fixes to issues spotted by Emil Velikov:
- set ANV_TIMESTAMP corretly
- fix typo with VULKAN_GEM_FILES
v2: update to use Makefile.sources under vulkan
instead of having own
v3: update to changes to generate from vk.xml
(commit c7fc310)
v4: remove 'hw' relative path
cleanups, remove unnecessary cruft
review from Emil Velikov:
- move to vulkan folder
- remove timestamp gen, no longer necessary
- more cleanups
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
It is not clear from the docs exactly how pipelined STATE_BASE_ADDRESS
actually is. We know from experimentation that we need to flush the
render cache prior to emitting STATE_BASE_ADDRESS and invalidate the
texture cache afterwards. The only thing the PRM says is that, on gen8+
we're supposed to invalidate the state cache after STATE_BASE_ADDRESS
but experimentation has indicated that doing so does nothing whatsoever.
Since we don't really know, let's do just a bit more flushing in the
hopes that this won't be a problem again. In particular:
1) Do a CS stall before we emit STATE_BASE_ADDRESS since we don't
really know whether or not it's pipelined.
2) Do a data cache flush in case what runs before STATE_BASE_ADDRESS
is a compute shader.
3) Invalidate the state and constant caches after STATE_BASE_ADDRESS
because the state may be getting cached there (we don't really know).
Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
We had no good reason for *not* doing this on gen7 before but we didn't
know it was needed. Recently, when trying update to Vulkan CTS version
1.0.2 in our CI system, Mark discovered GPU hangs on Haswell that appear
to be STATE_BASE_ADDRESS related. This commit fixes them.
Reported-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
Commit 2852efcda4 moved the location of
the depth input attachment surface state from the render pass to the
image view, but failed to update the surface state location used when
emitting the binding table. Fix this by loading the surface state from
the correct location.
Fixes:
dEQP-VK.renderpass.formats.d16_unorm.input.*
dEQP-VK.renderpass.formats.d24_unorm_s8_uint.input.*
dEQP-VK.renderpass.formats.d32_sfloat.input.*
dEQP-VK.renderpass.formats.x8_d24_unorm_pack32.input.*
dEQP-VK.renderpass.attachment_allocation.input_output.93
dEQP-VK.renderpass.attachment_allocation.input_output.92
dEQP-VK.renderpass.attachment_allocation.input_output.82
dEQP-VK.renderpass.attachment_allocation.input_output.46
Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
The size of the pool is slightly smaller than the size of the
structure containing the whole pool. We need to take that into account
on when setting up the internals.
Fixes a crash due to out of bound memory access in:
dEQP-VK.api.descriptor_pool.out_of_pool_memory
v2: Drop debug traces (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.0 13.0" <mesa-stable@lists.freedesktop.org>
According to GL_KHR_vulkan_glsl, the signature of subpassLoad() is:
gvec4 subpassLoad(gsubpassInput subpass);
gvec4 subpassLoad(gsubpassInputMS subpass, int sample);
So the multisampled case always receives an explicit sample index that we
should use. The current implementation was ignoring this parameter
and using gl_SampleID value instead.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_id.*
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Add a helper function, anv_get_queue_family_properties(), which fills the
struct. This patch reduces churn in the following patch that implements
vkGetPhysicalDeviceQueueFamilyProperties2KHR.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Add a helper function, anv_get_image_format_properties(), which does all
the work and has a VkPhysicalDeviceImageFormatInfo2KHR parameter. This
patch reduces churn in the following patch that implements
vkGetPhysicalDeviceImageFormatProperties2KHR.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The struct was deleted by:
commit efe9d1cde3
Author: Edward O'Callaghan <funfunctor@folklore1984.net>
Subject: anv: Clean up some unused variables
Unlike the original anv_common, the new one has a non-const pNext
pointer because we will use it for the output structs of
VK_KHR_get_physical_device_properties2.
v2:
- Retype pNext from void* to struct anv_common*.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is a printf-like macro that prints a debug message to stderr when
built with DEBUG. If no DEBUG, then do nothing.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The spec section 5.2 says:
"vkAllocateCommandBuffers can be used to create multiple command
buffers. If the creation of any of those command buffers fails, the
implementation must destroy all successfully created command buffer
objects from this command, set all entries of the pCommandBuffers
array to VK_NULL_HANDLE and return the error."
