The vkCmdFillBuffer() command fills a buffer with an uint32_t value.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.1 17.2" <mesa-stable@lists.freedesktop.org>
This allows building and installing the Intel "anv" Vulkan driver using
meson and ninja, the driver has been tested against the CTS and has
seems to pass the same series of tests (they both segfault when the CTS
tries to run wayland wsi tests).
There are still a mess of TODO, XXX, and FIXME comments in here. Those
are mostly for meson bugs I'm trying to fix, or for additional things to
implement for other drivers/features.
I have configured all intermediate libraries and optional tools to not
build by default, meaning they will only be built if they're pulled in
as a dependency of a target that will actually be installed) this allows
us to avoid massive if chains, while ensuring that only the bits that
need to be built are.
v2: - enable anv, x11, and wayland by default
- add configure option to disable valgrind
v3: - fix typo in meson_options (Nicholas)
v4: - Remove dead code (Eric)
- Remove change to generator that was from v0 (Eric)
- replace if chain with loop (Eric)
- Fix typos (Eric)
- define HAVE_DLOPEN for both libdl and builtin dl cases (Eric)
v5: - rebase on util string buffer implementation
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net> (v4)
In Vulkan, for 'z' (depth) component, the scale and translate values
for the viewport transformation are:
pz = maxDepth - minDepth
oz = minDepth
zf = pz × zd + oz
Being zd, the third component in vertex's normalized device coordinates.
Fixes: dEQP-VK.draw.inverted_depth_ranges.*
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
The Broadwell method of handling uncompressed views of compressed
textures was to make the texture linear and have a tiled shadow copy.
This isn't needed on Sky Lake because the HALIGN and VALIGN parameters
are specified in surface elements and required to be a multiple of 4.
This means that we can just use the X/Y Offset fields and we can avoid
the shadow copy song and dance. This also makes ASTC work because ASTC
can't be linear and so the shadow copy method doesn't work there.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
In order to get support everywhere, this gets a bit complicated. On Sky
Lake and later, everything is fine because HALIGN/VALIGN are specified
in surface elements and are required to be at least 4 so any offsetting
we may need to do falls neatly within the heavy restrictions placed on
the X/Y Offset parameter of RENDER_SURFACE_STATE. On Broadwell and
earlier, HALIGN/VALIGN are specified in pixels and are hard-coded to
align to exactly the block size of the compressed texture. This means
that, when reinterpreted as a non-compressed texture, the tile offsets
may be anything and we can't rely on X/Y Offset.
In order to work around this issue, we fall back to linear where we can
trivially offset to whatever element we so choose. However, since
linear texturing performance is terrible, we create a tiled shadow copy
of the image to use for texturing. Whenever the user does a layout
transition from anything to SHADER_READ_ONLY_OPTIMAL, we use blorp to
copy the contents of the texture from the linear copy to the tiled
shadow copy. This assumes that the client will use the image far more
for texturing than as a storage image or render target.
Even though we don't need the shadow copy on Sky Lake, we implement it
this way first to make testing easier. Due to the hardware restriction
that ASTC must not be linear, ASTC does not work yet.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This struct represents a full surface state including the addresses of
the referenced main and auxiliary surfaces (if any). This makes
relocation setup substantially simpler and allows us to move 100% of the
surface state setup logic into anv_image where it belongs. Before, we
were manually fishing data out of surface states when emitting
relocations so we knew how to offset aux address. It's best to keep all
of the surface state emit logic together. This also gets us closer, at
least cosmetically, to a world of no relocations where addresses are
placed in surface states up-front.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This gives us a single centralized place where we take an image view and
use it to fill out a surface state.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Unreal Engine 4 seems to really like this format for some reason. We
don't technically have the hardware format but we do have L8_SRGB. It's
easy enough to fake with that and a swizzle.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Android's Vulkan loader implements VK_KHR_surface and VK_KHR_swapchain,
and applications cannot access the driver's implementation. Moreoever,
if the driver exposes the those extension strings, then tests
dEQP-VK.api.info.instance.extensions and dEQP-VK.api.info.device fail
due to the duplicated strings.
v2: Replace !ANDROID with ANV_HAS_SURFACE. (for jekstrand)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Feed the XML to anv_extensions.py and anv_entrypoints_gen.py.
Do it on all platforms, not just Android. Tested on Android and Fedora.
