On Bifrost and newer, blend descriptors are decoupled from render target. That
means we can always use a clear shader reading from blend_descriptor_0 and
specify the desired render target in the sole blend descriptor we pass.
Likewise on Bifrost and newer we don't need blend descriptors when we don't
blend, which is the case for the Z/S clears.
This reduces the number of shaders compiled on startup from 468 to 426.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16950>
The only reason for the wrapper was so that we could dummy signal the
semaphore and fence. Now that the WSI code always dos this for us, we
can drop our wrapper.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4037>
We've discussed this at length and have agreed that Midgard + Vulkan is DOA, but
have let the code linger. Now it's getting in the way of forward progress for
PanVK... That means it's time to drop the code paths and commit t to not
supporting it.
Midgard is only *barely* Vulkan 1.0 capable, Arm's driver was mainly
experimental. Today, there are no known workloads today for hardware of that
class, given the relatively weak CPU and GPU, Linux, and arm64. Even with a
perfect Vulkan driver, FEX + DXVK on RK3399 won't be performant.
There is a risk here: in the future, 2D workloads (like desktop compositors)
might hard depend on Vulkan. It seems this is bound to happen but about a decade
out. I worry about contributing to hardware obsolescence due to missing Vulkan
drivers, however such a change would obsolete far more than Midgard v5...
There's plenty of GL2 hardware that's still alive and well, for one. It doesn't
look like Utgard will be going anywhere, even then.
For the record: I think depending on Vulkan for 2D workloads is a bad idea. It's
unfortunately on brand for some compositors.
Getting conformant Vulkan 1.0 on Midgard would be a massive amount of work on
top of conformant Bifrost/Valhall PanVK, and the performance would make it
useless for interesting 3D workloads -- especially by 2025 standards.
If there's a retrocomputing urge in the future to build a Midgard + Vulkan
driver, that could happen later. But it would be a lot more work than reverting
this commit. The compiler would need significant work to be appropriate for
anything newer than OpenGL ES 3.0, even dEQP-GLES31 tortures it pretty bad.
Support for non-32bit types is lacklustre. Piles of basic shader features in
Vulkan 1.0 are missing or broken in the Midgard compiler. Even if you got
everything working, basic extensions like subgroup ops are architecturally
impossible to implement.
On the core driver side, we would need support for indirect draws -- on Vulkan,
stalling and doing it on the CPU is a nonoption. In fact, the indirect draw code
is needed for plain indexed draws in Vulkan, meaning Zink + PanVK can be
expected to have terrible performance on anything older than Valhall. (As far as
workloads to justify building a Vulkan driver, Zink/ANGLE are the worst
examples. The existing GL driver works well and is not much work to maintain. If
it were, sticking it in Amber branch would still be less work than trying to
build a competent Vulkan driver for that hardware.)
Where does PanVK fit in? Android, for one. High end Valhall devices might run
FEX + DXVK acceptably. For whatever it's worth, Valhall is the first Mali
hardware that can support Vulkan properly, even Bifrost Vulkan is a slow mess
that you wouldn't want to use for anything if you had another option.
In theory Arm ships Vulkan drivers for this class of hardware. In practice,
Arm's drivers have long sucked on Linux, assuming you could get your hands on a
build. It didn't take much for Panfrost to win the Linux/Mali market.
The highest end Midgard getting wide use with Panfrost is the RK3399 with the
Mali-T860, as in the Pinebook Pro. Even by today's standards, RK3399 is showing
its limits. It seems unlikely that its users in 10 years from now will also be
using Vulkan-required 2030 desktop environment eye candy. Graphically, the
nicest experience on RK3399 is sway or weston, with GLES2 renderers.
Realistically, sway won't go Vulkan-only for a long-time.
Making ourselves crazy trying to support Midgard poorly in PanVK seems like
letting perfect (Vulkan support) be the enemy of good (Vulkan support). In that
light, future developers making core 2D software Vulkan-only (forcing software
rasterization instead of using the hardware OpenGL) are doing a lot more
e-wasting than us simply not providing Midgard Vulkan drivers because we don't
have the resources to do so, and keeping the broken code in-tree will just get
in the way of forward progress for shipping PanVK at all.
There are good reasons, after all, that turnip starts with a6xx.
(If proper Vulkan support only began with Valhall, will we support Bifrost
long term? Unclear. There are some good arguments on both sides here.)
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Acked-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Acked-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16915>
This handles VK_REMAINING_* for us, instead of underflowing and clearing no
levels/layers.
Fixes dEQP-VK.api.image_clearing.core.clear_color_image.2d.linear.single_layer.*
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16724>
We already had a little workaround for v3dv where, for some if its meta
ops, it had to bind a depth/stenicil image as color. Instead of
special-casing binding depth/stencil as color, let's flip on the
drier_internal flag and get rid of most of the checks in that case.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16376>
Some texture lowering generates more txs which means it needs to happen
before we lower descriptors because descriptor lowering is where txs is
actually handled in panvk.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16483>
The API-style representation of descriptors is no longer used by
anything so let's get rid of it. All we really need is the data in the
descriptor set itself.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
All we were doing was copying panvk_descriptor structs around which
don't actually contain data that's used by anything interesting. We
need to copy the actual data arround. Annoyingly, that means we need a
descriptor copy function per descriptor type. Woo!
