It's a requirement to be able to identify the first bad draw or
dispatch call.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6471>
It should reliably report the faulty shader but the faulty instruction
is inacurate, especially for memory violations because it's reported
when the addr is processed. It will be improved by emitting more
wait-states.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6384>
A trap handler is used to handle shader exceptions like memory
violations, divide by zero etc. The trap handler shader code will
help to identify the faulty shader/instruction and to report
more information for better debugging.
This has only been tested on GFX8, though it should work on GFX6-GFX7.
It seems we need a different implemenation for GFX9+.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6384>
This currently covers two situations where it's obvious that
the GPU hung:
1) when wait-of-idle doesn't finish in a finite time
2) when a CS submission is cancelled by the kernel
There is still probably some other situations that aren't yet handled.
According to the Vulkan spec, some operations should return
VK_ERROR_DEVICE_LOST when the corresponding logical device is
known to be lost.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5878>
Game does the equivalent of a
ALIGN(..., minUniformBufferOffsetAlignment >> 4)
which breaks when said alignment is <16 with a SIGFPE.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6120>
This adds applicationName + version through like engineName.
Rationale: A game (World War Z) includes the store name in the
executable name, so has multiple executable names.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6120>
When importing a DMA-BUF, the image layout created in vkImageCreate may
not match the imported BO's. To make this work we redo the layout based
on the metadata of the imported image.
The original patch did a delayed allocation just as for AHB, but that
does not work for images that are not imported (but e.g. exported only).
Original patch by Simon Ser <contact@emersion.fr>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2801
CC: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6274>
This was just missing.
Fixes: 57e796a12a ("radv: Implement VK_EXT_custom_border_color")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: John Galt <johngaltfirstrun@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6276>
Enables DCC/HTILE/CMASK/FMASK when supported, not just when we think
it is beneficial.
This is helpful to detect compression bugs with CTS.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6252>
RADV_PERFTEST=aco no longer exists, ACO is the default compiler.
RADV_PERFTEST=llvm is deprecated, use RADV_DEBUG=llvm instead.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5662>
Just noticed in passing that this looked extra complicated,
Bas said it was for legacy design reasons, so clean it up.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6099>
For cross-process timelines we have to have a thread to wait
till the requested points become available.
The functions actually dealing with timeline semaphores stubbed out, to
implement in the next patch. As such the thread code shouldn't trigger
yet.
The core idea is that we still use the refcount mechanism that we use with
emulated timelines, though the native timeline syncobj don't participate
in the refcounting. This way we keep the ordering of submission in a queue
as each submission is also blocked by its predecessor.
Where we change behavior is when the number of blockers reaches 0. In the
new code we check if we need to wait for the timeline semaphores to
be available and if so we won't execute the submission immediately but
pass it to the submission thread.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5600>
To facilitate cross-process timeline semaphores we have to deal with
the fact that the syncobj signal operation might be submitted a
small finite time after the wait operation.
For that we start using DRM_SYNCOBJ_WAIT_FLAGS_WAIT_FOR_SUBMIT during
the wait operation so we properly wait instead of returning an error.
Furthermore, to make this effective for syncobjs that get reused we
actually have to reset them after the wait. Otherwise the wait before
submit would get the previous fence instead of waiting for the new
thing to submit.
The obvious choice, resetting the syncobj after the CS submission
has 2 issues though:
1) If the same semaphore is used for wait and signal we can't reset it.
This is solvable by only resetting the semaphores that are not in the
signal list.
2) The submitted work might be complete before we get to resetting the
syncobj. If there is a cycle of submissions that signals it again and
finishes before we get to the reset we are screwed.
Solution:
Copy the fence into a new syncobj and reset the old syncobj before
submission. Yes I know it is more syscalls :( At least I reduced the
alloc/free overhead by keeping a cache of temporary syncobjs.
This also introduces a syncobj_reset_count as we don't want to reset
syncobjs that are part of an emulated timeline semaphore. (yes, if
the kernel supports timeline syncobjs we should use those instead,
but those still need to be implemented and if we depend on them in
this patch ordering dependencies get hard ...)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5600>
No hw support for float atomic add for buffer and (sparse) images.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6000>
Detroit: Become Human uses dFdx/dFdy immediately after a quad-divergent
discard, which can cause the image to become white.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3212
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5991>
This creates a syncobj and sets it as signaled with one ioctl
instead of two.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5921>
VK_ERROR_INVALID_EXTERNAL_HANDLE is not a valid Vulkan error code
for these functions and it's likely that too many objects are
created instead.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5921>
It's invalid and the temporary syncobj was never actually destroyed.
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5921>
The buffer was never added to the list of buffers. This might lead to
VM faults and GPU hangs.
Found this by luck.
Fixes: 57e796a12a ("radv: Implement VK_EXT_custom_border_color")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5884>
Steam was the only client of this feature and it seems no longer used.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5869>
When ctx_wait_idle failed, something really bad happened likely
a GPU hang. Make sure to return the appropriate Vulkan error code
in this case.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5843>
Fixes various artifacts with Detroit: Become Human. This assumes other
Vulkan games using the same engine could have the same issues.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5710>
DOOM Eternal happily creates a swapchain with 2 images for IMMEDIATE.
This fixes a 10% performance issue with RADV.
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5704>