Otherwise it will be missing from the tarball, leadin to build failure.
Fixes: d4d777317b ("radv: move shaders related code to radv_shader.c")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Also, it's useless to set the error code twice. Though, we
should probably skip the next commands when the command buffer
is considered invalid.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Similar to RadeonSI renderer string.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Useful to know which debug/perftest options were enabled when
a hang report is generated.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Might be useful for checking if all descriptors are sets by
the application.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To dump them when a hang is detected.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This might be very useful in order to figure out where a shader
is stucked. This uses UMR to detect which instruction is executing
bad things.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Might report some useful information to help figuring out where
does the hang happened.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To dump some status MMIO registers when a hang is detected.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To dump the shader stats when a hang is detected.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Only the disassembly is currently dumped.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To improve GPU hangs detection when shaders are stucked.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To share common code after every draw/compute calls.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When a GPU hang is detected in radv_gpu_hang_occured() we know
which command buffer is faulty but the bound pipelines might
have been updated during the execution.
The pointers to the radv_pipeline objects are emitted just
after the second trace ID, that way it would be easy to dump
the active shaders at the moment of the hang.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
With the shaders in the ssao demo, the nir_opt_if wasn't
working properly without this, after this the if gets optimised
so that loop unrolling gets called.
(loop unrolling fails due to instruction count, but at least
it gets to do that.)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Per the spec:
"Resetting a command buffer is an operation that discards any
previously recorded commands and puts a command buffer in the
initial state."
As far I'm concerned, that flag can be changed by calling
VkCmdPushConstants() (or any other functions which update it),
so it should be cleared as well.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
GFX9 changes how images are layed out, so this needs updating.
Fixes: dEQP-VK.query_pool.statistics_query.*
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This field covers the whole resource.
Fixes:
dEQP-VK.pipeline.image.suballocation.sampling_type.combined.view_type.3d.format.*
dEQP-VK.texture.filtering.3d.combinations.*
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
As GFX9 can't handle 1D depth textures, radeonsi and
apparantly pro just update all 1D textures to 2D,
and work around it.
This ports the workarounds from radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Work out the width/height from the level manually, as on GFX9
we won't minify the iview width/height.
This fixes:
dEQP-VK.api.image_clearing.core.clear_color_image* on gfx9
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We can't use it anyway in fast clears, and on GFX9 it seems to
actually hange the card if we specify it.
Fixes: f4e499ec79 "radv: add initial non-conformant radv vulkan driver"
The current DCC init routine doesn't account for initializing a
single layer or level. Multilayer seems hard for small textures on
pre-GFX9 as tre metadata for the layers can be interleaved. For
GFX9 multilevel textures are a problem for similar reasons.
So just disable this for now, until we handle the texture modes
correctly.
Fixes: f4e499ec79 "radv: add initial non-conformant radv vulkan driver"
This just reduces the calculations a bit further.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This moves a bunch of non-draw dependent calcs into the pipeline code,
to reduce CPU overheads in the draw path.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This realigns this code with the radeonsi version and fixes
the indirect case to work properly.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
To be consistent with radv_emit_compute_pipeline().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
We are seeing apps that sometimes rely on Windows behaviour, add
a flag to rule out vram zeroing.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The code can check for vm faults having happened. If we only do it
on a hang we don't know when the faults happened. This changes the
behavior to when the first VM faults is found, even without a hang.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This will allow to dump the active shaders when a hang is
detected. Only the ASM will be dumped for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The device object contains the debug flags.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reduce size of radv_pipeline.c and improve code isolation. More
code can probably moved but it's a start.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
malloc() failures are unrelated to the device memory.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>