Make helper functions for all descriptor types and have them handle
all of the descriptor update so we can reuse them later to implement
template updates.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11213>
This extension is basically only wrapping SPV_KHR_storage_buffer_storage_class
which is entirely implemented in the SPIR-V frontend.
Relevant CTS tests:
dEQP-VK.glsl.opaque_type_indexing.ssbo_storage_buffer_decoration.*
dEQP-VK.spirv_assembly.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11184>
Fix defect reported by Coverity Scan.
Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment deviceMask = 1U
has a side effect. This code will work differently in a non-debug
build.
Fixes: 234e1b7356 ("v3dv: implement VK_KHR_device_group")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11197>
We initially just copied on v3dv, just in case we needed to modify
it. One year later the code is exactly the same, so let's move it to
common.
This fix an additional issue, as we were not using NEON when building
v3d_tiling.c for v3dv.
v2:
* Add "#include util/u_box.h" at v3d_tiling.h, so we can't avoid
the need to include it on other places. (Juan and Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11121>
It seems our compiler already meets the requirements and we pass
all the relevant tests for this as far as I can see.
Relevant CTS tests:
dEQP-VK.ssbo.*relaxed*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11159>
Some CTS tests use more than what we expose and other drivers
also seem to be exposing many more than us (in the order of thousands).
I don't think we want to expose a very large number since we use this
limit to size some arrays in the driver, but bumping it a bit over the
minimum of 4 required by the spec might be reasonable.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11159>
This also fixes the allocator used in v3dv_DestroyDevice.
v2: fix two more occurences of default_alloc (Roman Stratiienko)
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11117>
Always chain wsi_image_create_info to VkImageCreateInfo, which indicates
that the image is a wsi image and can be transitioned to/from
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR.
Add prime_blit_buffer to the struct as well. When set, it indicates the
prime blit destination and implies that the image is a prime blit
source.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10789>
This provides most of the implementation, but there are some
things we cannot enable until we improve of kernel submit
interface, namely:
We don't expose capacity to export SYNC_FD, although we do
have the implementation in place. This requires that we
improve our kernel interface and event wait implementation
first so we can cover the corner case where the application
submits a command buffer that includes a VkCmdWaitForEvents
and tries to export a SYNC_FD from its signal semaphores or
fence before it the event is signaled and the command buffer
is sent to the kernel for execution in full.
Likewise, we can't currently import semaphores. This is because
our current kernel submit interface can only take one syncobj.
We have been working around this so far by waiting on the last
syncobj produced from the device whenever we had to wait on any
semaphores (which is obviously suboptimal already), but this
won't work as soon as we allow importing external semaphores,
as those could (and would typically) be produced from a
different device.
Once we address the kernel bits, we should come back and enable
SYNC_FD exports as well as semaphore imports.
Relevant CTS tests:
dEQP-VK.api.external.fence.*
dEQP-VK.api.external.semaphore.*
dEQP-VK.synchronization.cross_instance.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11105>
We can (and should) close the descriptor immediately after the import.
Gets the following CTS test to pass without requiring to increase limits
for open file descriptors:
dEQP-VK.synchronization.basic.binary_semaphore.chain
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11105>
There are some interactions between these two extensions that need to be
implemented when both are supported. Particularly:
1. Applications can create images that will be bound to swapchain memory
by passing a VkImageSwapchainCreateInfoKHR in the pNext chain
of VkImageCreateInfo. In this case we need to make sure that the
created image takes some of its parameters from the underlying
swapchain.
2. Applications can bind memory from a swapchain image to a VkImage
by passing a VkBindImageMemorySwapchainInfoKHR in the pNext chain
of VkBindImageMemoryInfo.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
This was added with VK_KHR_device_group and allows users to specify
a base offset that will be automatically added to gl_WorkGroupID.
Unfortunately, V3D doesn't support this natively, so we need to add
the base to the workgroup id generated by hardware manually. For this,
we inject add instructions that source from a QUNIFORM that will
retrieve the actual dispatch base from the compute job when it is
dispatched.
Since a compute shader can be dispatched with CmdDispatch and/or
CmdDispatchBase, we always need to add these additional add
instructions and use a base of (0,0,0) for regular dispatches.
Since we don't support any version of OpenGL with this dispatch
base functionality we can avoid the extra instructions there.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
This one is not implemented in the common dispatch handler in terms
of its KHR_get_memory_requirements2 version, so the driver needs
to implement it.
Fixes: d87afc1acc ('v3dv: implement VK_KHR_get_memory_requirements2')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11038>
We don't have any special restrictions associated with the number
of descriptors in a set other than maybe not exceeding what we can
put in a single memory allocation, so in practice, applications will
be limited by the per-stage contraints defined by other Vulkan limits.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10970>
We don't do anything for input attachment aspects read by a subpass
since it doesn't have performance implications for us.
We also ignore the the new depth stencil layouts because they don't
have practical implications for our implementation.
