This game handles swapchain size incorrecly and can crash because of
it.
Enable this driconf as a workaround.
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
(cherry picked from commit 1456cb9c0b)
This game handles swapchain size incorrecly and can crash because of
it.
Enable this driconf as a workaround.
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
(cherry picked from commit 142e317024)
Add a driconf to force the swapchain size to match
`VkSurfaceCapabilities2KHR::currentExtent` as a workaround for
misbehaved games
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
(cherry picked from commit aa657247ce)
nir_lower_tex can lower tg4 coords into tg4 offset which on DG2+ we
also need to lower into constant offsets.
Unfortunately the nir_lower_tex pass is not able to lower the
instructions it itself generates, so the easy fix for when
nir_lower_tex lowers tg4 coords into tg4 offsets is to rerun the pass.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9735
Cc: mesa-stable
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Tested-by: Yiwei Zhang <zzyiwei@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25015>
(cherry picked from commit 10e75aae1b)
Issue: For texture with multiple planes, the planes will point to the
same BO with the total size, so current vcn dt_size is incorrect.
(gdb) p/x *((struct si_resource *)(((struct vl_video_buffer *)out_surf)->resources[0]))
...
buf = 0x5555558daa30,
gpu_address = 0xffff800101000000,
bo_size = 0xa2000,
...
}
(gdb) p/x *((struct si_resource *)(((struct vl_video_buffer *)out_surf)->resources[1]))
...
buf = 0x5555558daa30,
gpu_address = 0xffff800101000000,
bo_size = 0xa2000,
...
}
This is because: in function static struct si_texture *si_texture_create_object(),
if (plane0) {
/* The buffer is shared with the first plane. */
resource->bo_size = plane0->buffer.bo_size;
...
radeon_bo_reference(sscreen->ws, &resource->buf, plane0->buffer.buf);
resource->gpu_address = plane0->buffer.gpu_address;
}
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9728
Cc: mesa-stable
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Ruijing Dong <ruijing.dong@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25013>
(cherry picked from commit 7876a2f685)
Make sure that both per-vertex and per-primitive attribute
ring stores are finished before position or primitive export
instructions are executed.
This is necessary because we need to ensure that mesh shader
waves work correctly when they have either vertex-only or
primitive-only waves.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
(cherry picked from commit 93b4f200de)
Cleanup the code that generates the two channels of the
primitive export instruction, and move storing the built-in
per-primitive outputs out to match how vertex attributes work.
Prepares the mesh shader lowering for a workaround that
affect export instructions.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
(cherry picked from commit 0721784b78)
This is a HW bug workaround for some (all?) GFX11 chips.
On these chips, rasterization can start before the attribute ring
stores are finished, which can cause issues.
As a workaround, wait for attribute ring stores to finish
before doing the position export.
Mesh shaders will be taken care of in another commit.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
(cherry picked from commit edd51655f0)
Prepares for a workaround. Makes it possible for this function
to not emit the pos0 export at all so that it can be emitted
by a subsequent call to the function later.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
(cherry picked from commit 9c096e4ace)
This prepares for a workaround where we won't need to add
the done flag to the last export in this function, because
it will be added in a subsequent call to the same function.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
(cherry picked from commit 838d886d90)
ISL makes a bunch of decision on programming (MOCS,
RENDER_SURFACE_STATE values) based on this flag. It's important to set
it if we're going to use an image as storage.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23620>
(cherry picked from commit 34d5db0583)
It's not disallowed by spec to load instance-related data in case of a
miss where no instance was ever visited. Such loads make no sense, so we
can return garbage, but it mustn't hang the GPU. Initialize the instance
addresses to the TLAS base to make sure we always have valid memory to load from.
Partially fixes GPU hangs in RTX Remix games.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24971>
(cherry picked from commit 728f6c0b70)
The GL_MIRROR_CLAMP_EXT wrap parameter is never available in GLES.
This fixes the `spec@!opengl 1.1@texwrap 2d proj` piglit test when using a GLES
host.
Signed-off-by: Corentin Noël <corentin.noel@collabora.com>
Reviewed-by: Filip Gawin <filip.gawin@collabora.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24935>
(cherry picked from commit 9c39ea796c)
There is no restriction for query per sample positions from the
interpolator when in non-per-sample dispatch mode. But apparently
that's not giving us the expected values for fragment shaders compiled
without per-sample dispatch knowledge (graphics pipeline libraries).
So when per-sample dispatch is dynamic and we're doing at_sample
interpolation, turn the interpolation back into at_offset at runtime
when we detect that the fragment shader is not run per sample.
Fixes a bunch of dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: d8dfd153c5 ("intel/fs: Make per-sample and coarse dispatch tri-state")
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24716>
(cherry picked from commit 68027bd38e)
strace output is only used for debug and its output takes too much
space. Remove it to save resources.
