This patch removes start_slot from set_vertex_buffers() as suggested in
https://gitlab.freedesktop.org/mesa/mesa/-/issues/8142
compilation testing:
all gallium drivers, nine frontend compilation has been tested.
d3d10umd compilation has not been tested
driver, frontend testing:
only llvmpipe and radeonsi driver was tested running game
only the nine frontend changes are complex. All other changes are easy.
nine front end was using start slot and also using multi context.
nine frontend code changes:
In update_vertex_elements() and update_vertex_buffers(), the vertex
buffers or streams are ordered removing the holes. In update_vertex_elements()
the vertex_buffer_index is updated for pipe driver to match the ordered list.
v2: remove start_slot usage code from Marek (Marek Olšák)
v3: nine stream number holes mask code from Axel (Axel Davy)
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> (except nine, which is Ab)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22436>
this is a separate patch as it's won't affect the code style
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23577>
They are exactly the same, so it's safe to do the replace
Also gen OS_TIMEOUT_INFINITE var with rusticl_mesa_bindings_rs by OS_ prefix and
include "util/os_time.h" in rusticl/rusticl_mesa_bindings.h
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23401>
This is a prepare step to remove depends on p_defines.h in src/util/*
This is done by:
replace pipe_prim_type with mesa_prim
replace shader_prim with mesa_prim
replace PIPE_PRIM_MAX with MESA_PRIM_COUNT
replace SHADER_PRIM_ with MESA_PRIM_
replace PIPE_PRIM_ with MESA_PRIM_
This patch only replace code only
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23369>
The big items in this patch:
- New screen file, to support the Xbox "windowing" system
- Lots of small macros/changes to support the Xbox D3D12 API without messing with the Win32 path too much
- A few changes to avoid requiring COM interfaces (the big one was QueryInterface which is unsupported)
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: David Jacewicz <david.jacewicz@protonmail.com>
Co-authored-by: tieuchanlong <tieuchanlong@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19022>
Before, when an application called into d3d12_query_result, and
the results were not ready to be read, a flush-and-wait would
be attempted via synchronized mapping of the query result resource.
This can end up calling close/execute on the command list while it is
already being executed by the driver thread.
With the current fence value attached to the query, we now wait
for completion if necessary and then map the resource unsynchronized, or
return false if the result is not ready and wait == false.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20217>
If we were able to create a device factory from a DLL-local D3D12Core,
we want to use that one to do root signature serialization, instead of
going to the globally-configured D3D12Core.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18305>
Uses a set of d3d12_bo on the context to track which bos are pending
a transition instead of an intrusive linked list, since the bo may
need to be pending on multiple contexts at once.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
When a resource is destroyed, we'll need to let the contexts know.
This is guarded by the submit mutex, because we'll already be holding
that for at least one place where we want to iterate this list, and
it's low-frequency enough that re-using it is simpler than adding more
locks and creating confusing lock ordering.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
This will only work if all contexts have been destroyed. If the app
attempts to re-create one context, while another outstanding context
exists and is still in the removed state, then the screen is not
recovered and the new context will fail to create.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15002>
We can at least correctly return whether the context was lost, but
at this point can't correctly tear down and create a new one, nor
do we support the callback for dynamic notification.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15002>
There's already a single command queue for the screen, meaning that
all commands are being serialized implicitly into that queue. There's
no need to have separate fences for parallel contexts when those
fences would all share the same underlying timeline.
This adds an explicit lock to expand the scope of the implicit screen
command queue ordering to include fence signals.
Each context still gets its own submit sequence, which is used for 1
purpose right now: A uniqueness check in the state manager to see
if states are coming from separate command lists, to apply promotion
and decay logic.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14959>
Turn the context state and shader key into a bitmask. When lowering
the depth invert into the shader, scan for writes to viewport index.
If found, move position to the end of the function (or current vertex)
and check if the current viewport needs the depth invert before applying.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>