Error handling with DRM_IOCTL_I915_QUERY is tricky and we got it wrong
in one of the two calls here. Use the common helper instead. This also
fixes a theoretical bug where calloc() fails. While we're here, inline
iris_bufmgr_update_meminfo because we're not really benefiting from
having it separate anymore.
Fixes: e60114b2ae "iris/bufmgr: Query memory region info."
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11770>
Error handling with DRM_IOCTL_I915_QUERY is tricky and we got it wrong
in one of the two calls here. Use the common helper instead. This also
fixes a theoretical bug where calloc() fails. While we're here, inline
anv_track_meminfo because we're not really benefiting from having it
separate anymore.
Fixes: 65e8d72bc1 "anv: Query memory region info"
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11770>
We also add a helper which contains the standard query+alloc+query
pattern used by anv_gem_get_engine_info(). The caller is required to
free the pointer.
These are declared static inline not because we care about the
performance of these helpers but because we're going to use them in the
intel_device_info code and we don't want a link dependency.
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11770>
DRM_IOCTL_I915_QUERY is a multi-query. The most egregious errors are
returned via the usual ioctl error mechanism but there are also
per-query errors that are indicated by item.length < 0. We need to
handle those as well. While we're at it, scrape errno so we can return
a proper integer error.
Fixes: c0d07c838a "anv: Support i915 query (DRM_IOCTL_I915_QUERY)..."
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11770>
NGG culling is not compiled into shaders that can use multiple
viewports, so it's not necessary to check it here.
Fixes: 9a95f5487f
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11910>
Generally, all meta operations that are implemented via the TLB and
only involve tile load/store operations only need one layer worth
of tile state memory and a single frame setup pointing the binner
to that memory.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11923>
With multilayered framebuffer we want to allocate enough tile state for
all layers involved, so te binner can handle layered rendering where
a geometry shader is used to redirect primitives to specific layers by
writing to gl_Layer.
However, we may also have layered framebuffers in cases where layered
rendering won't be used. Typically this will happen for meta copy/clear
operations, where we setup multilayered framebuffers but then we just
load and/or store the tile buffer without ever rendering a primitive,
let alone use a geometry shader to do layered rendering. In these cases
we can reduce the amount of tile state allocated to a sigle layer.
This patch allows us to specify if we should allocate tile state for all
layers when we start a new frame. We will take advantage of this in
later patches targetting the meta copy/clear code paths.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11923>
Our meta image clearing code was emitting a job per layer to clear,
but we can emit a single job that packs multiple layer clears for
better performance. For this we just need to make sure we pass
the maximum layer we can emit to v3dv_job_start_frame so we
allocate sufficent tile state memory.
Actually, since this operation is TLB based and doesn't make use of
layered rendering, we could do with allocating less tile state
memory too. We will improve this for this and many others TLB meta
implementations in follow up patches.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11923>
The Vulkan spec has been updated few months ago again and pNext is
always honored if present.
Found this with vkd3d-proton which implemented separate depth/stencil
layouts recently.
Cc: 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11903>
On APUs, we fake heaps to simulate a dGPU setup because it seems to
have the maximum compatibility. Though, some applications like RDR2
still only looks at GTT if the driver reports an iGPU which means it
will only use 1/3rd of total memory available.
This is currently behind a drirc option because it might have
implications for other apps but we might want to extend this later
if everything is fine.
Cc: 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11891>
GFX6 and GFX10+ have similar logic.
This fixes test_zero_vertex_stride from vkd3d-proton on
Pitcairn (GFX6) and on Bonaire (GFX7).
Cc: 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11904>
If we have a multi draw then the draw_id needs to get reset
between each instance.
Fixes the rest of the VK CTS multidraw tests
Fixes: ce0b1f23c3 ("aux/draw: track increment_draw_id value from draw info")
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11899>
I cut-n-paste this badly from the non-indexed, and used the wrong
struct.
Fixes a bunch of multi-draw CTS
Fixes: cc8f7dbf2a ("lavapipe: fix multi-draw regression in shader parameters test")
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11899>
It's a particularly relevant place for NIR bugs to occur, and if you make
a mistake in this code it gets caught in your debug build in something
like mesa/st's call to nir_split_var_copies() during finalization, which is
rather misleading.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11860>
We can use a better algorithm from ICL and onward by setting a chicken
bit, but prior to that we need to resort to disabling rectangular lines.