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
The new design is based on the ANV code which I massively cleaned up
some time ago. Each descriptor type has a write function and they have
consistent prototypes. This makes it all much easier to read and figure
out what's going on. It also makes it easier to make changes going
forward because you aren't re-plumbing function arguments if you ever
change the type of data in any given descriptor type. You just change
the write function.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
Now that our SSBO descriptor handling code no longer craws deref chains
back to the variable, we should be handling variable pointers properly.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
Instead of storing SSBO pointers in the very limited sysval space, store
them in the UBO we've attached to the descriptor set. This gives us a
virtually unlimited number of SSBOs. Dynamic SSBOs still live in the
sysval space so we can update them as part of vkCmdBindDescriptorSets().
Also, the new code (based on the code in ANV) loads those SSBO addresses
in a way that never chases the deref chain back to the variable so we
should now be able to handle all of variable pointers. The code as
written in this patch is a bit overly generic because it switches on
address modes a bit more than panvk needs but we ended up needing all
that flexibility in ANV so we may as well leave hooks for it in panvk.
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
The original intention was to put all the non-dynamic UBOs first
followed by all the dynamic ones. However, we got the calculations
wrong and, once you went above one descriptor set, things start stomping
each other.
Also, the whole strategy is a bit busted. Vulkan pipeline layout
compatability rules say that it's ok to create a pipeline with one
layout and then bind with another so long as the bottom N descriptor set
layouts match and the pipeline uses at most N descriptors. This means
that, while it's safe to have each subsequent set add onto a given pool
of descriptors, if you're going to combine two of those pools, you need
to be careful that the position of descriptors in set N only depends on
the layouts of sets M <= N. The easy way to do this is to interleve
where we do the UBOs for set 0 then dynamic for set 0 then UBOs for set
1 then dynamic for set 1, etc.
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
In theory, this may cost us a tiny bit of descriptor space but in
practice, given that the viewport transform is a sysval, we'll always
need it for 3D and given that SSBO pointers live there, we'll basically
always need it for compute. It also makes a lot of things simpler.
We're about to start using the sysval UBO directly in our descriptor set
code and knowing the index up-front is really nice.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
We don't need it because Vulkan doesn't have GL-style uniforms. It
*shouldn't* be doing anything but sometimes it inserts an extra UBO
binding and adds 1 to all our UBO indices for no good reason.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
PanVK uses fewer sysvals than the GLES driver, as some data that would
be a data in GLES is instead part of the descriptor set or the pipeline
state in Vulkan. Therefore, it is simpler and more efficient to use a
flat, fixed layout provided by the driver for our sysvals, rather than
the compiler choosing a layout.
This commit switches to a flat sysval layout.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
This is a micro-optimization and probably not a correct one at that.
The cost involved in re-uploading the viewport is tiny compared to the
mental overhead from trying to do this juggle.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
In 3559efb9bf ("panfrost: Allow passing an explicit UBO index for the
sysval UBO"), an explicit UBO index was added and it was implicitly
assumed that it would be > num_ubos. This was convenient because it
meant 0, the default for designated initializers, implicitly meant
compiler-assigned. However, we're about to move the sysval UBO to 0
which breaks this assumption. Also, we don't want the back-end
compiler to even look at num_ubos since it's meaningless in Vulkan.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
Later in the series, we will map descriptor sets to driver-internal
buffers bound as UBOs. These buffers will contain various internal data,
like buffer and texture sizes. Resource access will be lowered to pull
from this UBO in the shader. To prepare, create a backing buffer when
creating descriptor set and emit a UBO record so we can bind it.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16276>
Fixes
dEQP-VK.glsl.indexing.tmp_array.vec2_static_loop_write_static_loop_read_vertex
which otherwise fails due to nir_opt_sink being "clever" around unused
loop exit blocks.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16155>
The depth equations weren't quite right, with spec citations to prove it. This
didn't fix the test I was debugging, but it surely fixed /something/.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16155>
Moves the needle from Crash to Fail on:
dEQP-VK.synchronization.op.single_queue.fence.write_clear_color_image_read_image_compute.image_64x64x8_r32_sfloat
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16155>
...Rather than line_stride. For linear images, these are equivalent. For
nonlinear images, rowPitch is implementation-defined. So this isn't strictly a
bug fix, but it gets rid of the nonsense nonlinear line_stride.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16201>
PanVK switched to the common Panfrost layout code, but these duplicate structs
stuck around. Garbage collect them to prevent confusion.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16201>
The range helper is taken from ANV; the gpu_ptr one is original. This
also fixes a few more bugs where we weren't adding offsets in properly.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16216>
Rather than a single stack for all threads to share -- that can't work! :-) We
use the same helper that the GLES driver does. Fixes anything using scratch or
spilling, including:
dEQP-VK.glsl.indexing.varying_array.vec3_static_write_dynamic_read
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16283>