We get a display fd passed in to us through wsi_display_init_wsi(), and
when that was the first open of the display device with no previous DRM
master, it got master privs and we saved that as the display fd to use for
KHR_display. However, that meant that no other client can get DRM master,
preventing things like vkAcquireDRMDisplayEXT() users from getting a
master fd to pass in to us.
Instead, we can drop master at device init time, and pick it back up when
a VK_KHR_display swapchain is created that uses that fd.
This allows dEQP-VK.wsi.acquire_drm and dEQP-VK.wsi.direct_drm CTS tests
to run, which was previously impossible (those tests try to create a
custom VK instance, while the CTS already has an instance that had been
created with KHR_display enabled, so they're not the first open of the
fd). It also means that you could successfully implement VT switching
between a KHR_display client and other userspace DRM clients. Also, we
can finally implement the text about vkAcquireDRMDisplayEXT's drmFd
needing to match the device's fd.
The risk of this change, though, is if you're implementing a compositor,
and your clients have a chance to open the DRM fd before you've created
your swapchain, they may inadvertently have master and DOS you. However,
this is no different than the previous situation, where someone with
permissions to open DRM could hold master and DOS you already.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38502>
Follow the semi-documented behavior of the blob driver and skip
rendering bins whose fragment density is 0 (i.e. fragment area is
infinite). Some Oculus VR apps using an earlier version of the Unity SDK
rely on this instead of VK_QCOM_multiview_per_view_render_areas.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35894>
When apps use VK_QCOM_multiview_per_view_render_areas, there may be some
bins which are only visible (i.e. overlapping the render area) in one
view. In the typical VR use-case, there is a strip of bins to the right
of the the left eye and to the left of the right eye that are not used
with that eye. By making sure that the right eye is never rendered to,
we can reuse that space to double the GMEM height and merge two bins
along the left edge, partially offsetting the cost of extra bins from
offsetting the left and right viewports and render areas.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35894>
In order to implement this we have to modify all of the cases where we
set a scissor and then loop over attachments to conditionally set the
scissor inside each layer of the attachment based on whether per-view
render areas are supported.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35894>
I noticed when adding support for render areas per view that this didn't
take the number of views into account at all. Based on the code, the
right thing to do seems be to multiply by the layer count.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35894>
We already had to implement per-view viewports for fragment density map.
When multiviewPerViewViewports is enabled, we just have to do what we
did before, except we also have to stop sharing the same original
viewport across all views when FDM is enabled. The app can specify a
different viewport for each view and on top of that we will also
transform it differently depending on the fragment area for that view,
instead of only the transform being different.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35894>
This is a backport of f134cc5a1e:
("Update <type category="funcpointer"> schema to simplify")
in vulkan-docs, essentially. It changed things about how vk.xml
is parsed.
Fixes: b30f780c ("vulkan: update spec to 1.4.340")
Reviewed-by: Aaron Ruby <aruby@qnx.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39502>
The rectangle to clear, which is the render area for subpass clears, is
specified in framebuffer coordinates, but the hardware uses GMEM
coordinates with FDM. I assumed this was ok for subpass clears, because
the end of the bin in GMEM coordinates is always less than or equal to
the end in framebuffer coordinates, so we would clear past the end of
the bin which is still safe because only the render area would be stored
to sysmem:
bin 0 bin 1 bin 2
|---| |---| |---| GMEM coordinates (what the HW "sees")
|-------|-------|-------| framebuffer coordinates (used e.g.
as STORE_OP_STORE destination)
|-----------------------| render area/clear rectangle (past end of bin
in GMEM coordinates!)
There was a hack for FDM offset, where framebuffer coordinates are
shifted to the left, but that was it. However this breaks down if the
render area doesn't start at (0,0), because it can miss pixels in GMEM
coordinates that should be cleared:
bin 0 bin 1 bin 2
|---| |---| |---| GMEM coordinates (what the HW "sees")
|-------|-------|-------| framebuffer coordinates (used e.g.
as STORE_OP_STORE destination)
|------------------| render area/clear rectangle (we don't clear
bin 0!)