Since we don't support strictLines anyway, this shouldn't be a major
issue.
Closes#2833
Fixes dEQP-VK.rasterization.interpolation_multisample_*_bit.*lines_wide
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11672>
This matches what RadeonSI also does.
It seems to improve performance especially with NGG culling shaders.
Eg. in Doom Eternal this gives me +5ish fps.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11810>
The code being removed here requires that the old context have a
window-system drawable bound to the default framebuffer as a condition
of the context-release flush. I can find no justification for
restricting flushes to contexts like this, and GL 3.0 (etc) let you make
a context current without any drawable bound.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11423>
This means the drawable was already destroyed. This can happen during
diplay teardown, destroying the context will make it current first so it
can flush rendering and destroy textures and such, and if the drawable
is already destroyed then flushing to nowhere would crash.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11423>
Fix defect reported by Coverity Scan.
Dereference before null check (REVERSE_INULL)
check_after_deref: Null-checking so suggests that it may be null,
but it has already been dereferenced on all paths leading to the
check.
Fixes: dcd2d8ca50 ("asahi: Track more Gallium state")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11898>
This change does the following:
- Moves image clearing code from v3dv_meta_copy.c to v3dv_meta_clear.c
where it belongs.
- Renames v3dv_meta_copy.h to v3dv_meta_common.h since now it is required
by the copy and clear code.
- Renames 'struct framebuffer_data' type.
- Merges v3dvx_meta_clear.c and v3dvx_meta_copy.c into v3dvx_meta_common.c.
- Prefixes all "public" meta functions with the 'meta' prefix.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11902>
We forgot to remove the v3dvx code for the clearing code fallbacks
we removed after we implemented layered clears.
Fixes: 5ba7f64b45 ('v3dv: remove fallback path for vkCmdClearAttachments')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11902>
With separate depth/stencil layouts, if the depth aspect is first
initialized and then cleared, the ZRANGE_PRECISION metadata might
be different than 0. Initializing it again for the stencil aspect
will overwrite the value.
Fixes rendering glitches with Scarlet Nexus on GFX8-9.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5052
Cc: 21.1 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11883>
Fix defect reported by Coverity Scan.
Uninitialized scalar field (UNINIT_CTOR)
uninit_member: Non-static class member id is not initialized in
this constructor nor in any functions that it calls.
Suggested-by: Karol Herbst <kherbst@redhat.com>
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10401>
12128fb135 marked fp16 vertex formats supported, but they aren't actually handled
by lima_pipe_format_to_attrib_type(). Fix it by handling it there.
FP16 seems to be the only missing index which is 0x3.
Fixes: 12128fb135 ("lima: add natively supported vertex buffer formats")
Cc: 21.1 mesa-stable
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11872>
Add vn_cmd_submit as a wrapper to vn_instance_ring_submit. It is also
designed such that it can be called from any of the vn_Cmd* functions.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11896>
This is distinct form max_cs_threads because it also encodes
restrictions about the way we use GPGPU/COMPUTE_WALKER. This gets rid
of the MIN2(64, devinfo->max_cs_threads) we have scattered all over the
driver and puts it in a central place.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11861>
Braswell, a particular Cherryview variant, is especially strange. We
can't even get the chip name from the PCI ID and instead have to look at
fusing information to decide if it's a 400 or a 405. Pull that into the
common code as well. This fixes BSW naming on ANV and crocus.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11861>
Cherryview is weird in that the actual limits we can expose through GL
are dependent on fusing information which is only obtainable at runtime.
The same PCI ID may have different configurations with different maximum
CS thread counts. We currently handle this in i965 and ANV by doing the
calculation in the driver.
This dates back to when intel_device_info was computed from the PCI ID.
Now that we have get_device_info_from_fd, we can move the CHV stuff
there and get it out of the driver. This fixes CHV thread counts on
crocus as well.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11861>
Drops the vk_format_to_pipe (and it's outdated table) for vk_format_to_pipe_format, aswell as the duplicated vk_format_aspects function.
The old format table was missing USCALED and other values, causing incorrect rendering in many games.
Fixes rendering in Portal 1, Hat in Time, Half-Life 2 and pretty much every other D3D9 title with DXVK.
Fixes: b38879f8c5 ("vallium: initial import of the vulkan frontend")
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11863>