Commit graph

328 commits

Author SHA1 Message Date
Jose Maria Casanova Crespo
90f966e05f v3dv/v3d: Fix copyright holder to Raspberry Pi Ltd
Acked-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15057>
2022-02-18 11:50:07 +01:00
Jason Ekstrand
29393a40ee v3dv: Use the common command pool implementation
The only interesting information stored in v3dv_cmd_pool is the list of
command buffers and that's already tracked by vk_command_pool.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
2022-02-11 08:06:25 +00:00
Jason Ekstrand
6fb9e4e7ff v3dv: Use vk_command_pool
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
2022-02-11 08:06:24 +00:00
Louis-Francis Ratté-Boulianne
5e263cc324 vulkan/runtime: Add a level field to vk_command_buffer
Looks like 3 implementations already have that field in their private
command_buffer struct, and having it at the vk_command_buffer opens the
door for generic (but suboptimal) secondary command buffer support.

Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
2022-02-11 08:06:24 +00:00
Melissa Wen
db9098f2ef v3dv: move sems_info from event_wait job to wait_thread info
Semaphores info was stored as an info of event_wait cpu jobs and this
leads to mem leak when the same event_wait job in the same cmd buffer
batch was submitted more than once. As a result,
`dEQP-VK.api.command_buffers.record_simul_use_primary` fails due to a
double-free of sems_info.

In this patch, we no longer use v3dv_event_wait_cpu_job_info to store
semaphores from a submit info, since semaphores is related to a queue
submission and not to the event_wait job type. If we spawn a wait_thread,
we copy semaphores to an auxiliary struct (v3dv_wait_thread_info) that
will be used in wait_thread to get job and semaphores information. When
the spawned thread finishes, it releases the related
v3dv_wait_thread_info and the semaphores copy as well.

Fixes: d5bd18fb ("v3dv: store wait semaphores in event_wait_cpu_job_info")

Suggested-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Melissa Wen <mwen@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14736>
2022-01-31 23:01:54 +00:00
Iago Toral Quiroga
668653f830 v3dv: fallback to blit resolve if render area is not aligned to tile boundaries
Just as with all other TLB operations, we can only use the TLB if the render
area is aligned to tile boundaries. If it is not, then the operation would
overwrite pixels outside the render area, which is not allowed.

In this case, we can't even emit a previous TLB load to fix this because the
TLB has the multisampled attachment, not the resolve attachment, which is
just a destination buffer for the tile store.

Because the condition for tile alignment has to be determined for each
subpass, we handle this by storing this information in the attachment
state of the command buffer with the start of each subpass. We store
whether the attachment is to be resolved and whether it can use the
TLB (considering tile alignment restrictions).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14752>
2022-01-28 12:25:43 +00:00
Iago Toral Quiroga
7f87a1256e v3dv: support resolving depth/stencil attachments
This implements the bulk of VK_KHR_depth_stencil_resolve

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14752>
2022-01-28 12:25:43 +00:00
Iago Toral Quiroga
692e0dfe27 v3dv: implement VK_KHR_imageless_framebuffer
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14704>
2022-01-27 07:11:20 +00:00
Iago Toral Quiroga
2ee9487ad7 v3dv: drop signature of undefined function
This is a left over from when we added multi-version support in the
driver, where we turned this helper into a versioned scheme.

Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14704>
2022-01-27 07:11:20 +00:00
Alejandro Piñeiro
5d04b76c09 v3dv: remove unused v3dv_descriptor_map_get_texture_format
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14635>
2022-01-21 13:24:18 +00:00
Melissa Wen
9319ffb53d v3dv: signal fence when all submitted jobs complete execution
We track last submitted jobs by queue type. After all cmd buffer
batches have been submitted, we emit a noop job that waits all jobs
submitted to each GPU queue complete and signals the fence.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
bce77e758a v3dv: process signal semaphores in the very last job
With multiple semaphores support, we can use a GPU job to handle
multiple signal semaphores in the end of a cmd buffer batch. It
means, the last job in the last cmd buffer will be in change of
signalling semaphores as long as it meets some conditions:
1 - A GPU-job signals semaphores whenever we only have submitted
jobs for the same queue (there is no syncobj created for any
other type). Otherwise, we emit a noop job that waits on the
completion of all jobs submitted and then signals semaphores.
2 - A CPU-job is never in charge of signalling semaphores. We
process it first and emit a noop job that depends on all jobs
previously submitted to signal semaphores.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
0ab98612ef v3dv: handle wait semaphores in the first job by queue
With multiple semaphore support, we can improve the way we handle
wait semaphores considering different job types and cmd buffer
batch scenarios, that means:

- A GPU job depends on wait semaphores whenever it is the first job
submitted to a queue in this command buffer batch (the `first` flag
for the job's queue type is set).
- For the first CPU job, if there are wait semaphores, we should
wait for the CPU and GPU being idle to process the job.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
03a6a82740 v3dv: track submitted jobs by GPU queue type
The order in which a GPU job is scheduled is guaranteed within the
same queue type (CL, TFU, CSD), but the order of completion of jobs
from different queues cannot be guaranteed. Since we have multiple
semaphores support now, we can track the completion of the last job
submitted to each queue and therefore better determine when gpu is
idle. We do it using an array of syncobj (last_job_syncs) for each
GPU queue (CL, TFU, CSD). With this, job serialization also become
more accurate. We also keep tracking the very last job submitted
(last_job_sync became an element of the last_job_syncs array as
V3DV_QUEUE_ANY) for the case we don't have multisync support.
To help in handling wait semaphores, we set a flag per queue to
indicate we are starting a new cmd buffer batch and a job submitted
to this queue will be the first.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
fd973218a6 v3dv: enable GPU jobs to signal multiple semaphores
In addition to keep a copy of wait semaphores, extend
v3dv_submit_info_semaphores to hold a copy of signal semaphores too.
With a copy of wait and signal semaphores, we can enable GPU jobs to
handle more than one wait and signal semaphores.

By now, we don't change the way as we signalling semaphores when all
jobs complete, i.e., we still use the master thread to signal
semaphores. In this context, no GPU job is actually in charge of
signalling, but the support for multiple signal semaphores is done
here.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
85c49db10d v3dv: check multiple semaphores capability
Check if kernel-driver supports multisync extension

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
d5bd18fbb3 v3dv: store wait semaphores in event_wait_cpu_job_info
Instead of a boolean (sem_wait) in v3dv_event_wait_cpu_job_info,
that is used to determine wait condition for jobs put in a wait
thread, copy the wait semaphores data and store it as struct
v3dv_submit_info_semaphores. In the following patches we enable
multiple semaphores in GPU jobs, and therefore we need this data
to add wait semaphores as job dependencies for pending jobs
submitted from a wait thread.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Melissa Wen
d148379edf v3dv: wrap wait semaphores info in v3dv_submit_info_semaphores
Instead of pass pSubmit to queue_submit_cmd_buffer, create a struct
v3dv_submit_info_semaphores to wrap semaphores data from VkSubmitInfo.
In the next commit, this struct will help to handle wait condition for
jobs submitted in a wait event context, since we need to hold this
data when handle wait events and pass it to queue_submit_job() called
from wait threads. The main goal is to allow multiple wait semaphores
in a job submission. Later, this struct will be extended to include a
copy of signal semaphores too.

Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
2022-01-21 10:59:17 +00:00
Iago Toral Quiroga
b9f9474577 v3dv: implement double-buffer mode
Double buffer mode splits the tile buffer size in half so we can
start processing the next tile while the current one is being
stored to memory. This mode is available only if MSAA is not enabled
and can, in theory, improve performance by reducing tile store
overhead, however, it comes at the cost of reducing the tile size,
which also causes some overhead of its own.

Testing shows that this helps some cases (i.e the Vulkan Quake
ports) but hurts others (i.e. Unreal Engine 4), so for the time
being we don't enable this by default but we allow to enable it
selectively by using V3D_DEBUG.

Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14551>
2022-01-14 10:57:26 +00:00
Iago Toral Quiroga
25c46c465d v3dv: handle formats with reverse flag
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14533>
2022-01-14 10:10:10 +00:00
Iago Toral Quiroga
872f08815b v3dv: add swizzle helpers to identify formats wit R/B swap and reverse flags
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14533>
2022-01-14 10:10:10 +00:00
Alejandro Piñeiro
d7cbe17760 v3dv: simplify v3dv_debug_ignored_stype
mesa_logd already handles having or not DEBUG defined, and also has a
better empty option.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14512>
2022-01-13 13:18:05 +00:00
Iago Toral Quiroga
44fa8304d4 v3dv: add a refcount mechanism to BOs
Until now we have lived without a refcount mechanism in the driver
because in Vulkan the user is responsible for handling the life
span of memory allocations for all Vulkan objects, however,
imported BOs are tricky because the kernel doesn't refcount
so user-space needs to make sure that:

1. When importing a BO into the same device used to create it
   (self-importing) it does not double free the same BO.
2. Frees imported BOs that were not allocated through the same
   device.

Our initial implementation always freed BOs when requested,
so we handled 2) correctly but not 1) and we would double-free
self-imported BOs. We tried to fix that in commit d809d9f3
but that broke 2) and we started to leak BOs for some imports.

This fixes the problem for good by adding refcounts to BOs
so that self-imported BOs have a refcnt > 1 and are only freed
when all references are freed.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5769
Tested-by: Roman Stratiienko <r.stratiienko@gmail.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14392>
2022-01-05 12:22:45 +00:00
Roman Stratiienko
2686c5419d v3dv: add Android support
Acknowledgements to android-rpi team and lineage-rpi maintainer (KonstaT)
for creating/testing initial vulkan support. Their experience was used as
a baseline for this work.

Most of the code is a copy of turnip and anv.
Improved by cleaning dEQP failures:

 - Improved gralloc support (use allocation time stride, size, modifier).
 - Fixed some dEQP crashes due to memory allocation issues.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14016>
2021-12-21 09:24:43 +00:00
Alejandro Piñeiro
a9b4aef0f2 broadcom/compiler: make shaderdb debug output compatible with shaderdb's report tool
Even although the option is called shaderdb, it is not really used by
shaderdb (for V3D shaderdb uses the debug option "precompile"). And in
fact, right now the output format is not compatible with shaderdb.

This commit tries to fix that, and as we are here, also try to make
the option more useful for the Vulkan case, as that debug option also
works with v3dv.

We can't really fully imitate shaderdb use with OpenGL (run with a set
of glsl shader tests), but we can at least assign a unique name (the
pipeline sha1 in text format) so we can compare executions of the same
vulkan application. For that remember to disable the on-disk cache.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13938>
2021-11-24 13:02:08 +00:00
Alejandro Piñeiro
ff89dc3523 vulkan: move common format helpers to vk_format
v3dv, radv, and turnip are using several C&P format helpers (most of
them wrappers over util_format_description based helpers).  methods.

This commit moves the common helpers to the already existing common
vk_format.h. For the case of v3dv we were able to remove the vk_format
header. For turnip and radv, a local vk_format.h header remains, with
methods that are only used for those drivers.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13858>
2021-11-19 12:23:19 +01:00
Iago Toral Quiroga
7490bcad37 v3dv: don't use a global constant for default pipeline dynamic state
Some of these may change across V3D versions, so it is not practical.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13775>
2021-11-12 11:04:07 +00:00
Iago Toral Quiroga
3a95e25e84 v3dv,v3d: don't store swizzle pointer in shader/pipeline keys
We had been storing pointers to a driver owned swizzle table
rather than storing the actual swizzle value in various shader
and pipeline keys on both GL and Vulkan drivers.

This doesn't look very robust, particularly since we also
compute sha1 hashes from these values and we may store these
hashes to disk (for the disk cache).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13738>
2021-11-10 11:24:26 +00:00
Ella Stanforth
3c86292321 v3dv: Implement VK_KHR_create_renderpass2
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13575>
2021-11-02 07:43:31 +00:00
Ella-0
835b98e101 v3dv: implement VK_EXT_host_query_reset
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13319>
2021-10-15 05:36:42 +00:00
Jason Ekstrand
bab0530f07 v3dv: Switch to the new vk_error helpers
Also, change every vk_error to use the closest object instead of
fetching all the way back to the instance.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13045>
2021-10-07 20:51:36 +00:00
Jason Ekstrand
1da70c7e93 v3dv: Use VK_DEFINE_*HANDLE_CASTS instead of rolling our own
The core ones have some nifty stuff like asserts that it's a valid
vk_object_base and has the right type.  We don't have real type safety
with Vulkan handles but this is as close as we can get.  The core ones
also track when we've started handing out handles for logging purposes
which we want.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13101>
2021-09-29 23:27:52 +00:00
Jason Ekstrand
713af72048 v3dv: Drop v3dv_queue::flags
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13003>
2021-09-28 21:08:25 +00:00
Yevhenii Kolesnikov
c9dbd3c06e v3dv: Use a common vk_queue structure
Switch to using common structure.

Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13000>
2021-09-23 15:57:46 +00:00
Yevhenii Kolesnikov
14f0e3c2d3 v3dv: Use a common vk_command_buffer structure
Switch to using common structure.

Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13000>
2021-09-23 15:57:46 +00:00
Iago Toral Quiroga
0496a39b1f v3dv: make v3dv_image_view derive from vk_image_view
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12668>
2021-09-02 05:53:39 +00:00
Iago Toral Quiroga
f1c6f05c35 v3dv: make v3dv_image derive from vk_image
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12668>
2021-09-02 05:53:39 +00:00
Ella-0
1e921e5098 v3dv: Implement VK_EXT_pipeline_creation_feedback
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12371>
2021-08-26 21:04:42 +00:00
Ella-0
dad0c16782 v3dv: Implement VK_EXT_pipeline_creation_cache_control
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12381>
2021-08-16 20:41:03 +00:00
Ella-0
f623072328 v3dv: implement VK_EXT_color_write_enable
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11784>
2021-08-13 22:25:23 +00:00
Iago Toral Quiroga
c19dcec604 v3dv: implement interaction of queries with multiview
When multiview is enabled, queries must begin and end in the
same subpass and N consecutive queries are implicitly used,
where N is the number of views enabled in the subpass.
Implementations decide how results are split across queries.

In our case, only one query is really used, but we still need
to flag all N queries as available by the time we flag the one
we use so that the application doesn't receive unexpected errors
when trying to retrieve values from them.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:32 +00:00
Iago Toral Quiroga
b1620caaaf v3dv: track first and last subpass that use a view index
When multiview is enabled, we no longer care about when a particular
attachment is first or last used in a render pass, since not all views
in the attachment will meet that criteria. Instead, we need to track
each individual view (layer) in each attachment and emit our stores,
loads and clears accordingly.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:32 +00:00
Iago Toral Quiroga
5fd55ab16d v3dv: broadcast multiview draw commands
We implement multiview by replicating draw commands for all enabled
views and setting a command buffer state for the currently active
view we are broadcasting to.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Iago Toral Quiroga
5872c7ca7b v3dv: inject a custom passthrough geometry shader for multiview pipelines
This allows us to use layered rendering to broadcast draw calls to the
appropriate views (layers).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Iago Toral Quiroga
f5e67e1ce7 v3dv: store multiview info in our render pass data
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Andreas Bergmeier
d6dd13a62e v3dv: implement VK_EXT_physical_device_drm
Reviewed-by: Simon Ser <contact@emersion.fr>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9320>
2021-07-19 06:03:02 +00:00
Iago Toral Quiroga
7fcc518473 v3dv: allow limiting amount of tile state allocated
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>
2021-07-16 09:36:37 +00:00
Iago Toral Quiroga
f481c290b0 v3dv: refactor meta copy/clear code
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>
2021-07-15 12:16:55 +02:00
Iago Toral Quiroga
738e7106dd v3dv: implement layered texel buffer copies using a geometry shader
Instead of specifying a separate framebuffer per layer which is expected
to be much slower.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11843>
2021-07-13 10:20:39 +00:00
Iago Toral Quiroga
c188d06326 v3dv: remove deferred vkCmdClearAtachments path
This was required to handle the case of secondary command buffers that
did not have framebuffer information available from the primary, since
we used to have an implementation that required this information to
be available for the fallback path of vkCmdClearAttachments. Now that
we can handle our our attachment clears in the current subpass by
emitting draw calls, we no longer need the framebuffer information to
be available and we can remove this.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
2021-07-12 09:25:28 +02:00