Here we should clear the right half of bin 0 but instead we don't clear
it at all.
Instead of adding yet more hacks to expand the render area, just add a
patchpoint to transform the render area into GMEM coordinates. We
already do this for CmdClearAttachments where we didn't have a choice,
so just reuse that. As a bonus, we can also delete the hack for FDM
offset.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39495>
The previous method to calculate imageSize().z was
incorrect for a cubearray view.
This change was tested on palm and cayman. Here is the test fixed:
spec/arb_texture_view/rendering-layers-image/layers rendering of imagecubearray: fail pass
Fixes: 6c1432f0be ("r600/eg: fix cube map array buffer images.")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39063>
This extension seems to work.
This change was tested with the current piglit repository:
spec/ext_shader_realtime_clock/execution/clock2x32: skip pass
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37954>
Adding this mmap mode makes explicit in code that PAT compressed
buffers should not be mmaped.
Although there is no CPU access Xe KMD uAPI still requires a
cpu_caching to be set, so setting WC.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34222>
That function is only called from i915 backend no needed to be
on common code.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34222>
XD is transient display, meaning that GT caches are flushed when
display IP needs access buffer.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34222>
This is not used and we don't have any future plans to use it, so removing it.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34222>
This is not used and don't make sense as the transient display is
on the GPU side.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34222>
Similar to the low latency option for encode, this reduces latency
of decoding at the cost of increased power usage.
Can be enabled with AMD_DEBUG=lowlatencydec
Reviewed-by: Boyuan Zhang <Boyuan.Zhang@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39450>
Some apps (old FFmpeg, contemporary CTS) send down pMi{Col,Row}Starts in
SB units, not MI units. Instead of dependening on those values which
could be unreliable, derive the tile sizes in SB using other parameters.
Cc: mesa-stable
Reviewed-by: Ruijing Dong <ruijing.dong@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39492>
Added support for externally provided motion hints by reading the
MFSampleExtension_MoveRegions sample attribute.
The motion hint data is converted into pipe_enc_move_info and passed
down to the driver for use during encoding.
Reviewed-by: Yubo Xie <yuboxie@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39515>
This change fixes the clamp to max_texel_buffer_elements
issue related to rv770 and older gpus.
Here are the tests fixed on rv770:
spec/arb_texture_buffer_object/texture-buffer-size-clamp/r8ui_texture_buffer_size_via_sampler: fail pass
spec/arb_texture_buffer_object/texture-buffer-size-clamp/rg8ui_texture_buffer_size_via_sampler: fail pass
spec/arb_texture_buffer_object/texture-buffer-size-clamp/rgba8ui_texture_buffer_size_via_sampler: fail pass
Fixes: 1a441ad5cb ("r600: clamp to max_texel_buffer_elements")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39385>
This is a gl4.3 issue very similar to e8fa3b4950.
The mode r10g10b10a2_sscaled processed as vertex on palm at the
hardware level doesn't follow the current standard. Indeed, the .w
component (2-bits) is not calculated as expected. The table below
describes the situation.
This change fixes this issue by adding two gpu instructions at
the vertex fetch shader stage. An equivalent C representation and
a gpu asm dump of the generated sequence are available below.
.w(2-bits) expected palm cypress
0 0 0 0
1 1 1 1
2 -2 2 -2
3 -1 3 -1
w_out = w_in - (w_in > 1. ? 4. : 0.);
0002 00000024 A0040000 ALU 2 @72
0072 801F2C0A 600004C0 1 w: SETGT*4 __.w, R10.w, 1.0
0074 839FCC0A 61400010 2 w: ADD R10.w, R10.w, -PV.w
Note: cypress returns the expected value, and does not need
this correction.