Fixes:
dEQP-VK.api.object_management.alloc_callback_fail_multiple.command_buffer_primary
dEQP-VK.api.object_management.alloc_callback_fail_multiple.command_buffer_secondary
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
As per VK_KHR_maintenance1, clients can render to a slice of a 3D image
by creating a VK_IMAGE_VIEW_TYPE_2D view of it.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
As of VK_KHR_maintenance1, these are supposed to be reported for any
formats on which we support transfer operations. For us, this is
anything that we can texture from.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Our command buffers already efficiently use a global pool so trimming
doesn't really need to do anything.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
As per VK_KHR_maintenance1, setting a negative height in the viewport
can be used to get flipped coordinates. This is, aparently, very useful
when porting D3D apps to Vulkan. All we need to do to support this is
to make sure we actually set the min and max correctly.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Blorp can deal with depth/stencil surfaces blits/copies without the
render target requirement. Also having both render target and
depth/stencil requirement is incompatible from isl's point of view.
This fixes an image creation issue in the high level quality settings
of the Unity3D player, which requires a depth texture with src/dst
transfer & 4x multisampling.
v2: Simply aspect checking condition (Jason)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: 13.0 17.0 <mesa-stable@lists.freedesktop.org>
The same we do in the OpenGL driver (comment copied from there).
This is required to ensure that we execute the fragment shader stage when
side-effects (such as image or ssbo stores) are present but there are no
color writes.
I found this while writing a test to check rendering to a framebuffer
without attachments where the fragment shader does not produce any
color outputs but writes to an image via imageStore(). Without this patch
the fragment shader does not execute and the image is not written,
which is not correct.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Fixes crash in dEQP-VK.ubo.random.all_shared_buffer.48 due to a
fragment shader code bigger than 128 kB.
This patch increases the allocation size limit to 1 MB.
v2:
- Increase it to 1 MB (Jason)
- Increase device->instruction_block_pool allocation size in
anv_device.c (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The Vulkan rules for point size are a bit whacky. If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader. If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:
"shaderTessellationAndGeometryPointSize indicates whether the
PointSize built-in decoration is available in the tessellation
control, tessellation evaluation, and geometry shader stages. If this
feature is not enabled, members decorated with the PointSize built-in
decoration must not be read from or written to and all points written
from a tessellation or geometry shader will have a size of 1.0. This
also indicates whether shader modules can declare the
TessellationPointSize capability for tessellation control and
evaluation shaders, or if the shader modules can declare the
GeometryPointSize capability for geometry shaders. An implementation
supporting this feature must also support one or both of the
tessellationShader or geometryShader features."
In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader. There are at least two valid ways we can
implement this:
1) Track whether or not shaderTessellationAndGeometryPointSize is
enabled and set the 3DSTATE_SF bits based on that and what stages
are enabled, ignoring the shader source.
2) Just look at the last geometry stage VUE map and see if they wrote
PointSize and set the 3DSTATE_SF accordingly.
The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.
This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests. The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When multiple shader stages exist in the same SPIR-V module, we compile
all entry points and their inputs/outputs, then dead code eliminate the
ones not related to the specific entry point later.
nir_lower_wpos_center was being run prior to eliminating those random
other variables, which made it trip up, thinking it found gl_FragCoord
when it actually found something else like gl_PerVertex[3].
Fixes dEQP-VK.spirv_assembly.instruction.graphics.module.same_module.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Avoid the resolves that would be required if fast depth clears were
allowed for such buffers.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is a better mapping to the Vulkan API and improves performance in
all tested workloads.
v2: Remove unnecessary image view aspect checks (Jason Ekstrand)
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Add an entry point for resolving using BLORP's gen8 HiZ op function.
v2: Manually add the aux info
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We'll be using layout transitions later on in the series which can occur
within and between subpasses. Turn this on now to simplify the change
later.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We're about to enable HiZ support for multiple subpasses. Use this field
to keep track of whether or not subpass operations should treat the
depth buffer as having an auxiliary HiZ buffer.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The helper doesn't provide additional functionality over the current
infrastructure.
v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>