Previously we reserved space for a stream link and whenever we ran
out of space in the current bo, allocated a new one, and emitted a
link to it. This is problematic as stream links can only be emitted
at state update boundaries so the handling could have produced a
corrupted control stream.
That's fixed by using a `relocation_mark` set by the driver to
indicate where a state update was last started, so csb can relocate
the whole update into the new bo and link to it.
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23520>
Code already exists to convert SHADER_OPCODE_SHUFFLE into a simple MOV
when either source is constant. However... the constants have to
actually get into those sources!
On a shader that I'm working on that multiplies very large matrices using
lots of subgroup operations,
-SIMD8 shader: 1378 instructions. 3 loops. 793896 cycles. 0:0 spills:fills, 23 sends, scheduled with mode non-lifo. Promoted 0 constants. Compacted 22048 to 21664 bytes (2%)
+SIMD8 shader: 346 instructions. 3 loops. 61742 cycles. 0:0 spills:fills, 23 sends, scheduled with mode top-down. Promoted 0 constants. Compacted 5536 to 5216 bytes (6%)
No changes in shader-db or fossil-db on any Intel platform.
v2: Merge a bunch of identical cases. Suggested by Ken.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23609>
Previously the set of dynamic offsets were being reused per each
binding. That's now fixed, by using an offset to determine where
each binding's dynamic offsets reside.
Tests fixed:
dEQP-VK.binding_model.descriptor_copy.{compute,graphics}
.{uniform,storage}_buffer_dynamic_0
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: aa791961a8 ("pvr: Add support for dynamic buffers descriptors")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23587>
The driver can merge subpasses within a render pass into a single
hw render. While doing so it makes the assumption that the subpasses
in an hw render will all be submitted in a single job.
On vkCmdPipelineBarrier() the driver was previously incorrectly
inserting an event sub-cmd on a merged subpass, breaking that
assumption leading to incorrect values for input attachments.
Signed-off-by: Soroush Kashani <soroush.kashani@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: 6d672e0336 ("pvr: Add initial vkCmdPipelineBarrier skeleton.")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23693>
Vulkan allows empty descriptor sets to be created. When we setup
the descriptor set addresses table we fill in the address of the
`bo` for each valid/currently bound desc set. For empty desc sets
there is no `bo` which was causing a seg fault. Now skip them,
leaving their address set to `~0`.
Reported-by: Simon Perretta <simon.perretta@imgtec.com>
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: ce67f5ac94 ("pvr: Write descriptor set addrs table dev addr into shareds")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23692>
Move most of the DB_SHADER_CONTROL fields from the pipeline to the pixel
shader for preparation for shader objects.
Also, the GFX11 export conflict bug workaround doesn't need to be enabled
for non-1x sample counts or if blending is not enabled, so make the
application of DB_SHADER_CONTROL consider the current sample count and
blending state even if they're dynamic.
Having access to the exact sample count in DB_SHADER_CONTROL setup is also
necessary for good performance in SampleInterlock execution modes of
fragment shader interlock, for configuration of POPS_OVERLAP_NUM_SAMPLES
(GFX9-10.3) or OVERRIDE_INTRINSIC_RATE (GFX11), as PixelInterlock is
massively slower with multisampling due to overlap between adjacent
polygons sharing covered pixels among the common edge.
The name of the dynamic state controlling DB_SHADER_CONTROL is now
unambiguous - previously line rasterization mode had effect on attachment
feedback loop state emission.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Vitaliy Triang3l Kuzmin <triang3l@yandex.ru>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23474>
We have a number of users reporting surface creation issues with
modifiers etc...
This makes Anv & Iris printout the reason of the failure with
INTEL_DEBUG=isl Failure example in Iris :
MESA: debug: ISL surface failed: ../src/intel/isl/isl.c:1729: requested row pitch (42B) less than minimum alignment requirement (1024B) extent=160x160x1 dim=2d msaa=1x levels=1 rpitch=42 fmt=B8G8R8X8_UNORM usage=+rt+tex+disp
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14039>
there are only 2 ubos that can be emitted, except the emitted ubos
can start at an offset based on the first-used ubo, which means this
has to support the full range of ubo indices
fixes oob access in game Beyond All Reason
cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23729>
prevention three bytes.
This is needed for the next patch to fix a way to get how much data
is comsumed in rbsp by considering cases of removed bits for emulation
prevention three bytes.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23688>
We can not use it for all stages because RADV has some special stages
and shader-db doesn't handle all stages.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23524>
Since the default value is 0, this removes some boilerplate.
Moving it to the shader info also makes it accessible using
radv_shader.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23524>
This is described in Wa_14014617373 and a programming note has
been added to specification.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23682>
Indeed, the vertex state was restored using a specific
condition at the util_blitter_restore_vertex_states()
level. This change ensures that the condition is the
same when the vertex state is saved.
The function util_blitter_clear_buffer() is only called
by the r600 driver on pre-evergreen gpus.
This issue is triggered on a rv770 gpu with "piglit/bin/fbo-1d -auto -fbo"
or "piglit/bin/draw_buffers_gles2 -auto -fbo"
while setting GALLIUM_REFCNT_LOG=refcnt.log.
Fixes: 5f566faa46 ("radeonsi: don't save and restore vertex buffers and elements for u_blitter")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23721>
For historical reasons, nir and vtn were compiled together,
and a bunch of vtn specific targets were defined in
src/compiler/meson.build.
Now that we can, make src/compiler/spirv produce an internal
library that depends on NIR, and is used by the drivers/tools.
Also move the vtn specific targets into that directory's
meson.build.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23668>
Instead of interleaving the code for the size and alignment
calculations, split them out into their own functions.
This should make the code easier to follow and avoid some uninitialized
variable warnings.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23699>