Xe2+ still requires lowering 64bit image load/store to 2x32bit for the
message format. But atomics work without lowering.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34876>
When an application issues a sparse binding operation, it may be the
case that the state the app is setting is the state that is already
there. In that case, both n_l3l2_binds and n_l1_binds are zero, so the
batch doesn't contain anything and, since 0802bbd486, we just skip
the batch submission and return.
The problem is that skipping the batch submission and returning
ignores the synchronization: there may be syncobjs that we have to
wait and, more importantly, there may be syncobjs that we have to
signal.
This case is exercised by vkd3d-proton's test suite, but I'm not aware
of any other workload that triggers it. This commit only affects
Meteor Lake and older, as TR-TT is only the default behavior for the
platforms running i915.ko.
Testcase: vkd3d-proton/d3d12/test_sparse_buffer_memory_lifetime
Fixes: 0802bbd486 ("anv/trtt: don't submit empty batches when there are no binds to do")
Reviewed-by: Iván Briano <ivan.briano@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35078>
Previously, brw_try_override_assembly was only called when a debug flag was
enabled. However, during investigations involving workloads such as Steam
games, enabling the debug flag results in excessive NIR and ISA output to
stderr, making debugging more difficult.
This change ensures that brw_try_override_assembly is called when the
INTEL_SHADER_ASM_READ_PATH is set, regardless of the debug flag. This
improves usability in scenarios where minimal debug output is desired.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35115>
Coverity is upset that we're using `ptr` after we've `munmap`ed up to
the offset of the region, even though we're just moving past the
unmapped region to the still mapped region. Attempt to make it happy by
doing that calculation before unmapping. If it's still mad there's
nothing left we can do.
CID: 1646981
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
CID: 1646956
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35114>
Coverity points out that we're using a 32bit type on the left side here,
so the entire operation is done as 32 bit instead of 64
CID: 1646960
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35114>
In practice, I don't think it's actually going to overflow, but it could
in theory, which coverity is pointing out.
CID: 1647010
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35114>
Those intrinsics have different semantics in particular with regards
to divergence. Turning one into the other without invalidating the
divergence information breaks NIR validation. But also the conversion
means we get artificially less convergent values in the shaders.
So just handle load_push_constants in the backend and stop changing
things in Hasvk.
Fixes a bunch of tests in
dEQP-VK.descriptor_indexing.*
dEQP-VK.pipeline.*.push_constant.graphics_pipeline.dynamic_index_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34546>
Those intrinsics have different semantics in particular with regards
to divergence. Turning one into the other without invalidating the
divergence information breaks NIR validation. But also the conversion
means we get artificially less convergent values in the shaders.
So just handle load_push_constants in the backend and stop changing
things in Anv.
Fixes a bunch of tests in
dEQP-VK.descriptor_indexing.*
dEQP-VK.pipeline.*.push_constant.graphics_pipeline.dynamic_index_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34546>
This patch improves code readability by centralizing the type stomping
logic for Gen12.5 region restrictions in `brw_lower_alu_restrictions`.
It removes redundant comments and ensures type consistency assertions
in `brw_broadcast`, `generate_mov_indirect`, and `generate_shuffle`.
Thank you Ken for guiding me on this.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35006>
Firmware packages continue to grow in size, so stop installing them in
the test-base image.
The necessary firmware is now collected and uploaded per vendor in an
external repository.
LAVA devices can opt into optional firmware by specifying the name of the
archive via LAVA_FIRMWARE.
For bare-metal, Qualcomm firmware required for DUTs in the Google lab is
included in the baremetal image.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/13051
Signed-off-by: Valentine Burley <valentine.burley@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34861>
When the FS requires it, set the VertexAttributeBypass and
LegacyBaryAssignmentDisable bits accordingly.
Also program the provoking vertex to give us the per-vertex attributes
in the order the Vulkan specification dictates, and track its dynamic
value for the FS to pick up constant interpolated inputs correctly.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34445>
This will be necessary to select the right value for flat inputs in
fragment shaders when fragment shader barycentrics are in use.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34445>
HSD 16023071695 description mentions we need to extend
WA_16021232440 to cover the case when surface width is 16k.
BSpec: 57340
Signed-off-by: Aditya Swarup <aditya.swarup@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34838>
Tested on BMG and PTL using both settings for RT_CTRL.
Cc: mesa-stable
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35044>
Xe driver will be disabling the HW functionality for null any-hit
shaders, drivers need to take care of it instead. This commit brings
back parts of older workaround (see b0624e414f) we used to have to
handle the null any-hit case.
Cc: mesa-stable
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35044>
We are moving away from the INTEL_MEASURE tool, replacing
it with utrace. Utrace is better maintained and provides similar
debug data. The eventual plan is to EOL INTEL_MEASURE from the driver.
This python script reinterprets the dumped utrace data into the
traditional INTEL_MEASURE csv file format.
