This allows building tools for cross-compiling without building gallium
or vulkan drivers unnecessarily.
Backport-to: 25.1
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Signed-off-by: Janne Grunau <j@jannau.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34693>
While not yet officially conformant, we support all the required
features, and we pass the CTS. Let's mark off Vulkan 1.2, to make things
easier for applications.
Backport-to: 25.1
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34512>
We need GPU_FEATURES to determine if this is another variant but this
will do for now.
Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34032>
We need GPU_FEATURES to determine if this is another variant but this
will do for now.
Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34032>
Most implementation defined behaviors have been properly defined via
new maintenance extensions, and the mapping support is the only one
left on the table...in a very unfortunate way for historical reasons.
Meanwhile, update the host driver list for the latest that has been
tested working. Two major KVM improvements have also been documented
along with the setups that rely on those.
Acked-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34225>
This allows compiling CL shaders into a single SPIR-V library per arch,
NIR call bindings for each functions and precompilled binaries for each
entrypoints.
We are only going to support Bifrost and Valhall for this.
Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32720>
We need an empty line after ".. code-block: [...]", otherwise the first
lines are interpreted as arguments, not content. This makes the entire
code-blocks not render at all.
Fixes: 5d6d67a4d1 ("docs/android: improve documentation about building llvmpipe for Android")
Reviewed-by: Dylan Baker <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32831>
Improve the documentation about building the llvmpipe driver for Android
by providing more ready-to-use scripts to build llvm and create the
needed meson wrap file.
Note: in the meson wrap file, remove 'libLLVMTableGenGlobalISel' from
the built dependencies, as apparently is not available anymore for
Android on recent LLVM versions.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32251>
When debugging a game that compiles a ton of shaders at beginning, it
can be very very slow because shaders cache was disabled by default
with RADV_DEBUG=hang.
To make debugging such a game faster, let's cache shaders with
RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the
disassembly are stored in the cache. To get SPIR-V and NIR, you might
need RADV_DEBUG=hang,nocache.
This also handles the trap handler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246>
In commit 41e83b243c (meson: remove dri-search-path, 2024-09-18) the
`dri-search-path` meson option was removed but its usage in the Android
build files was left there, resulting in the following error when
building for Android:
-----------------------------------------------------------------------
FAILED: out/target/product/vsoc_x86_64/obj_x86/MESON_MESA3D/.build.timestamp
...
meson.build:4:0: ERROR: Unknown options: "dri-search-path"
-----------------------------------------------------------------------
Remove the usage of the option when building for Android, and while at
it remove also any mention of if in docs/drivers/llvmpipe.rst
Remove also the MESA3D_LIB_DIR variable which was used only for
dri-search-path.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31266>
For use outside Linux.
Enable dumping JIT address mappings and assembly
using an environment variable. Add a script to map
JIT addresses in collapsed stacks, and annotate
assembly dumps with sample counts.
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30626>
Some draws do write depth but cannot contribute to LRZ during the BINNING pass
e.g. when fragment shader has "discard" in it, however they can contribute to
LRZ during the RENDERING pass via LRZ feedback meachanism. This may allow the
draws that follow to depth test against the updated LRZ, this is especially
important if such "bad" draws were at the start of the renderpass.
LRZ feedback happens during the RENDERING pass when LRZ_FEEDBACK_ZMODE_MASK
is set, if draw has a6xx_ztest_mode that has corresponding flag set in
LRZ_FEEDBACK_ZMODE_MASK - its depth values would be used for feedback.
LRZ feedback alongside with LRZ testing also works during sysmem rendering.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25345>