Kill vma_cva and just toggle heap->alloc_high instead. This way,
client visible addresses will remain isolated in their own little
corner, except we have one less vma to deal with.
For TR-TT we'll need a special vma, and if we don't use the trick
above we'll need yet another trtt_cva_vma, increasing complexity even
more.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26036>
This actually doesn't fix any bugs or leaks, because according to the
man page:
"In the LinuxThreads implementation, no resources are associated
with mutex objects, thus pthread_mutex_destroy actually does
nothing except checking that the mutex is unlocked.
still, it's better to have it than not to have it, especially since
other implementations may do something.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26036>
Fixes performance regression introduced by prior refactoring of
pipe control code that unnecessarily added CS_FLUSH to query start
and end. Issue was diagnosed by Ben L (thank you!)
Confirmed this restores performance on:
* Borderlands3 +2%
* Payday +3%
* Factorio +3%
* HogwartsLegacy +4%
* Ghostrunner +7%
Fixes: 6dc95685 (convert genX_query pipe controls to use pc helper)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25983>
In case we run out of space, all the parts of the driver that rely on
this should deal with failure. The helpers will set the batch in error
state so that it cannot be submitted by the application.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25955>
Some of the names are a bit confusing. The main change is to introduce
the "indirect_" prefix.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25955>
The embedding driver could be failing the allocation for whatever
reason, in which case we should skip the surface state writes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25955>
It may be some MTL specific code paths, but 7cdacaf493 is triggering
anvil to run out of space when initializing the render batch.
Fixes: 7cdacaf493 ("intel/xehp: Adjust TBIMR performance chicken bits.")
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25949>
This allows the hardware to behave as if TBIMR was disabled until a
polygon is processed which spans at least one tile. This is a rather
heavy-handed heuristic meant to prevent regressions in heavily
geometry-bound workloads that render large numbers of tiny primitives
much smaller than a TBIMR tile.
A particularly bad example of this was observed in SoTR, where certain
draw calls with a long-running VS and a mostly trivial PS render more
triangles than pixels, filling up the URB and TBIMR batch pretty
quickly, which causes EU utilization to tank (since once the URB has
filled up the parallelism of the VS is limited by the number of
polygons that fit in a TBIMR batch at the completion of each tile
walk, which isn't a lot in relation to the total EU count of a DG2),
and causes the bottleneck to be the rate at which the tile sequencer
performs additional tile passes, each one processing a small number
(<1024 polygons) of the hundreds of thousands of triangles of the
draw call.
Enabling this heuristic seems effective at avoiding that scenario in
SoTR among other titles (e.g. Total War Warhammer 3), but it's a bit
of a compromise since one could imagine cases where TBIMR is helpful
even if the geometry doesn't pass the box check, so a better heuristic
or a driconf rule may be useful in the future.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
This programs a TBIMR batch size equal to 128 polygons per slice in
order to match the hardware spec recommendation (BSpec 68436). This
has been confirmed to improve performance slightly relative to the
hardware default batch size of 256 polygons.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
This enables a couple of TBIMR performance tunables in
CHICKEN_RASTER_2 that default to disabled. TBIMR fast clip appears to
help slightly with some geometry-bound workloads. TBIMR open batch
allows the rasterizer to start working immediately on the first tile
of the framebuffer, even before the batch has been closed, which helps
reduce the latency cost of the tile walk.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
This sets up the basic parameters needed for tiled rendering based on
a back-of-the-envelope estimate of the amount of memory used by the
pixel pipeline during the tile pass. The actual cache footprint of a
tile can vary wildly based on runtime factors which aren't easily
predictable based on static analysis, so this is only intended to
provide a rough approximation within the right order of magnitude.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
This may help debugging performance problems in the possible case that
TBIMR negatively impacts the performance of some application. It could
also allow applying application-specific band-aid fixes in the XML file
until a more general workaround is implemented.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
L3 configurations with an ALL partition of 128 ways per bank or more
cannot be represented with the normal L3ALLOC partitioning mechanism
since the "All L3 client pool" field would overflow, instead the
L3FullWayAllocationEnable bit has to be set, which causes the whole L3
to be used in a unified cache configuration.