Usage:
MESA_GPU_TRACES=print_csv MESA_GPU_TRACEFILE=/tmp/ut.csv INTEL_DEBUG=stall <cmd>
intel_measure.py /tmp/ut.csv > im.csv
Reviewed-by: Casey Bowman <casey.g.bowman@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34662>
The 2 helpers we're using for doing internal operations (copies,
command generation, etc...) can work on command buffers or lower level
batches.
When working with command buffers, the helpers should set the
preemption using genX(cmd_buffer_set_preemption) so that whatever
operation comes after toggles the state back to what it needs and we
minimize the toggles.
When working with batchs, the helpers should disable preemption using
genX(batch_set_preemption) and turn it back on when done.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35030>
Displayable compressed resournces have a different PAT
entry from the non-displayable compressed.
Signed-off-by: Jianxun Zhang <jianxun.zhang@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29928>
We need two PAT entries with compression for displayable and
non-displayable compressed images. The current 'compressed' entry
is renamed to 'scanout_compressed' for the displayable.
Signed-off-by: Jianxun Zhang <jianxun.zhang@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29928>
Improves performance of Phasmophobia with the "Eye Adaptation" video
setting enabled on Arc B570 by about 9.5%.
fossil-db results on Battlemage:
Totals:
Instrs: 148797922 -> 148797865 (-0.00%)
Send messages: 7066341 -> 7066317 (-0.00%)
Cycle count: 21459978352 -> 21459975048 (-0.00%)
Totals from 8 (0.00% of 574410) affected shaders:
Instrs: 4633 -> 4576 (-1.23%)
Send messages: 479 -> 455 (-5.01%)
Cycle count: 611886 -> 608582 (-0.54%)
Observed to cut 15% of sends in a Phasmophobia shader, 8.3% in a Far Cry
New Dawn shader, 7% in a Borderlands 3 DX11 shader, and 3.4-3.7% of
sends in a few Witcher 3 and Dark Souls 3 shaders.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33504>
The issues preventing it to be enabled were fixed so now we can enable
it but we need also to enable workaround 16013994831 back again.
Cc: mesa-stable
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/34988>
Description of this workaround are not clear but looking at Iris
implementation we need to emit all 3DSTATE_PUSH_CONSTANT_ALLOC_XS if
any 3DSTATE_PUSH_CONSTANT_ALLOC_XS is emitted.
Cc: mesa-stable
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/34988>
As other video memories for AV1 are already allocated for the maximum
sizes, now it does the same for MV buffers too.
This fixes a bunch of artifacts of AV1 playing.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34866>
Refactor the scale factors to highlight the 16-tile width requirement on
Tile4. The fast-clear simulator code associated with HSD 1407682962
also contains a 16-tile requirement for Tile4 surfaces (for the pitch).
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33776>
According to HSD 1407682962 and the associated simulator code,
fast-clear performance can be affected by: image alignment, tiling,
dimensionality, and row pitch. Redescribe surfaces in order avoid
fast-clearing at a slower rate.
Also, benchmarking the main patch in the performance CI (hw=A750)
shows that some traces are helped significantly:
* TotalWarWarhammer3 +5.58% (n=2)
* Factorio +3.75% (n=1)
* TerminatorResistance +3.3% (n=2)
* Borderlands3 +3.23% (n=2)
We could additionally increase the alignment requirements of surfaces in
order to deterministically increase fast-clear performance. That's left
out of this patch in order to avoid any functional pitfalls that can
arise with increased memory consumption. As a result, performance will
continue to be affected by how ISL/drivers/apps configure main surface
memory alignments (directly or indirectly).
Thanks to Lionel Landwerlin for pointing me to the relevant simulator
code.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11168
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11418
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33776>
Unify code which creates surfaces from buffers. The behavior is slightly
changed to use array layers to enable arrayed buffer clears (as needed).
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33776>
18bbcf9a triggered the following building error in Android,
simple fix is to use ffsll() as it was done before 18bbcf9a
to process uint64_t generics argument.
Fixes the following building error:
FAILED: src/intel/compiler/libintel_compiler.a.p/brw_vue_map.c.o
...
../src/intel/compiler/brw_vue_map.c:120:37: error: implicit declaration of function 'ffsl' is invalid in C99 [-Werror,-Wimplicit-function-declaratio
n]
const int first_generic_output = ffsl(generics) - 1;
^
../src/intel/compiler/brw_vue_map.c:120:37: note: did you mean 'ffs'?
/home/utente/r-x86_kernel/bionic/libc/include/strings.h:72:5: note: 'ffs' declared here
int ffs(int __i) __INTRODUCED_IN_X86(18);
^
1 error generated.
Fixes: 18bbcf9a ("intel: introduce new VUE layout for separate compiled shader with mesh")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34915>
Gfx12.5 and later allow the use of two 16-bit immediate values in
integer MAD. Gfx11 and Gfx12 allow a single immediate for integer MAD,
but that is not helpful where.
v2: brw_reg_alloc::build_lane_offsets is only used on Gfx12.5+, so the
check around using integer MAD is unnecessary.