We also ignore the new usage info for views since we are not currently
making decisions about views based on their usage.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
The uniform data for the texture size as produced by the compiler
contains the texture index directly and is not packed with
v3d_unit_data_create, so using v3d_unit_data_get_unit is not
correct.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
We don't want to have to deal with vector phis in freedreno, because
vectors are always split/unsplit around vectorized instructions anyways,
and the stated reason for not scalarising them (it hurting coalescing)
won't apply to us because we won't be using nir_from_ssa. Add this
option so that we don't have to do the equivalent thing while
translating from NIR.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10809>
We set the maximum at 16 iterations (the GL compiler chooses 32
iterations for the GLSL front-end loop unrolling pass) because we
have observed a bunch of shaders from Sascha Willems that spill
significantly with 32, leading to massive performance degradation,
while 16 avoids spilling and doesn't seem to cause visible
performance degradation compared to cases that unroll 32 without
spilling.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
When a TSY barrier is hit, the entire supergroup will be synchronized.
If the supergoup is large and uses all available QPU threads it would
mean that we would sychronize and stall all running threads until all
of them reach the barrier, which may be inefficient.
This patch makes it so that if the compute shader has any such barriers
we limit the supergroup size so each supergroup only takes half of the
QPU threads available at most, so that if one supergroup hits a
barrier we have at least one other supergroup we can run, reducing
idle QPU time.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
Each supergroup executes a number batches. Each batch has 16 elements
(one per QPU lane), except possibly the last batch which might be
incomplete. Until now, we packed a single workgroup in each supergroup,
which can lead to more incomplete batches and less efficient use
of the QPUs depending on the configuration of workgroups being dispatched.
This patch computes a number of workgroups per supergroup so that
we reduce or completely eliminate incomplete batches if possible.
It should be noted however, that TSY barriers act on supergroups,
so larger supergroups lead to larger syncpoints on barriers too.
A follow-up patch will try to find a good balance for compute shaders
that use such barriers.
This improves performance of the Sascha Willem's computecloth demo
by ~13%.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
Otherwise, if src_bit_size > 0 and dst_bit_size == 0, we end up doing a
bad shift in `1 << (dst_bit_size - 1)`, as `dst_bit_size - 1` is a
negative value (in this case would be MAX_UINT32).
Fixes CID#1468134 "Bad bit shift operation (BAD_SHIFT)":
"large_shift: In expression 1 << dst_bit_size - 1U, left shifting by
more than 31 bits has undefined behavior. The shift amount,
dst_bit_size - 1U, is 4294967295."
v2:
- Use an assertion instead (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10251>
As we are not using anymore references to the old VC5, let's rename
definitions from VC5 to V3D in the Vulkan driver.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10402>
So one less python generator. Based on anv (MR#8792) and radv
(MR#8900).
With this change v3dv doesn't have any more a custom python code
generator.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10484>
This will prevent the driver to take the prime blit path for presentation
in scenarios where it can avoid it, which can substantially improve
performance, particularly at high resolutions.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5917>
Currently, in GetPipelineCacheData() function, in several cases if
there is an error the blob is finished and cache unlocked, but code
continues executing, which can lead to multiple
`pthread_mutex_unlock()` calls.
Instead, if there's an error just bail out to finish the blob and unlock
the cache directly.
Fixes CID#1468147 "Double unlock (LOCK)".
v2:
- Rename "bail_out" by "done" (apinheiro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10404>
Check if v3dv_ioctl() or v3dv_bo_map() fail, and print a proper error
message.
This check happens in the rest of the code, so it makes sense to apply
here too.
Fixes CID#1468162 "Unchecked return value (CHECKED_RETURN)".
v2:
- Fix message error (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10380>
One of the conclusions of our recent clean up on the limits was that
the pipeline limits needed to be the per-stage limits multiplied by
the number of stages.
But until now we only have a set of descriptor maps for the full
pipeline. That would work if we could set the same limit per pipeline
that per stage, but that is not the case. So if, for example, we have
the fragment shader using V3D_MAX_TEXTURE_SAMPLERS textures, and then
the vertex shader, with a different descriptor set, using one texture,
we would get an index greater that V3D_MAX_TEXTURE_SAMPLERS. We assert
that index as an error on the vulkan backend, but fwiw, it would be
also asserted on the compiler.
With this commit we track and allocate a descriptor map per stage,
although we reuse the vertex shader descriptor map for the vertex bin.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10272>
We were using the pipeline layout to discard uniform updates for
stages that don't use descriptors, but we can do better by keeping
track of the stages used by the specific dirty descriptor sets and
only update uniforms for stages that are included in those.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
Dedicated BOs waste memory and are also a significant cause of CPU
overhead when applications use hundreds of them per frame due to
all the work the kernel has to do to page in all these BOs for a job.
The UE4 Vehicle demo was hitting this causing it to freeze and stutter
under 1fps.
The hardware allows us to setup groups of 16 queries in consecutive
4-byte addresses, requiring only that each group of 16 queries is
aligned to a 1024 byte boundary. With this change, we allocate all
the queries in a pool in a single BO and we assign them different
offsets based on the above restriction. This eliminates the freezes
and stutters in the Vehicle sample.
One caveat of this solution is that we can only wait or test for
completion of a query by testing if the GPU is still using its BO,
which basically means that we can only wait for all active queries
in a pool to complete and not just the ones being requested by the
API. Since the Vulkan recommendation is to use a different query
pool per frame this should not be a big issue though.
If this ever becomes a problem (for example if an application does't
follow the recommendation and instead allocates a single pool and
splits its queries between frames), we could try to group queries
in a pool into a number of BOs to try and find a balance, but for
now this should work fine in most cases.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10253>