counterOffset was just ignored and nobody noticed (missing VKCTS
coverage).
VGT_STRMOUT_DRAW_OPAQUE_OFFSET will do the computation in hw for us.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33407>
Noticed one by chance and searched for any others with find that were
clearly not meant to be executable.
For the curious:
33aa039acf changed texstore.c to
executable.
ed176e2c71 introduced si_vpc.c and
si_vpc.h which have always been executable.
d0e5203855 changed lava-gitlab-ci.yml to
executable.
328c29d600 introduced OVR_multiview.xml as
executable.
ac912b3754 introduced
OVR_multiview_multisampled_render_to_texture.xml as exectuable.
Signed-off-by: Dudemanguy <random342@airmail.cc>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33436>
Prevent following warning if not running as a normal user:
Failed to create /home for shader cache (Permission denied)---disabling
disk_cache_delete_old_cache() is going to create first the cache directory
using disk_cache_generate_cache_dir(). From mkdir_if_needed(), the stat()
of "/home" is failing with "Permission denied" under some circumstances
when using Firefox.
Fixes: #12168
Fixes: c3bc6991d2 ("util/disk_cache: Delete the old multifile cache if using the default.")
Signed-off-by: Benjamin ROBIN <dev@benjarobin.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32886>
Previously this used the {Min,Max}Tile{Rows,Cols} as returned by the
driver capabilities. Those parameters should be used to determine
implementation supported tile configurations for a specific resolution.
In the case of header coding, the {min,max}Log2Tile{Rows,Cols} should be
derived exactly as the AV1 spec defines it.
Signed-off-by: Benjamin Cheng <benjamin.cheng@amd.com>
Reviewed-by: Sil Vilerino <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32762>
This was originally turned into a separate struct for reuse between vec4
and fs backends, that's not needed anymore.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33334>
Rename the drirc and call it radv_disable_dedicated_sparse_queue instead,
since normal queues support sparse now anyway.
Keep the workaround for existing known games, since they might not
expect a separate SPARSE queue to pop up.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33166>
Forcing a dedicated sparse queue is problematic in real-world scenarios.
In the current implicit sync world for sparse updates, we can rely on
submission order.
For use cases where an application can take advantage of the separate
sparse queue to do "async" updates, the existing implementation works
well, but problems arise when trying to implement D3D-style submission
ordering. E.g., when a game does sparse on a graphics or compute queue,
we need to guarantee that previous submissions, sparse update and future
submissions are properly ordered.
The Vulkan way of implementing this is to:
- Signal graphics queue to timeline N (i.e. last submission made)
- Wait on timeline N on the sparse queue
- Do sparse updates
- Signal timeline N + 1 on sparse queue
- Wait for timeline N + 1 on graphics queue (can be deferred until next
graphics submit)
This causes an unavoidable bubble in GPU execution, since the
existing sparse queue ends up doing:
- Wait pending signal. The implication here is that all previous GPU
work must have been submitted.
- Do VM operations on CPU timeline
- Wait for semaphores to signal (this is required for signal ordering)
- ... GPU is meanwhile stalling in a bubble due to GPU -> CPU -> GPU roundtrip.
- Signal semaphore on CPU (unblocks GPU work)
Letting the GPU go idle here is not great, and we can be screwed over by bad thread scheduling.
Another knock-on effect is that the graphics queue is now forced into
using a thread for submissions. This is because when the graphics queue
wants to wait for timeline N + 1, the sparse queue may not have
signalled the timeline yet on CPU, so effectively, we have created a
wait-before-signal situation internally in RADV. Throwing another thread
under the bus is not great either.
Just letting the queue in question support sparse binding solves all
these issues and I don't see a path forward where the D3D use case can
be solved in a separate queue world.
It is also friendlier to the ecosystem at large. RADV is the only driver
I know of that insists on separate sparse queues and multiple games
assume that graphics queue can support sparse.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33166>
The radv-stoney-angle-full was unintentionally inheriting the fraction
from the pre-merge job.
Also use the correct manual rules definition while we're here, and use
consistent naming for the restricted rules.
Signed-off-by: Valentine Burley <valentine.burley@collabora.com>
Reviewed-by: Eric Engestrom <None>
Reviewed-by: Antonio Ospite <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33377>
We'll use this for D32->D24X8 conversion on Intel on Gfx11/Gfx12.0/DG2
(where HW doesn't have fp64 support).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33422>
This change adds the SimpleFloatBlendEnable field to the structure.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32739>