This brings the two structs more into line with their graphics
counterparts, and removes the extra member access previously required
to access almost all members of pvr_compute_pipeline.
Signed-off-by: Matt Coster <matt.coster@imgtec.com>
Reviewed-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20159>
The use of std::optional simplifies expressions and would be useful for some
upcoming RA tweaks.
C++17 has been available since the merge of rusticl and should be safe to use as
far as packaging is concerned.
A few style choices are:
- Testing for emptiness uses implicit bool conversion.
- Constructing an empty value uses {}.
- Constructing a filled value uses the implicit conversion constructor.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20125>
This new version of the container will re-try up to 3 times to download
the job bucket, rather than failing directly. If the issue persists,
the job will still succeed, but not all artifacts will be present...
Fixes: #7809
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20203>
This is trying to clear a bit in the control register. However, it's
executing with whatever channel mask happens to be active. Typically
this is the one at the start of the program, so at least some channels
will be active. Typically the first channel will be active due to
packed dispatch, but that's not always guaranteed. Without NoMask,
the float controls writes may randomly not happen.
Recent GPUs also seem to have a hang issue when the first instruction in
the shader doesn't have any active channels. Having an instruction with
NoMask at the start of the program works around the issue. See HSD bug
14017989577. In our case, the float controls preamble was breaking that
restriction every time, causing us to run into this problem frequently.
Thanks to Tapani Pälli for finding this hang issue, and Francisco
Jerez and Lionel Landwerlin for helping pinpoint this issue during
review of a workaround patch in !20194.
Fixes GPU hangs in Elder Scrolls Online, Witcher 3, and likely more.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7639
Fixes: 9da56ffc52 ("i965/fs: add emit_shader_float_controls_execution_mode() and aux functions")
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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/20214>
On the host we emit this as separate ops anyway, so avoid
wired optimizations in the guest that might introduce
difficult to optimize dependencies.
v2: update trace expectations - some minor accuracy changes
are to be expected when fma is handled differently
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20182>
It's not valid to be copying input variables to temps when
inlining atomic memory, interpolateAt functions, etc. We got away
with this previously because tree grafting would clean up the
mess but we shouldn't depend on an optimisation to clean up
invalid IR. Also I hope to remove tree grafting in a follow up
merge request.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19890>
This allows us to drop some duplicate code that is already in the
ir_rvalue_visitor. It also allows us to better replace rvalues
and handle swizzle in the following patch without having to add
even more duplicate code.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19890>
Also fix the leading curly for the new function definitions.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19570>
should not change the output; avoids an additional printf()
for the separator.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19570>
Make the shader_info printing less verbose by skipping the fields that
are likely not used (being zero).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19570>
This is a refactoring, it is not supposed to change the printed output.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19570>
On cmd_buffer_emit_scissor(), if VkViewport height or width are set to
a value lower than 1.0, y_max or x_max can be attributed negative values,
causing an overflow. That leads to ScissorRectangleYMax or
ScissorRectangleXMax to be set to values on an unsupported range.
Clamping x_max and y_max in the valid range solves the problem.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7471
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20200>
Android may use either DRM or some downstream solution, KGSL is a
downstream kernel driver for Adreno. Don't enable DRM when we want
Turnip to use KGSL instead of DRM.
Fixes: 09ac29cca9
("meson: Enable system_has_kms_drm for android")
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20168>
We need to track those states in the cache and flush the cache
if the next glBitmap call uses different states.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19859>
This will be required with the next change, which will remove
the rasterizer state dependency on _NEW_PROGRAM.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19859>
_mesa_update_state() receives the _NEW_PROGRAM flag, so we can handle
any shader changes there.
There may be some overhead reduction because gfx_shaders_may_be_dirty
is removed.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19859>
In a tesselation control shader where an input array is accessed using
the index gl_InvocationID, we can end up accessing elements beyond the
number of input vertices specified in the shader key.
This happens because of the lowering in nir_lower_indirect_derefs().
This lowering will affect compact variables which happens in this
case :
in gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[1];
} gl_in[gl_MaxPatchVertices];
The lowered code produced by NIR is somewhat ineffecient (implements a
binary seach) :
if (gl_InvocationID < 16) {
if (gl_InvocationID < 8) {
if (gl_InvocationID < 4) {
vec4 vals = load_at_offset(0);
value = bcsel(vals, gl_InvocationID);
} else {
vec4 vals = load_at_offset(4);
value = bcsel(vals, gl_InvocationID - 4);
}
} else {
if (gl_InvocationID < 12) {
vec4 vals = load_at_offset(8);
value = bcsel(vals, gl_InvocationID - 8);
} else {
vec4 vals = load_at_offset(12);
value = bcsel(vals, gl_InvocationID - 12);
}
}
} else {
if (gl_InvocationID < 24) {
...
} else {
...
}
}
By default the gl_MaxPatchVertices must be set at 32 items and that's
what the lowering code will use to divide the access into chunks of 4.
But when running with 3 input vertices, this means we'll pull one more
item than what was delivered in the shader payload.
This triggers issues further down the register scheduling where the
g5UD (register for the 4th item) is overwritten by a previous SEND,
leading the URB read to use an invalid handle.
This pass clamps any access load_per_vertex_input intrinsic vertex
indice to (input_vertices - 1).
Fixes issues with tests like :
dEQP-VK.clipping.user_defined.clip_distance.vert_tess.*
Also fixes a hang with zink/anv on :
KHR-GL46.draw_elements_base_vertex_tests.AEP_shader_stages
v2: Don't replace source register
v3: Implement in NIR
v4: Clamp per vertex array sizes in NIR (Jason)
v5: Move the clamping on the intel compiler
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/9749>