This way we get the same cache UUIDs for identical sources and build
environments, even if they're built at different times.
Acked-by: Eric R. Smith <eric.smith@collabora.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38019>
This one just hangs out and prevents unnecessary duplicate compilation.
We set .weak_ref = true so it doesn't actually hold references forever.
It just hangs onto any shaders that exist in some VkPipeline or VkShader
somewhere. But if an app compiles a pipeline it already has, it will
let us avoid a duplicate compile, even if the app doesn't provide a
pipeline cache.
Acked-by: Eric R. Smith <eric.smith@collabora.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38019>
The primary_ref_frame is used to load CDF data and has to match between
VCN and the header. Unless the default CDF tables are used, VCN
currently always assumes the CDF data will be loaded from
reference_frame_index (for VCN4) or lsm_reference_frame_index[0] (for
VCN5). This may cause conflict with the application provided
primary_ref_frame.
Check to make sure the primary_ref_frame is the same frame as the used
reference, and override it if necessary.
Reviewed-by: Ruijing Dong <ruijing.dong@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38030>
Rather than calling REQ_RES during subqueue_init, only call it during
submit the first time we see a command buffer that requires the use of
specific resources.
This ensures queues processing compute-only workloads (i.e. not actually
requiring tiler/fragment resources) don't preempt vertex/fragment work
on other queues due to resource congestion.
Reviewed-by: Christoph Pillmayer <christoph.pillmayer@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37890>
The previous implementation was horribly slow with a larger number
of descriptor sets.
The new approach uses util_vma_heap (like ANV) which is a perfect fit.
This fixes stuttering in Indiana Jones because that games seems to use
a huge number of descriptor sets which can also be freed.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/13901
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37976>
VK_KHR_maintenance9 requires that vertex attributes in shaders which map
to vertex attributes that aren't bound at the API return a consistent
value. In order to do this, we need toemit SET_VERTEX_ATTRIBUTE_A, even
for unused attributes. The RGBA32F format was chosen to ensure we
return (0, 0, 0, 0) from unbound attributes.
Fixes: 7692d3c0e1 ("nvk: Advertise VK_KHR_maintenance9")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38040>
vs may be null when mesh shader enabled. mesh shader and
vertex shader may share the GS user sgpr, so need to call
si_shader_change_notify to mark shader pointers dirty.
Also remove some init code which will be done anyway when
vs bind first shader in si_shader_change_notify now.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37932>
In !35844, there was some discussion about allowing 64-bit bcsel that
would be lowered in the driver. One challenge there would be if a 64-bit
bcsel was transformed into integer min or max by an algebraic
optimization. I believe these were the only algebraic patterns that
could create new integer min or max that would not be immediately
constant folded.
There were no shader-db or fossil-db changes on any Intel platform.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38033>
Fixes the following building error happening with clang:
../src/util/os_file.c:291:29: error: use of GNU empty initializer extension [-Werror,-Wgnu-empty-initializer]
struct epoll_event evt = {};
^
1 error generated.
Fixes: 17e28652 ("util: mimic KCMP_FILE via epoll when KCMP is missing")
Cc: "25.3"
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37944>
The index of each RT is the remapped color attachment index, so we have
to use the remapped indices when telling the HW the number of RTs.
This fixes KHR-GLES3.framebuffer_blit.scissor_blit on ANGLE once we
enabled VK_EXT_multisampled_render_to_single_sampled, which switched
ANGLE to using dynamic rendering with
VK_KHR_dynamic_rendering_local_read.
Fixes: d50eef5b06 ("tu: Support color attachment remapping")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37990>
Hardware doesn't support programmable sample locations with 1x MSAA, so
VK_SAMPLE_COUNT_1_BIT shouldn't be included in the
VkPhysicalDeviceSampleLocationsPropertiesEXT::sampleLocationSampleCounts
bitmask. With this sample count MSAA will also be disabled through relevant
control registers, effectively forcing all samples to the center position.
Fixes failures in VK_SAMPLE_COUNT_1_BIT tests under
dEQP-VK.pipeline.*.*.sample_locations_ext.verify_interpolation.
Signed-off-by: Zan Dobersek <zdobersek@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38026>
brw_prog_tcs_data::instances can be divided by vertices per threads on
earlier generations.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: a91e0e0d61 ("brw: add support for separate tessellation shader compilation")
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38036>