Commit graph

401 commits

Author SHA1 Message Date
Christian Gmeiner
5d186d1386 v3dv: Switch to v3d_X(..)
Use the common helper.

Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Acked-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32277>
2024-12-02 14:13:24 +00:00
Maíra Canal
3594a35610 v3dv: use Mesa log infrastructure instead of using stderr
The Mesa log infrastructure is really useful as it allows us to get
debug and error information in Android systems. Apart from that, it also
allows us to forward diagnostics into the right logs and files.

Therefore, instead of using stderr for all messages, use Mesa log and
separate the messages into debugging and error messages.

Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32304>
2024-11-26 12:09:29 +00:00
Iago Toral Quiroga
d2fb489e0c v3dv: use the double buffer heuristic helpers
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32111>
2024-11-18 08:45:04 +00:00
Juan A. Suarez Romero
3ee47dc6d9 v3dv: do not pass NULL pointer to function not expecting NULLs
memcpy() pointers arguments are declared to be non NULL.

This has been detected by Undefined Behaviour Sanitizer (UBSan).

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/29911>
2024-07-01 08:02:07 +00:00
Jose Maria Casanova Crespo
4835dc0e7f v3dv: Emit stencil draw clear if needed for GFXH-1461
Fixes: 1e81bb05ae (v3dv: implement workaround for GFXH-1461)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29427>
2024-05-28 10:29:18 +00:00
Iago Toral Quiroga
9912c734e9 v3dv: implement vkCmdBindIndexBuffer2KHR
This is added with VK_KHR_maintenance5. It adds a size parameter
to track the size of the index buffer data bound.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29425>
2024-05-28 11:37:47 +02:00
Iago Toral Quiroga
e00da33474 v3dv: use pSizes paramater in vkCmdBindVertexBuffers2
We can use this to specify the maximum vertex index that can
be accessed, which the hardware will use to detect and prevent
out-of-bounds accesses to vertex buffers.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29425>
2024-05-28 11:37:42 +02:00
Iago Toral Quiroga
a93b1960af v3dv: emit a default point size when drawing points
Before VK_KHR_maintenance5 point size is undefined unless the
shader explicitly writes it, but this extension changes this and
expects a default point size of 1.0 if none has been written.

We accomplish this by emitting a POINT_SIZE packet with the
default point size the first time we draw with a POINT primitive
in the job. If the shaders used in the draw call doesn't write
point size then the hardware will take the point size from the
state set by the packet. If the shader does write to point size
then the value written in the shader will be used instead.

Passes all tests we support in:
dEQP-VK.rasterization.primitive_size.default_size.points.*
when forcing maintenance5 enabled.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29413>
2024-05-28 05:31:13 +00:00
Alejandro Piñeiro
8a2d7e3830 v3dv: SetRasterizerDiscardEnable is dynamic now
Note that when it is dynamic, it goes to the codepath of having
enabled raster_enabled at the pipeline, even if at the end it will be
disabled. The fragment shader compilation, and the stage keys, depends
on rasterization being enabled or not. As mentioned, if the state is
dynamic, it assumes that the rasterization is enabled.

That would work, as then the rasterization could be discarded at the
CFG_BITS package, by the command buffer at draw time. We just have a
(discarded) shader slightly more complex that it would have been with
rasterization enabled.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28980>
2024-05-08 11:18:28 +00:00
Alejandro Piñeiro
6b59e1d8e4 v3dv: DepthBiasEnable is dynamic now
Since VK_EXT_extended_dynamic_state2

We just move all related with depth bias to the command buffer. There
is not good reason to compute and save it at the pipeline.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28980>
2024-05-08 11:18:28 +00:00
Alejandro Piñeiro
60e9237e81 v3dv: StencilOp and StencilTestEnable are now dynamic
This commit introduces a significant change when we emit STENCIL_CFG,
with any dynamic state: we stop to use cl_emit_with_prepacked, and use
directly cl_emit. The reason is that now most of the STENCIL_CFG
parameters are dynamic, any improvement of using
cl_emit_with_prepacked is minimized. Also gets the code simpler, and
avoid the need to be extra careful with the fact that
cl_emit_with_prepaked doesn't override values.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
9fa023f111 v3dv: DepthBoundsTestEnable is dynamic now
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
29c8aca881 v3dv: CullMode and FrontFace are dynamic now
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
e3061e6281 v3dv: provide implementation for CmdSetViewportWithCount
As with CmdSetViewport, we need to provide a custom implementation
because we want to call and save the outcome of viewport_compute_xform
when the viewport is set, not during emission.

We can just call v3dv_CmdSetViewport, as that one is already calling
vk_common_SetViewportWithCount.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
f4d426fae6 v3dv: provide implementation for vkCmdBindVertexBuffers2
Mostly equal to vkCmdBindVertexBuffers, but adding strides, that with
VK_EXT_extended_dynamic_state become dynamic, and setting pSizes.

