Piglit tests for v3d highlighted issues with the padding
computation when allocating memory for slices. This change
moves the fixes from v3d to v3dv.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23260>
Fixes hundreds of dEQP-VK.api.copy_and_blit.* tests when including the
assert that the alignment in align() is valid, as added in !20153.
Fixes: 3ba839bf73 ("v3dv: align compressed image regions to block size")
Signed-off-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23224>
This simplifies things a bit. Note that in some cases, the arguments are
swapped, because multiplications are commutative, and nir_fmul_imm only
allows the second operand to be an immediate.
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23179>
This fixes an assert crash in UE4 when forcing the blit path for
image copies, caused by an image copy of a small miplevel which
pixel size is smaller than a single compressed block, leading to
an empty blit region.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23180>
We had a check to ensure we were copying full slices, but the
size check was done against the base mip level, so in practice
we were only using the TFU for mip 0.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23180>
Compressed textures require their width and height padding to be
calculated based on the number of blocks in the image. This change ensures
that the number of blocks in the texture is a POT for mip levels > 1.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23133>
Since 624e799cc3 ("nir: Drop nir_ssa_def::name and nir_register::name"), SSA
defs don't have names, making the name argument unused. Drop it from the
signature and fix the call sites. This was done with the help of the following
Coccinelle semantic patch:
@@
expression A, B, C, D, E;
@@
-nir_ssa_dest_init(A, B, C, D, E);
+nir_ssa_dest_init(A, B, C, D);
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23078>
There are no more producers of legacy atomics so these calls are inert.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23036>
tex_format should be `enum V3DX(Texture_Data_Formats)`, but using that enum
type in the header requires including `v3dx_pack.h`, which triggers circular
include dependencies issues, so use a `uint32_t` for now.
"fix" the one place that was using the correct enum, because doing so
triggers `-Wenum-int-mismatch` in GCC 13 as the function declaration
doesn't match the function definition.
Reported-by: Michel Dänzer <mdaenzer@redhat.com>
Signed-off-by: Eric Engestrom <eric@igalia.com>
Acked-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22739>
In V3D we were doing this incorrectly by peeking into the sampler state
unconditionally, which is not correct if the TMU operations don't use
sampler state at all (like PBOs). This was causing us to fail the second
test in this sequence when both tests run back back to back in the same
process:
dEQP-GLES3.functional.texture.shadow.2d.linear.greater_or_equal_depth_component32f
dEQP-GLES3.functional.texture.specification.teximage2d_pbo.rg32f_cube
Here, the first test would setup sampler state for shadow comparisons and
the second test would setup a PBO upload, which would incorrectly pick
up the sampler state to decide about the TMU output size for the PBO
operation.
In V3DV we were doing this right looking through each texture/sampler
instruction and checking if they all involved shadow comparisons or had
relaxed precission, defaulting to 32-bit otherwise.
This special-casing for shadow comparisons also leaks from drivers
into the compiler where we are forced to emit some pieces of sampler
state for 32-bit outputs, so we had to special-case shadow instructions
there as well and we also had a fix for CS textures not having correct
sampler state representing shadow operations too. Finally,
we also had at least a couple of bugs where forcing 32-bit TMU output
through V3D_DEBUG wasn't correctly forcing shadow comparisons to actually
be 32-bit in all the right places, leading to visual bugs with the
option enabled (Sponza being one example of this). This change eliminates
all of these issues.
Finally, the performance improvement observed from special casing shadow
comparison is negligible, and in specific scenarios it can even be
detrimental to performance due to increased register pressure (Sponza with
PCF filtering set to 4 is an example of this again).
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8684
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22284>
Usually, we postpone acquisition until a swapchain is created, but there are
some cases with display extensions (at least with EXT_acquire_drm_display)
where we need to acquire before a swapchain is ever created.
Fixes various tests in:
dEQP-VK.wsi.acquire_drm_display.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22283>
Even if the VkPipelineRasterizationStateCreateInfo sets
depthBiasEnable, internally we comput if it is really makes sense, and
use that to decide for example if we emit the Depth Offset packet.
But we were not using this to enable Depth Bias through the depth
offset enable field on the CFG packet.
So in some tests we were enabling depth bias, but not emitting the
packet to configure it, that seemed somewhat inconsistent.
This didn't cause any issue so far, but let's be conservative.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22252>
We implement this by emitting a draw call, which should not be registered
during occlusion query counting.
Fixes:
dEQP-VK.query_pool.occlusion_query*clear*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22131>
This can have two main uses:
* If we suspect a problem with TFU copies, we can disable it and
check if other codepaths gets a test/app working.
* To test other codepaths, as in general, TFU is the preferred
option for copies.
Note that for now this is only for v3dv, as for v3d, mipmap generation
uses TFU without an alternative codepath.
With this option we also adds an assert if we try to submit a TFU job,
just in case we keep adding other methods that use TFU, and forget to
include the debug option there.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21952>
This is an inline function with a compile-constant switch, so I expect
the compiler wouldn't produce any better code like this, but for humans
it's easier to read when function calls are not embedded into other
function calls.
Signed-off-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21835>
Both OpenGL and Vulkan drivers share the same performance counters.
Let's move them to a common place instead of duplicating.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21420>
Enable support for the following extensions, which are already supported
by the driver and shared wsi code, and were just missing enables inside
v3dv_device:
VK_EXT_direct_mode_display, VK_EXT_acquire_drm_display,
VK_EXT_acquire_xlib_display.
Successfully tested on RPi 400, RaspberryPi OS 11, with X11 RandR output
leasing to lease a RandR output and use it for direct display mode.
Signed-off-by: Mario Kleiner <mario.kleiner.de@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21529>
It'll get lowered to get_ssbo_size by nir_lower_explicit_io() so the
driver should never notice this change.
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21446>
As we support VK_EXT_image_drm_format_modifier, we could receive
VK_IMAGE_ASPECT_MEMORY_PLANE_0/1/2_BIT_EXT flags.
Fixes several tests like this:
dEQP-VK.drm_format_modifiers.create_explicit_modifier.*
when using CTS 1.3.5.0
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21463>
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21210>
Currently, we postpone binning syncs until we record draw calls
and can validate if any of them require accessing protected
resources in the binning stage, however, if the draw calls are
recorded in a secondary command buffer and the barriers have
been recorded in the primary command buffer, we won't apply the
binning sync in the secondary when we record the draw calls
and so we must apply it when we execute the secondary in the
primary.
Fixes flakyness in:
dEQP-VK.api.command_buffers.record_many_draws_secondary_2
cc: mesa-stable
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21162>
The CLE parser in the sim will read this many bytes for each instruction
in a CL, so we should ensure we have at least that many bytes available
in the BO when reading the last instruction, otherwise we can trigger
a GMP violation. It is not clear whether this behavior applies to real
hardware too.
cc: mesa-stable
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21162>
This will be useful for RADV since it hashes the state.
v3dv changes:
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20731>
For the common case where we're emitting packet we don't need to
update the cl_out pointer and then store the result in cl->next,
we can directly update cl->next.
This shows a small improvement in vkoverhead's scores for basic
draw tests.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20897>
While we are already ensuring we allocate at least 8192 bytes should
this not be the first allocation and our allocations are typically just
a few bytes, multilayered framebuffers with large numbers of layers may
require more space than that in a single allocation.
Fixes: 3325950648 ('v3dv: increase BO allocation size when growing CLs')
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20871>