Fixes failures on tests like this when the on-disk-cache is enabled:
dEQP-VK.binding_model.descriptor_copy.compute.uniform_buffer_0
We only found them when running full CTS runs. What happens is that we
got a hit from the on-disk shader cache, for several tests using the
same shaders. But some tests seems to be using a uniform buffer, and
others a inline buffer. Right now inline buffers leads to some changes
on the final nir shader, and generated assembly, compared with uniform
buffers. So we got a wrong shader. Fortunately we only got an assert
instead of weird behaviour.
With this commit we include the pipeline layout on the pipeline sha1,
so those two cases would get different sha1. FWIW, this is what other
drivers are already doing.
Surprisingly that didn't cause a problem before.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16313>
If we are calling pipeline_cache_upload_shared_data with
from_disk_cache, that means that we had used the disk-cache to found
that entry. And that should only happens if we didn't find the entry
on the cache. So on that case we can skip to search for it.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16313>
The early-Z buffer may load incorrect depth values if the frame has an
od width or height. In this case we need to disable early-Z.
v3:
- Set job->early_zs_clear only for V3D_VERSION >= 40 (Iago)
- Check early-Z is disabled if no zsbuf (Iago)
v4:
- Borrow comments from v3dv around v3d_update_job_ez() (Iago)
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3557
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16166>
This performance optimization can be enabled if we are clearing Z/S
buffer, and not storing or loading it.
v2:
- Add assertion on depth/stencil job loads (Iago)
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16166>
This checks if index is a ConstantAggregateZero, ConstantDataSequential,
or UndefValue and emits a single shufflevector instead of a loop if so.
Signed-off-by: Autumn on Tape <autumn@cyfox.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13671>
From the GL 4.6 spec: "If the value of any non-ignored component of the
offset vector operand is outside implementation-dependent limits, the
results of the texture lookup are undefined." We shouldn't assertion
fail, then.
GLSL-to-NIR shouldn't be enforcing limits on TG4 offsets, since it doesn't
for non-TG4 tex_src_offset either. Leave it up to the driver to handle
it.
Fixes a crash in a piglit test on nouveau that supplies a negative random
number up to 10,000 as the first coordinate for some reason. Other NIR
drivers lowered TG4 explicit offsets to tex_src_offset, so they weren't
affected.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16261>
We also miss this function on MSVC. But let's use the functionality in
meson to check for supported functions instead of hand-rolling the list
here.
Fixes: 067023dce2 ("util: Add some unit tests of the half-float conversions.")
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16290>
That's a read, not a write. Fixes optimizations getting disabled for fragment
shaders when linked with a shader producing transform feedback varyings.
Fixes: 85a723975b ("nir: add and gather shader_info::writes_memory")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16285>
Avoids nir validation assertion failures, and it's not like backend
drivers would want to see definitely-out-of-bounds read/writes either.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16066>
After checksum mismatch, visually verified both re-enabled traces and
updated checksums for virgl-traces job.
Suggested-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Emma Anholt <emma@anholt.net>
Signed-off-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16260>
Valve has trimmed traces already for some time, switch to
them to save network bandwidth, storage and run-time.
Reviewed-by: Emma Anholt <emma@anholt.net>
Signed-off-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16260>
This is deterministic, unlike a set. Note we need the extra dereferencing to
keep the macro safe, simple, and standards compliant:
1. Nesting two for-loops would cause break/continue to fail.
2. Declaring variables outside the loop would pollute the namespace.
3. Declaring an anonymous struct is not conformant and doesn't compile in clang.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16279>
This is now unnecessary. Either an instruction is never dynamic and
it's emitted in genX_pipeline.c or it can be and it's emitted in
genX_cmd_buffer.c/gfx8_cmd_buffer/gfx7_cmd_buffer.c
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16220>
On Gfx7 we can only give the sample location for a given multisample
number. This means everytime the multisampling value changes, we have
to re-emit the locations. It's fine because it's also where
(3DSTATE_MULTISAMPLE) the number of samples is stored.
On Gfx8+ though, 3DSTATE_MULTISAMPLE only holds the number of samples
and all the sample locations for all number of samples are located in
3DSTATE_SAMPLE_PATTERN. So to be more effecient there, we need to
track the locations for all sample numbers and compare new values with
the relevant sample count when touching the dynamic state.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16220>