It is worth to note that at this moment we don't use
CmdBindVertexBuffers2 pSizes.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
f2236065b7 v3dv: port dynamic state tracking to use Mesa Vulkan
Specifically to use the common vk_dynamic_graphics_state.

The advantage of using the common struct is not only reducing the size
of our custom one, but also using common helpers (like all those cmd
buffer setters), and a lot of the logic that in the future will be
used for other extensions.

Some notes:

 * We still keep dirty flags, for things like PIPELINE,
   DESCRIPTOR_SETS, etc. Other driver do the same. FWIW, this is also
   an improvement, as before we were mixing those with the per-spec
   Vulkan dynamic info.

 * For the port viewport/scissor we still keep some data on a custom
   structure, as we cache the translate/scale info that is derived
   from scissor/viewport, but used in three different places.

   For that we also maintain a custom implementation of
   CmdSetViewport, that computes translate/scale, and call the common
   implementation.

 * We make the same for color_write_enables. The vulkan runtime saves
   it as a 8-bit bitset, with a bit per attachment. But when combining
   with color_write_mask you need a 32bit with 4 bits set per
   attachment. To avoid recompute it during emission, we also cache
   the color_write_enables, using the runtime just to track the dirty
   status.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27609>
2024-04-26 12:34:44 +00:00
Alejandro Piñeiro
e14f5252fa v3dv/cmd_buffer: always bind pipeline static state
Even if the pipeline is the same.

The followin sequence, used on
dEQP-VK.dynamic_state.*.double_static_bind tests, is valid:

   1. Bind pipeline with some static state.
   2. Set state command for that static state (to a bad value).
   3. Bind the same pipeline again.
   4. Draw.

So on 3 we need to ensure to load again the pipeline static state.

Fixes: dEQP-VK.dynamic_state.*.double_static_bind

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28897>
2024-04-26 09:52:09 +00:00
Samuel Pitoiset
e4f945cd4a vulkan: pass cmdbuf level to vk_command_buffer_ops::create()
RADV needs to know the command buffer level in the create() helper.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28861>
2024-04-23 06:33:31 +00:00
Iago Toral Quiroga
bdf2a470d3 v3dv: fix job suspend with command buffer simultaneous use flag
With the simultaneous use flag we can reuse the same command
buffer multiple times. That means, for example, that we can
have an instance of a job running in the GPU while we are
submitting another one for execution to a queue.

This scenario is problematic with dynamic rendering and job
suspension because suspended jobs need to be patched with the
resume address at queue submit time, and thus, if we have another
instance of the same job currently executing in the GPU we could
stomp its resume address, which could be different.

To fix this, at queue submission time, when we detect a suspending
job in a command buffer with the simultaneous use flag, we clone the
job and create its own copy of the BCL so we can patch the resume
address into it safely without conflicting with any other instance
of the job that may be running.

We need to flag these clones  as having their own BCL since
we would have to free it when the job is destroyed, unlike other
clones that don't own any resources of their own. Also, because
this job is created at queue submit time, it won't be in the
execution list of the command buffer, so it won't be automatically
destroyed with it, so we need to add it to the command buffer
as a private object.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28521>
2024-04-03 13:35:54 +02:00
Iago Toral Quiroga
c874caf33d v3dv: fix job pointers from cloned CLs
We had these pointing to the original job instead of pointing
to the cloned job. This can be confusing, particularly, if we
then emit commands that include references to new BOs into the
cloned jobs, since we would then try to insert these BOs in the
original jobs instead of the clones, which was the situation
we had when we implemented resume address patching with dynamic
rendering.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28521>
2024-04-03 12:57:56 +02:00
Iago Toral Quiroga
e6efee3b40 v3dv: add a v3dv_job_clone helper
This will clone the job but it won't automatically put it in the
job list of a command buffer. This will come in handy to handle
the required job cloning for suspending jobs with the command buffer
reuse flag in a follow-up patch.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28521>
2024-04-03 12:57:56 +02:00
Iago Toral Quiroga
7a2b17235d v3dv: also emit subpass clears with secondary command buffers
With dynamic rendering secondary command buffers can start subpasses
so we need this. Outside dynamic rendering secondary command buffers
won't be calling here since they are restricted to record commands
within a subpass.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:21 +00:00
Iago Toral Quiroga
e9b44a3bb5 v3dv: handle render pass continue flag with dynamic passes
If a secondary command buffer recording a dynamic pass has the
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT flag
then the rendering information for it should come from a
VkCommandBufferInheritanceRenderingInfo struct in the pNext
chain instead of the usual render pass information in the
VkCommandBufferInheritanceInfo struct. We take the information
from the new struct and build a render pass description from it
assuming a setup without a framebuffer (which is optional for
regular render passes too).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:21 +00:00
Iago Toral Quiroga
0bb04c019e v3dv: rename SECONDARY job type to INCOMPLETE
This was used only in secondary CL command buffers so it made
sense but with dynamic rendering we are going to also have
regular CLs also in secondaries (since secondaries can now
record full dynamic rendering passes), so renaming this to
INCOMPLETE makes more sense, since this is really what they
refer to: parts of CLs that are intended to be merged into
other primaries through branching.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:21 +00:00
Iago Toral Quiroga
2478939b69 v3dv: implement dynamic rendering resume/suspend
Dynamic rendering allows the client to suspend recording of a
render pass and have it continued in a different command buffer.
When a suspended command buffer is submitted to a queue, the
resuming command buffer must be te next one in submission order.
This means we need to be able to "merge" or "stitch" together
these command buffers at submit time.