We always parse the Android XML, regardless of target platform, to
help reduce the chance that people working on non-Android break the
Android build.
v2:
- Squash in Tapani's changes to Android.*.mk.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com> (v1)
The taught scripts are anv_extensions.py and anv_entrypoints_gen.py. To
give a script multiple XML files, call it like so:
anv_extensions.py --xml a.xml --xml b.xml --xml c.xml ...
The scripts parse the XML files in the given order.
This will allow us to feed the scripts XML files for extensions that are
missing from the official vk.xml, such as VK_ANDROID_native_buffer.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This patch renames build_id_find_nhdr() to
build_id_find_nhdr_for_addr(), and changes it to never examine the
library name.
Tested on Fedora by confirming that build_id_get_data() returns the same
build-id as the file(1) tool. For BSD, I confirmed that the API used
(dladdr() and struct Dl_info) is documented in FreeBSD's manpages.
This solves two problems:
- We can now the query the build-id without knowing the installed library's
filename.
This matters because Android requires specific filenames for HAL
modules, such as "/vendor/lib/hw/vulkan.${board}.so". The HAL
filenames do not follow the Unix convention of "libfoo.so". In
other words, the same query code will now work on Linux and Android.
- Querying the build-id now works correctly when the process
contains multiple shared objects with the same basename.
(Admittedly, this is a highly unlikely scenario).
Cc: Jonathan Gray <jsg@jsg.id.au>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Fixes: d083bc1c4b ("anv: wire up vk_errorf macro to do debug reporting")
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
anv_debug adds 'debug:' already, this is to clean following:
debug: debug: anv_CreateDebugReportCallbackEXT: ignored VkStructureType 1000011000
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Currently anv_perf_warn call in anv_compute_heap_size does not ever
report a perf warning. Move debug variable read as the first thing
in case there will be other perf_warn calls added.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Patch adds required functionality for extension to manage a list of
application provided callbacks and handle debug reporting from driver
and application side.
v2: remove useless helper anv_debug_report_call
add locking around callbacks list
use vk_alloc2, vk_free2
refactor CreateDebugReportCallbackEXT
fix bugs found with crucible testing
v3: provide ANV_FROM_HANDLE and use it
misc fixes for issues Jason found
use vk_find_struct_const for finding ctor_cb
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
`anv_formats[ARRAY_SIZE(anv_formats)]` is already one too far.
Spotted by Coverity.
CovID: 1417259
Fixes: 242211933a "anv/formats: Nicely handle unknown VkFormat enums"
Cc: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
This fixes some crashes in the dEQP-VK.memory.requirements.core.* tests.
I'm not sure whether or not passing out-of-bound formats into the query
is supposed to be allowed but there's no harm in protecting ourselves
from it.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/101956
Cc: mesa-stable@lists.freedesktop.org
error: incompatible pointer to integer conversion initializing 'VkFence'
(aka 'unsigned long long') with an expression of type 'void *' [-Werror,-Wint-conversion]
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
I want to be able to copy between buffer objects using BLORP in the i965
driver. Anvil already had code to do this, in a reasonably efficient
manner - first using large bpp copies, then smaller bpp copies.
This patch moves that logic into BLORP as blorp_buffer_copy(), so we
can use it in both drivers.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This structure contains two fields, binding and index, that store the
binding in the descriptor set and the index inside the binding.
These structures are defined as uint8_t, but the types in Vulkan
specification are uint32_t, so big values are clamp.
This fixes dEQP-VK.binding_model.shader_access.*.multiple_arbitrary_descriptors.*
v2: use UINT32_MAX for index when having no render targets (Tapani)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The functions we're marking as UNUSED in genX_pipeline.c are used only
when compiling for particular generations.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Fixes warnings like
warning: implicit conversion from enumeration type 'enum isl_format' to
different enumeration type 'enum GEN10_SURFACE_FORMAT'
[-Wenum-conversion]
.SourceElementFormat = ISL_FORMAT_R32_UINT,
^~~~~~~~~~~~~~~~~~~
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Unless you have data, the compiler knows better than you whether a
function should be inlined.
No difference in the resulting binary with gcc-6.3.0 or clang-4.0.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Avoids Clang's warning about the current code:
warning: suggest braces around initialization of subobject
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
In order to implement VK_KHR_external_fence, we need to back our fences
with something that's shareable. Since the kernel wait interface for
sync objects already supports waiting for multiple fences in one go, it
makes anv_WaitForFences much simpler if we only have one type of fence.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is just a refactor, similar to what we did for semaphores, in
preparation for handling VK_KHR_external_fence.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>