and gets put on the stack in a single
pass) the low node numbers get allocated first.  The things allocated
first happen to get the lower-numbered registers, which is to say the fast
accumulators that can be paired more easily.

When we previously made the nodes match the temporary register numbers,
we'd end up putting the shader inputs (VS or FS) in the accumulators,
which are often long-lived values.  By prioritizing the shortest-lived
values for allocation, we can get a lot more instructions that involve
accumulators, and thus fewer conflicts for raddr and WS.

total instructions in shared programs: 52870 -> 46428 (-12.18%)
instructions in affected programs:     52260 -> 45818 (-12.33%)
vc4: Reserve rb31 instead of r3 for raddr conflict spills.

This increases the cost of a raddr b conflict spill (save r3 to rb31, move
src1 to r3, move rb31 back to r3 when done, instead of just move src1 to
r3), but on average thanks to instruction pairing it's more worthwhile to
have another accumulator.

total instructions in shared programs: 46428 -> 46171 (-0.55%)
instructions in affected programs:     38030 -> 37773 (-0.68%)
mesa: Considers GL_DEPTH_STENCIL_ATTACHMENT a valid argument for FBO invalidation under GLES3

In OpenGL and OpenGL-ES 3+, GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point for the family of functions
that invalidate a framebuffer object (e.g, glInvalidateFramebuffer, glInvalidateSubFramebuffer, etc).
Currently, a GL_INVALID_ENUM error is emitted for this attachment point.

Fixes 21 dEQP test failures under 'dEQP-GLES3.functional.fbo.invalidate.*'.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
mesa: Enables GL_RGB and GL_RGBA unsized internal formats for OpenGL ES 3.0

GL_RGB and GL_RGBA are valid internal formats on a GLES3 profile. See
"Table 1. Unsized Internal Formats" at
https://www.khronos.org/opengles/sdk/docs/man3/html/glTexImage2D.xhtml.

Fixes 2 dEQP tests:
- dEQP-GLES3.functional.state_query.internal_format.rgb_samples
- dEQP-GLES3.functional.state_query.internal_format.rgba_samples

Reviewed-by: Brian Paul <brianp@vmware.com>
mesa: Returns zero samples when querying GL_NUM_SAMPLE_COUNTS when internal format is integer

From GL ES 3.0 specification, section 6.1.15 Internal Format Queries (page 236),
multisampling is not supported for signed and unsigned integer internal formats.

Fixes 19 dEQP tests under 'dEQP-GLES3.functional.state_query.internal_format.*'.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
mesa: Recompute LegalTypesMask if the GL API has changed

The current code computes ctx->Array.LegalTypesMask just once,
however, computing this needs to consider ctx->API so we need
to make sure that the API for that context has not changed if
we intend to reuse the result.

The context API can change, at least, if we go through
_mesa_meta_begin, since that will always force
API_OPENGL_COMPAT until we call _mesa_meta_end. If any
operation in between these two calls triggers a call to
update_array_format, then we might be caching a value for
LegalTypesMask that will not be right once we have called
_mesa_meta_end and restored the context API.

Fixes the following 179 dEQP tests in i965:
dEQP-GLES3.functional.vertex_arrays.single_attribute.strides.fixed.*
dEQP-GLES3.functional.vertex_arrays.single_attribute.normalize.fixed.*
dEQP-GLES3.functional.vertex_arrays.single_attribute.output_types.fixed.*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.static_draw.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.stream_draw.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.dynamic_draw.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.static_copy.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.stream_copy.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.dynamic_copy.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.static_read.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.stream_read.*fixed*
dEQP-GLES3.functional.vertex_arrays.single_attribute.usages.dynamic_read.*fixed*
dEQP-GLES3.functional.vertex_arrays.multiple_attributes.input_types.3_*fixed2*
dEQP-GLES3.functional.draw.random.{2,18,28,68,83,106,109,156,181,191}

Reviewed-by: Brian Paul <brianp@vmware.com>
glsl: invariant qualifier is not valid for shader inputs in GLSL ES 3.00

GLSL ES 3.00 spec, chapter 4.6.1 "The Invariant Qualifier",

    Only variables output from a shader can be candidates for invariance. This
    includes user-defined output variables and the built-in output variables.
    As only outputs can be declared as invariant, an invariant output from one
    shader stage will still match an input of a subsequent stage without the
    input being declared as invariant.

This patch fixes the following dEQP tests:

dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_invariant_input

No piglit regressions observed.

v2:
- Add spec content in the code

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
main: return two minor digits for ES shading language version

For OpenGL ES 3.0 spec, the minor number for SHADING_LANGUAGE_VERSION is always
two digits, matching the OpenGL ES Shading Language Specification release
number. For example, this query might return the string "3.00".

This patch fixes the following dEQP test:

   dEQP-GLES3.functional.state_query.string.shading_language_version

No piglit regression observed.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
draw: implement TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION

Required by Nine. Tested with util_run_tests.
It's added to softpipe, llvmpipe, and r300g/swtcl.

Tested-by: David Heidelberg <david@ixit.cz>
mesa: use build flag to ensure stack is realigned on x86

Nowadays GCC assumes stack pointer is 16-byte aligned even on 32-bits, but that is an assumption OpenGL drivers (or any dynamic library for that matter) can't afford to make as there are many closed- and open- source application binaries out there that only assume 4-byte stack alignment.

V4: fix comment and indentation

V3: move all sse4.1 build flag config to the same location
 and add comment as to why we need to do the realign

V2: use $target_cpu rather than $host_cpu
  and setup build flags in config rather than makefile

https://bugs.freedesktop.org/show_bug.cgi?id=86788
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Matt Turner <mattst88@gmail.com>
CC: "10.4" <mesa-stable@lists.freedesktop.org>
tgsi/lowering: add support to lower TXP (v2)

v2: actually do perspective divide for RECT/SHADOWRECT

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
freedreno: update generated headers

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: cleanup slice alignment/setup

Collapse things back into a setup_slices() which takes the desired
alignment as a param.  This gets things ready for a4xx which has some
slightly different requirements.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a4xx: texture fixes

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a4xx: XA gpu hang at startup

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/ir3: lower TXP as needed

On a3xx, lower TXP for 3D textures, on a4xx lower all TXP.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a4xx: temp hack for FLAT varyings

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a4xx: fix rendering to layer != 0

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a4xx: frag-coord / face fixes

Signed-off-by: Rob Clark <robclark@freedesktop.org>
clover: Fix build after llvm r223802

Signed-off-by: Aaron Watry <awatry at gmail.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>