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>
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>
Because we are cloning these into primaries but the cloning is
superficial the command lists in them still point to the original
jobs and therefore paching new addresses would make the packing
code add the BO of the resume address to the original job. This
has two problems:
1. This is probably not what we want since the patching should only
be affecting the clone.
2. The bo_count of the clone job will not be updated accordingly and
we end up with a mismatch that will blow up when we submit.
The solution used here is a big hack, but works for now: we just
specify the address by its full offset rather than a relative
offset from a BO. We already have to add all the BOS in the resume
job manually which will include this the BO for the branch address
too, so this is fine.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
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>
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>
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>
This builds up on the previous patch and rewrites all the pipeline
code that fetched information from the pipeline's render pass (which
will be NULL for dynamic rendering) to instead fetch it through the
new rendering_info field, which will be valid for both regular and
dynamic render passes.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
With dynamic rendering the API formally eliminates render passes,
so the pipeline create info can now have a NULL render pass, in
which case rendering info must be provided via pNext struct
VkPipelineRenderingCreateInfo, or if this is missing too then
defaults to no multiview and no attachments.
Since we don't want to have separate paths all over the place
whenever we need to access render pass / rendering info for the
pipeline, we will always produce a valid vk_render_pass_state
struct with the relevant information even when we have a render
pass, so we can rely on that always being available.
A follow-up patch will rewrite all the places where we assumed
the existence of a render pass in the pipeline to instead fetch
the info it needs from this new field instead.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
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>
The idea is to build a regular render pass from the rendering info
provided with dynamic rendering. We will use this when recording
dynamic render passes to leverage our existing implementation
for render passes with dynamic rendering.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27978>
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>
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>
So far to check if rasterization discard is enabled or not we assumed
that rasterization state struct was never NULL.
However, as this will change with VK_EXT_extended_dynamic_state3, it can
be a good idea just to assume it can be NULL, so adding the check too.
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>
The algorithm used to rendering smooth lines worked under the assumption
that line coords were in the [0, 1] range. This was correct when using
an orthogonal projection, but not when using a perspective projection.
With a perspective projection (where the value for 1/Wc set in the VPM
is not 1.0), line coords values are also affected by this projection, so
the values are not in this range.
To deal with this, we normalize the line coords using the Wc value so
the range becomes [0, 1], and the smooth line rendering works as
expected.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10496
Fixes: ee4d51f8b2 ("v3d: Add a lowering pass for line smoothing")
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/28072>
This intrinsic helps to read the W coordinate stored in the QPU register
when initializing the input data for the fragment shaders.
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/28072>
There are few EXT_ extensions that were promoted to KHR_, but we didn't
enabled them as supported.
This makes some CTS tests to be run as unsupported when they should be
supported instead.
For example, we were passing 16/108 line rasterization tests instead of
40/108 because we did not enabled KHR_line rasterization.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28090>
Besides disabling early-z when a frame is an odd width or height, we
need to disable it if the buffer is 16-bit and multisampled.
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/28009>
The new simulator provides a new API, so we need to adapt the code.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28009>
Summary:
- ensure headers used outside runtime are included in dependency source
- drop redundant idep_vulkan_common_entrypoints_h
- drop redundant icd side tricks for the order of header gen
Signed-off-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28066>
Avoids flushing jobs that write a texture that is read by a job in the
same job submission.
Now we need to handle the case where a texture is written by the
graphics pipeline and it is read by a compute pipeline.
Before this patch, glTextureBarrier() could be implemented as a NOP in
v3d. So the driver was doing more flushing than needed when
glTextureBarrier was not used.
v2: Use V3D_FLUSH_ALWAYS for resources written by graphics pipeline
and read by compute insead of V3D_FLUSH_DEFAULT. (Iago Toral)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27550>
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>
It seems the hardware behavior for this is as per-spec and we are
supposed to identify as active entire quads. Particularly, there
are some derivative tests with dynamic control flow that use
subgroup ballot and require this.
However, we still need to exclude terminted lanes (OpTerminate). For
that, we keep track of the sample mask at the start of a fagment
shader start and compare it with the current sample mask.
Fixes: ('broadcom/compiler: support subgroup reduction operations from fragment shaders')
Fixes: dEQP-VK.glsl.derivate.dynamic_loop.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27409>
We are slightly over-subscribed right now, with 21 merge jobs (10 vk
+ 10 gl + 1 traces) for 20 RPi4, so let's split the tests between
slightly fewer RPi4 and make each split job run for slightly longer,
because it also means that all the jobs start immediately, reducing the
overall delay in merging any MR that triggers this job.
The typical run time for this job was around 8 min with a 10-split; with
an 8-split it is now 9 min, which is still within the 10 min target and
well below the 15min limit.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27391>
We already had the logic implemented, but it was never really tested
(there was a comment about that)
So the advantage of this is that we now test that code (in fact, there
were a small typo on that code).
There aren't too much CTS tests for this feature, but we gets tests
like this working:
dEQP-VK.clipping.clip_volume.depth_clip.*
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10527
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27386>
In fragment shaders these instructions consider a lane active when
any lane in the same quad is active, which is not what we want, so
we need to include the current sample mask in the condition mask
used with these instructions to limit lane selection to those that
are really active.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27211>
The BARRIER_ID instruction is only available in compute
and tessellation, implement an equivalent barrier that we
can use from other stages.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27211>