No shader-db or fossil-db changes on any pre-Gfx12.5 platforms.
shader-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
total instructions in shared programs: 17119962 -> 17118441 (<.01%)
instructions in affected programs: 65398 -> 63877 (-2.33%)
helped: 32 / HURT: 0
total cycles in shared programs: 895433316 -> 895425578 (<.01%)
cycles in affected programs: 13437376 -> 13429638 (-0.06%)
helped: 30 / HURT: 2
fossil-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
Totals:
Instrs: 210052706 -> 209550074 (-0.24%)
Cycle count: 31486266412 -> 31436238696 (-0.16%); split: -0.16%, +0.00%
Totals from 7081 (1.00% of 707082) affected shaders:
Instrs: 16864614 -> 16361982 (-2.98%)
Cycle count: 6323185782 -> 6273158066 (-0.79%); split: -0.79%, +0.00%
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34886>
Re-associate the calculation. The current calcuation is
((lane + zero_or_8) << 2) + offset
The first addition is SIMD8, and the shift and second addition are
SIMD16. By switching to
((lane << 2) + offset) + zero_or_32
All operations are SIMD8.
The SHL operates directly on the UW 0x76543210UV value, and that
eliminates the MOV to expand the UW to UD.
v2: Switch to alternate method. Update for SIMD32 on Xe2.
No shader-db or fossil-db changes on any pre-Gfx12.5 platforms.
shader-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
total instructions in shared programs: 17121519 -> 17119962 (<.01%)
instructions in affected programs: 73208 -> 71651 (-2.13%)
helped: 36
HURT: 0
helped stats (abs) min: 1 max: 129 x̄: 43.25 x̃: 56
helped stats (rel) min: 0.05% max: 4.92% x̄: 2.50% x̃: 2.79%
95% mean confidence interval for instructions value: -56.02 -30.48
95% mean confidence interval for instructions %-change: -3.24% -1.75%
Instructions are helped.
total cycles in shared programs: 895450146 -> 895433316 (<.01%)
cycles in affected programs: 13709400 -> 13692570 (-0.12%)
helped: 31
HURT: 2
helped stats (abs) min: 26 max: 1654 x̄: 543.10 x̃: 672
helped stats (rel) min: <.01% max: 3.43% x̄: 0.43% x̃: 0.51%
HURT stats (abs) min: 2 max: 4 x̄: 3.00 x̃: 3
HURT stats (rel) min: <.01% max: <.01% x̄: <.01% x̃: <.01%
95% mean confidence interval for cycles value: -652.42 -367.58
95% mean confidence interval for cycles %-change: -0.61% -0.19%
Cycles are helped.
fossil-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
Totals:
Instrs: 210566294 -> 210052706 (-0.24%)
Cycle count: 31582309052 -> 31486266412 (-0.30%); split: -0.30%, +0.00%
Totals from 7091 (1.00% of 707082) affected shaders:
Instrs: 17408115 -> 16894527 (-2.95%)
Cycle count: 6443785290 -> 6347742650 (-1.49%); split: -1.49%, +0.00%
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34886>
The spec says:
Certain rendering commands can be executed conditionally based on a
value in buffer memory. These rendering commands are limited to
drawing commands, dispatching commands, and clearing attachments with
vkCmdClearAttachments within a conditional rendering block which is
defined by commands vkCmdBeginConditionalRenderingEXT and
vkCmdEndConditionalRenderingEXT. Other rendering commands remain
unaffected by conditional rendering.
It would seem that vkCmdTraceRays* are not covered by that.
Fixes new tests dEQP-VK.conditional_rendering.conditional_ignore.trace_rays*
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34864>
I always thought there was a massive issue with pipeline libraries &
mesh shaders. Indeed recent CTS tests have exposed a number of issues.
Some values delivered to the fragment shader are coming from different
places depending on whether the preceding shader is Mesh or not. For
example PrimitiveID is delivered in the per-primitive block in Mesh
pipelines whereas for other pipelines it's coming as a VUE slot (which
is per-vertex). Those are 2 different locations in the payload.
We have to find a layout for fragment shaders that is compatible with
everything. Leaving gaps here and there in the thread payload.
Fixes the following test pattern :
dEQP-VK.mesh_shader.ext.smoke.fast_lib.shared_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Mesh shaders have per vertex block in URB pretty much identical to the
VUE format. Let's just reuse that concept to do all of our layout in
the payload attribute registers. This will ensure that we have
consistent VUE layout between Mesh & non-Mesh pipelines.
We need a new way of laying out the VUE though as we have to
accomodate a HW constraint of maximum (per-primitive + per-vertex) of
32 varying. This means we cannot have 2 locations in the payload for
things like PrimitiveID which can come from either the per-primitive
or the per-vertex block. The new layout places the PrimitiveID at the
end of the per-vertex attributes and shrinks the delivery dynamically
if the mesh stage is active. The shader is compiled with a
MOV_INDIRECT to read the PrimitiveID from the right location in the
attributes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>