That's precisely the configuration we're currently using on recent
platforms, but previously we were relying on the L3 config tables
being empty and the selected L3 configuration being a NULL pointer to
detect this condition. This is about change, the L3 configuration
structure will be defined for gfx12.5+ platforms since they provide
useful information about the cache hierarchy to the drivers. Instead
of checking whether the pointer is NULL in order to apply a unified L3
cache configuration, use it when there is a single ALL partition
larger than can be represented via L3ALLOC.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
Doing something like this is allowed :
vkCreateGraphicsPipeline(.., scissorState, &pipeline);
vkCmdBindPipeline(pipeline);
vkCmdSetScissor(...)
vkCmdBindPipeline(pipeline)
If we don't reapply the pipeline dynamic state, the command buffer
runtime state will keep the dynamic state set in between the 2 binds.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25915>
This way we can implemented workarounds depending on the pipeline.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25671>
We sometimes fail initialization.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 09d12e6727 ("anv: Add support for I915_ENGINE_CLASS_COMPUTE in init_device_state()")
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25891>
gen9 does not handle denorms in void extent blocks correctly. We need
to flush them to zero.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25800>
We will reuse astc emu for gen9 astc workaround. This commit contains
minor cleanups and has no functional change.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25800>
Enabling FCV on MTL breaks a number of games and benchmarks. Let's
disable it for now till we can root cause the issue.
Closes: #9987
Fixes: 26c2c9 ('anv: enable FCV for Gen12.5')
Signed-off-by: Rohan Garg <rohan.garg@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25863>
This helps fix a performance regression on games such as F1 22 and RDR2.
Turning on non zero fast clears causes additional partial resolves for
these games that degrades performance. Let's turn off non zero fast
clears till we can eliminate the partial resolves.
Signed-off-by: Rohan Garg <rohan.garg@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25863>
It was never actually async as it was doing a DRM_IOCTL_SYNCOBJ_WAIT
right after DRM_IOCTL_XE_VM_BIND but it was required to allow the
partial binds required by sparse.
But it is now fixed and we can switch back to sync vm bind.
In future we will switch back to async vm bind to improve performance
but this time it will be properly implemented.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25300>
Sync xe_drm.h with commit xxxxx ("drm/xe/uapi: Fix naming of XE_QUERY_CONFIG_MAX_EXEC_QUEUE_PRIORITY").
One not so straght forward change is that sync VM binds now don't
require a syncobj anymore, the uAPI will return as soon the VM bind
operations are done.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25300>
Stop allocating CCS at the end of some BOs. Anv no longer uses that
memory range.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
At image bind time, we require BOs to meet aux-map alignment
requirements in order to enable CCS on images. This is a heuristic
controlled by anv_bo_allows_aux_map().
To improve the chances of getting a properly aligned BO, we make use of
the dedicated allocation extension. Firstly, we report to applications a
preference for dedicated memory if an image would like to use the aux
map. Secondly, we align the VMA for dedicated allocations to meet
aux-map requirements.
To make enabling modifiers much easier on integrated gfx12, report
dedicated allocations as a requirement for modifiers which specify CCS.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (v1)
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
Instead of requiring that a BO has the has_implicit_ccs flag set, simply
require that the BO is aligned according to aux-map requirements.
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
At image bind time, if an image's addresses can be placed into the
aux-map without causing conflicts with a pre-existing mapping, do so.
The code aux management code in the binding function operates on a
per-plane basis. So, use the per-plane CCS memory range from the image
rather than the CCS memory region for the entire BO.
Another way to avoid aux-map conflicts is to rely solely on having a
dedicated allocation for an image. Unfortunately, not all workloads
change their behavior when drivers report a preference for dedicated
allocations. In particular, 3DMark Wild Life Extreme does not make more
dedicated allocations and such a solution was measured to perform ~16%
worse than this solution. With this solution, I did not measure a loss
of CCS on that benchmark.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6304
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (v1)
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
This makes images a bit larger by reserving space to store the
compression control surface when the device uses an aux-map.
This space is not used currently because anv still maps main surface
addresses to space at the end of the anv_bo.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
Move the determination of the image binding for CCS to a larger scope,
so that it can be reused for other aux usages in
add_aux_surface_if_supported().
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
Make intel_aux_map_add_mapping return false if a mapping is attempted
that would conflict with an existing one. If this function doesn't
return false, it will either fail to return or return true.
The Vulkan driver will make use of this feature to opportunistically
enable CCS if a BO's VMA range has not been already mapped.
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25003>
When the number of draw calls is very large, instead of allocating
large amounts of batch buffer space for the draws, use a ring buffer
and process the draw calls by batches.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8645
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Tested-by: Felix DeGrood <felix.j.degrood@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25361>