Signed-off-by: Helen Koike <helen.koike@collabora.com>
Reviewed-by: David Heidelberg <david.heidelberg@collabora.com>
Reviewed-by: Guilherme Gallo <guilherme.gallo@collabora.com>
Fixes: 7b51a583ed ("ci/android: add android to the ci")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24913>
(cherry picked from commit e6625fa25a)
Huge thanks to Tapani Pälli for debugging this issue, figuring out
what was going wrong, proposing fixes, and walking me through where
things were going off the rails.
BLORP always disables tessellation and geometry shaders. Our handling
tried to look at ice->shaders.uncompiled[] to determine whether the next
draw needed those shaders. If not, we can leave BLORP's residual state
that disabled those stages in place, and skip looking at it.
Unfortunately, predicting the future is a bit fraught, in part due to
the uncompiled[] and prog[] arrays being slightly out of sync at times.
Consider the following case:
1. Draw with tessellation shaders in place
=> uncompiled[TES] and prog[TES] will both point at valid shaders.
2. Gallium calls pipe->bind_tes_state(NULL).
=> This makes uncompiled[TES] point at NULL, and flags
IRIS_STAGE_DIRTY_UNCOMPILED_TES.
Because iris_update_compiled_shaders() hasn't happened yet,
uncompiled[TES] is NULL but prog[TES] has the stale TES from
the previous draw still.
3. BLORP operations happen
=> BLORP sees uncompiled[TES] == NULL and decides that tessellation
is off for the upcoming draws. So it skips flagging tess state.
4. Gallium calls pipe->bind_tes_state(shader from step #1).
=> uncompiled[TES] points at the original shader.
IRIS_STAGE_DIRTY_UNCOMPILED_TES gets flagged again.
5. Draw again
=> This calls iris_update_compiled_shaders(), which sees that
a TES is bound, and calls iris_update_compiled_tes(). But
because the same shader was bound as before, the program it
comes up with is identical to the one already bound at
ice->shaders.prog[TES]. So, it thinks it doesn't have to
flag any tessellation state dirty because it was already
set up for the last draw.
This random unbind and rebind between draws leads to a situation
where, at step #3, BLORP thinks it can skip flagging tessellation
state (nothing is bound), and at step #5, normal state handling
thinks it can skip flagging tessellation state (nothing changed
since last time). So nobody does, and things break.
This unbind appears to be happening when st_release_variants()
decides it wants to free some shaders. Then a rebind happens to
put back the actual shader for the draw. So, it's not theoretical.
To fix this, we change BLORP to look at ice->shaders.prog[] rather
than uncompiled[]. This is equivalent to thinking about the previous
draw, rather than the next. If the last draw had tessellation off,
then BLORP's disabling was a no-op, and the GPU is still in the same
state as the previous draw. This is more reliable than predicting
the future.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8308
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9678
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24880>
(cherry picked from commit d693027a00)
The msm driver reserves the actual DMABUF size in the memory map, while
TU can request smaller memory chunk to be allocated. This potentially
can lead to a situation when next allocation IOVA will be in the middle
of the address space which is reserved for the DMABUF. Pass the
`real_size' to TU allocator instead, so that kernel and userspace have
the same picture of memory allocations.
Cc: mesa-stable
Signed-off-by: Dmitry Baryshkov <dmitry.baryshkov@linaro.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24861>
(cherry picked from commit 2fdcc00b01)
At the time this was added to fix some test failures. But it seems that
the failures were happening due to missing cache flushes, so
this extra space is no longer neccessary.
Fixes: 37b4eacc ("intel/isl: Resize clear color buffer to full cacheline")
Signed-off-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24768>
(cherry picked from commit caa5c23e48)
EXT extension was added without tests so these functions did
not work properly.
Fixes: 799710be88 ("mesa: Add EXT_texture_mirror_clamp_to_edge to extension table")
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24845>
(cherry picked from commit d65fe6eff1)
The vulkan spec says all conversions are correctly rounded, so if the input
is larger than the largest fp16 value, we need to return MAX_FLOAT/inf
instead of cutting off the msbs.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24826>
(cherry picked from commit 6d949e18fd)
Same as the other bpermute pseudo instructions.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24693>
(cherry picked from commit 85957dd6e5)
The blob replicates both the value mask as well as the stencil reference
of the back-facing stencil to the front-facing stencil. This fixes the
remaining failures in the following dEQPs:
dEQP-GLES2.functional.fbo.render.*_stencil_index8
Fixes: c8ccd63911 ("etnaviv: Fix depth stencil ops on GC880/GC2000")
Signed-off-by: Marek Vasut <marex@denx.de>
Acked-by: Lucas Stach <l.stach@pengutronix.de>
Acked-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4867>
(cherry picked from commit ef4cb2431d)