To accomplish this, when we suspend a command buffer we emit
a BRANCH instruction to finish it. Then at submit time, when
we know the resuming job, we patch the BRANCH address with the
address of the resuming binning list (bcl). This is very similar
to how we execute secondary command buffers inside a render pass.
Also, only the last resuming job should flush the binning lists
in the bcl since we won't have processed the full binning command
list until we have execute the last linked job in the resume
list.

Since all jobs and command buffers in the suspend/resume chain
must be part of the same dynamic render pass, we only need to
produce and emit the render command list (rcl) once.

Since the way we implement stitching is that we branch from the
suspending job into the resuming one, the first job suspending
will link into all the resuming jobs necessary to complete the
chain, therefore, after the stitching is complete, we only want
to submit the first job in the suspend/resume chain, and thus,
we only produce and emit the rcl for this one job.

Notice as well that suspending only affects the last job
recording a dynamic rendering pass (the one that needs the branch
so we can resume execution with another job in another command
buffer).

Resuming affects all jobs in the dynamic render pass, since
we won't produce RCLs for them (as only the originating job
on the suspend/resume chain will emit the RCL).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:21 +00:00
Iago Toral Quiroga
c15e0aac17 v3dv: implement vkCmdBeginRendering and vkCmdEndRendering
With this we are able to run basic dynamic render passes, however,
we are still missing a few things like support for secondary
render passes, suspend/resume, etc that will be adding in follow-up
patches.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:21 +00:00
Iago Toral Quiroga
10df187540 v3dv: add a helper to setup a framebuffer for dynamic rendering
Since the plan is to leverage our render pass infrastructure, we
also need to setup a framebuffer from the rendering info provided
with dynamic rendering.

We allocate the framebuffer lazily, only once, if a dynamic render
pass is used. To do this, we make it so it can hold the maximum
number of attachments possible with our hardware.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:20 +00:00
Iago Toral Quiroga
f1e6e58aef v3dv: add a helper to constrain clip window to render area
We will need to do the same when setting up dynamic render passes.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:20 +00:00
Iago Toral Quiroga
f285f69677 v3dv: refactor checking and adding pending jobs
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:20 +00:00
Iago Toral Quiroga
93f9f2bcbb v3dv: always set view index before drawing
It is allowed for a shader to enable the multiview extension
even if the draw call in which it is used doesn't use multidraw.
This allows the shader to still use gl_ViewIndex, which will
always be 0 in that scenario.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:20 +00:00
Iago Toral Quiroga
aeee18be1b v3dv: fix subpass clear with draw call for multi-layered framebuffers
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
2024-03-19 12:06:20 +00:00
Juan A. Suarez Romero
4f6f2cea6a v3dv: enable smooth line rendering
This is based on a lowering that we are already using in the OpenGL
driver.

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/28171>
2024-03-18 12:09:12 +00:00
Yonggang Luo
db103c56ab treewide: Remove vulkan/runtime vulkan/util prefix in include path
This is for unify the include style of shared vulkan headers

Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27526>
2024-03-05 19:05:00 +00:00
Iago Toral Quiroga
1880e7cfed v3d,v3dv: fix BO allocation for shared vars
We need to allocate "shared size" bytes for each workgroup but
we were incorrectly multiplying by the number of workgroups in
each supergroup instead, which would typically cause us to allocate
less memory than actually required.

The reason this issue was not visible until now is that the kernel
driver is using a large page alignment on all BO allocations and
this causes us to "waste" a lot of memory after each allocation.
Incidentally, this wasted memory ensured that out of bounds
accesses would not cause issues since they would typically land
in unused memory regions in between aligned allocations, however,
experimenting with reduced memory aligments raised the issue,
which manifested with the UE4 Shooter demo as a GPU hang caused
by corrupted state from out of bounds memory writes to CS
shared memory.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27675>
2024-02-21 06:17:55 +00:00
Maíra Canal
f11a458a50 v3d/v3dv: move V3D_CSD definitions to a separate file
Both OpenGL and Vulkan drivers share the same V3D_CSD definitions.