This change was tested on palm, barts and cayman. Here are the tests fixed:
khr-gl4[3-6]/vertex_attrib_binding/basic-input-case6: fail pass
khr-gles31/core/vertex_attrib_binding/basic-input-case6: fail pass
Cc: mesa-stable
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38849>
Using a PV register which is not PV.x, after a dot4 operation,
does not work on rv770. Anyway, this does work on evergreen
but this is not documented.
This change updates this behavior for all the r600 gpus
which fixes the issue on rv770. It adds max4 which has the
same requirement in the case of max4 being implemented.
Here are some of the affected tests on rv770:
piglit/bin/fp-abs-01 -auto -fbo
glcts --deqp-case=KHR-GL31.buffer_objects.triangles
piglit/bin/shader_runner generated_tests/spec/glsl-1.10/execution/built-in-functions/fs-distance-vec2-vec2.shader_test -auto -fbo
Fixes: 942e6af40b ("r600/sfn: use PS and PV inline registers when possible")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39101>
The gamma is not processed by the hardware when processing a one
component format texture (FMT_8). This change triggers a fall back to
the r8g8b8a8_srgb format which is properly supported by the hardware
of these older gpus.
Here are the tests fixed on rv770:
spec/arb_framebuffer_srgb/fbo-fast-clear: fail pass
spec/ext_texture_srgb/fbo-fast-clear: fail pass
spec/!opengl 1.1/teximage-colors gl_sluminance8/gl_sluminance8 texture with gl_.*: fail pass
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39159>
The functionality was working properly at glMinSampleShading(0.)
and glMinSampleShading(1.). The issue was with the intermediary
values. This change makes this function compatible with the
evergreen setup.
Note: this was one of the few functionalities which were working
properly on evergreen but not on cayman.
Here are the tests fixed:
spec/arb_sample_shading/samplemask 4 all/0.500000 partition: fail pass
spec/arb_sample_shading/samplemask 4/0.500000 partition: fail pass
spec/arb_sample_shading/samplemask 6 all/0.250000 partition: fail pass
spec/arb_sample_shading/samplemask 6 all/0.500000 partition: fail pass
spec/arb_sample_shading/samplemask 6/0.250000 partition: fail pass
spec/arb_sample_shading/samplemask 6/0.500000 partition: fail pass
spec/arb_sample_shading/samplemask 8 all/0.250000 partition: fail pass
spec/arb_sample_shading/samplemask 8 all/0.500000 partition: fail pass
spec/arb_sample_shading/samplemask 8/0.250000 partition: fail pass
spec/arb_sample_shading/samplemask 8/0.500000 partition: fail pass
deqp-gles31/functional/shaders/sample_variables/sample_mask_in/bit_count_per_two_samples/multisample_rbo_4: fail pass
deqp-gles31/functional/shaders/sample_variables/sample_mask_in/bit_count_per_two_samples/multisample_rbo_8: fail pass
deqp-gles31/functional/shaders/sample_variables/sample_mask_in/bit_count_per_two_samples/multisample_texture_4: fail pass
deqp-gles31/functional/shaders/sample_variables/sample_mask_in/bit_count_per_two_samples/multisample_texture_8: fail pass
Fixes: f7796a966d ("radeonsi: add basic code for overrasterization")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38615>
We don't actually care if previous suspended RP had depth-only draws
with color writes skipped, we only care if previous RP disabled LRZ
writes due to this; the mere fact of first draws being depth-only
doesn't affect LRZ of next draws in any way.
However, for next RPs in suspend-resume chain we have to assume that
previous RP may have had color writes.
For secondary cmdbufs with ordinary renderpasses it is easy to be
less pessimistic, and that's what we do in order to not regress
DXVK performance.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39293>
radv_dump_shader_stats() printed stats for every shader with a certain
stage, and we called this function each time an RT shader is compiled.
This means we could repeat the stats for a shader.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39484>