Therefore, move it to a common place instead of duplicating.

Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26448>
2023-12-14 16:43:13 +00:00
Maíra Canal
e404ccba5b v3dv: use the indirect CSD user extension
The indirect CSD user extension allows the creation of a CSD
job linked to a CPU job. When we submit the CPU job, the CPU job
will run when the indirect CSD dependency is completed, map the
indirect buffer to read the CSD dispatch parameters and reconfigure
the CSD job accordingly.

Using the indirect CSD user extension, allows us to use the multisync
user extension to synchronize this type of job, which is not currently
possible from user-space without stalling.

Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26448>
2023-12-14 16:43:13 +00:00
Eric Engestrom
38ce0c1747 v3dv: drop duplicate flag
`VK_PIPELINE_STAGE_2_TRANSFER_BIT` is the old name for
`VK_PIPELINE_STAGE_2_ALL_TRANSFER_BIT` which is already on the next
line; drop the duplicate.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26485>
2023-12-04 04:13:39 +00:00
Eric Engestrom
1e03ac324f v3dv: update symbols that have become aliases for newer ones
All of these have been renamed in the spec (usually by being promoted);
renamed them in our code too.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26485>
2023-12-04 04:13:39 +00:00
Maíra Canal
4d95b4861e v3dv: implement VK_EXT_multi_draw
Implement the Vulkan extension VK_EXT_multi_draw. It was tested with
deqp-vk -n dEQP-VK.draw.*multi_draw*.

Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26138>
2023-11-14 06:20:21 +00:00
Iago Toral Quiroga
d25aec0d38 v3d,v3dv: fix compute for V3D 7.1.6+
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:44 +00:00
Alejandro Piñeiro
a5f0305804 v3dv: implement depthBounds support for v71
Just for for v71, as that feature is not supported by older hw.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:43 +00:00
Iago Toral Quiroga
cb9d079739 v3d,v3dv: don't use max internal bpp for tile sizing in V3D 7.x
We can use the actual bpp of each color attachment to compute real
tile memory requirements, which may allow us to choose a larger tile
size configuration than in V3D 4.2 in certain scenarios.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:43 +00:00
Iago Toral Quiroga
9e90d95508 v3d,v3dv: support up to 8 render targets in v7.1+
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:43 +00:00
Iago Toral Quiroga
662d6e296e v3dv: make v3dv_viewport_compute_xform depend on the V3D version
For 4.x we have a workaround for too small Z scale values that is not
required for V3D 7.x.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:43 +00:00
Iago Toral Quiroga
747c7042df v3dv: we can sample from 1D array too
Fixes: 95f881ad ('v3dv: add support for sampling simple 2D linear textures')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25286>
2023-09-20 05:44:42 +00:00
Iago Toral Quiroga
64b49fb501 v3dv: don't assume that bound descriptors have been written
The pipeline layout lifetime tests in CTS allocate some descriptors
and bind them to the command buffer without actually ever writing
valid resources to them since they never actually execute the command
buffers, so we want to be careful at bind time and not assume the
resources exist.

Fixes crashes in dEQP-VK.api.pipeline.pipeline_layout.lifetime.*

Fixes: 95f881adbd ('v3dv: add support for sampling simple 2D linear textures')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25172>
2023-09-12 11:42:58 +00:00
Iago Toral Quiroga
05e80e1a5e v3dv: expand sampling from linear image hack to support multi-planar images
Tested-by: Roman Stratiienko <r.stratiienko@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25048>
2023-09-11 12:04:35 +00:00
Iago Toral Quiroga
95f881adbd v3dv: add support for sampling simple 2D linear textures
V3D can't sample linear images (other than 1D), however, some applications
will require this to work. Particularly, our swapchain images may need to be
linear (for display), so sampling from them won't work.

This change detects the case where we are binding a descriptor which attempts
to sample from a simple 2D linear texture, transparently creates a tiled
copy of the image and rewrites the  descriptor to refer to the tiled image
instead. This will be slow but will allow some applications that require this
to work (i.e. some aspects of Android's user interface).

As of this patch, this only supports sampling linear images with a single
miplevel and layer from single-plane images in non-arrayed descriptors. We
could handle other cases too with a bit more work though.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9712
Tested-by: Roman Stratiienko <r.stratiienko@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25048>
2023-09-11 12:04:35 +00:00
Alyssa Rosenzweig
6562e89893 v3dv: Use vk_index_type_to_bytes
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24017>
2023-07-07 07:22:32 -04:00
Iago Toral Quiroga
84af2cb44a v3dv: simplify scissor setup for negative viewport height
KHR_maintenance1 allows clients to specify a negative
height, but not a negative width, so assert on that and
simplify the computations for the horizontal dimension.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23489>
2023-06-07 18:40:55 +00:00