In these cases we know that the BO has not been added to the job
before, so we can skip the usual process for adding the BO where
we check if we had already added it before to avoid duplicates.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
64 was a temporary and conservative "big enough" value, but we can do
better.
Note that as mentioned on the FIXME, we could be even more detailed,
adding a descriptor map allocate method based on the descriptor
type. That would mean more individual allocations, and slightly more
complexity.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
We had some cases were we have defined a value on v3dv_limits but
using other when setting it at GetPhysicalDeviceProperties (like
dynamic storage buffers).
Also we do a cleanup. So far we were adding on v3dv_limits only the
limits that were used on more that one place. But then we had the
definition of several limits on different places. It is clearer to
have a common place for those, even if it is used on just one place.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
There were two problems here:
* We were multiplying by 6, when for graphics pipelines, we only
support 2.
* Right now we are tracking descriptors through the descriptor
maps, and we have one per pipeline. So in practice there is no
difference between per-stage and per-pipeline limits. So far this
was not a problem, we could revisit in the future.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
Ensure subpass_idx has a valid value; we use "-1" as invalid one.
Fixes CID#1468096 "Macro compares unsigned to 0 (NO_EFFECT)"
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/10203>
This can be called outside a render pass so we should not expect to have
a job available. Also, we should not be emitting state here, instead we
should do in the pre-draw handler with all the other draw call state.
Fixes cases of crashes in RenderDoc when selecting elements in the
Event Browser.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10130>
The meson.build was unaware of transitive dependencies introduced by
Python imports.
Android still needs fixing. But I did not update the Android files lest
I break the build.
Ideally, we would fix this by using a Python runner that generates
a depfile, similar to how meson creates depfiles for C files by passing
flags -MD -MQ -MF to gcc. But this patch gets the job done, without
stalling on the ideal general solution, by manually tracking the Python
imports in new 'foo_depend_files' variables.
CC: mesa-stable@lists.freedesktop.org
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/1466>
As that handles better, and more clear, the case of bindingCount being
zero. For the case of Anvil and Turnip, this avoids allocating a
non-needed binding when bindingCount is zero.
Inspired on radv, that was what it was doing so far.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4526
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9905>
Across every driver...
v2: Add casts to appease -fpermissive used on CI.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9477>
Fix defect reported by Coverity Scan.
Logically dead code (DEADCODE)
dead_error_line: Execution cannot reach this statement: return;.
Fixes: bdf93f4e3b ("v3dv/cmd_buffer: return early for draw commands if there is nothing to draw")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9890>
Do not assign to a variable that won't be used.
Fixes CID#1468098 "Unused value (UNUSED_VALUE)".
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/9910>
MAX2(count * struct size, 1) results in 1 for count=0, not the size of a struct.
Since this MAX only seems to exist so we can keep using NULL for error reporting,
just refactor to return a VkResult.
Fixes: ad241b15a9 ("vk: consolidate dynamic descriptor binding sorting")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4522
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9880>
We are providing a BO with the default attribute values for the
GL_SHADER_STATE_RECORD, that contains 16 vec4. Such default value for
each vec4 is (0, 0, 0, 1). As the attribute format could be int or
float, the "1" value needs to take into account the attribute format.
But in the practice, the most common case is all floats. So we create
one default attribute values BO assuming that all attributes will be
floats, and we store it at v3dv_device and only create a new one if a
int format type is defined. That allows to reduce the amount of BOs
needed.
Note that we could still try to reduce the amount of BOs used by the
pipelines if we create a bigger BO, and we just play with the
offsets. But as mentioned, that's not the usual, and would add an
extra complexity,so it is not a priority right now.
This makes the following test passing when disabling the pipeline
cache support:
dEQP-VK.api.object_management.max_concurrent.graphics_pipeline
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9845>
So for example, on v3dv_CmdDrawIndexed we can return early if
instanceCount is 0.
This fixes failures when using the simulator with tests with the
following pattern:
dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology*
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9820>
Quoting Jason's commit message (afa8f5892), that also applies here:
"The Vulkan API provides a mechanism for applications to cache their
own shaders and manage on-disk pipeline caching themselves.
Generally, this is what I would recommend to application developers
and I've resisted implementing driver-side transparent caching in the
Vulkan driver for a long time. However, not all applications do this
and, for some use-cases, it's just not practical."
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Also return the proper Vulkan result for this case, that is somewhat
tricky. Technically Create[Graphics/Compute]Pipeline only allow OOM
errors. So for this case, there is only the alternative of the generic
VK_ERROR_UNKNOWN, even if we known the cause of the error. From spec:
"VK_ERROR_UNKNOWN will be returned by an implementation when an
unexpected error occurs that cannot be attributed to valid behavior
of the application and implementation. Under these conditions, it
may be returned from any command returning a VkResult"
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Until now we were always doing a two-step cache lookup, as we were
using the NIR shaders to fill up the key to lookup for the compiled
shaders. But since we were already generating the sha1 key with the
original SPIR-V shader (or its internal NIR representation) any info
we were collecting from from NIR is already implicit in the original
shader, so we can avoid using the NIR in most cases.
Because the v3d_key that is used to compile a shader is populated with
data coming directly from the NIR shader or produced during NIR
lowerings, we can't use it directly as part of the pipeline cache
entry. We could split them, but that would be confusing, so we add a
new struct, v3dv_pipeline_key used specifically to search for the
compiled shaders on the pipeline cache. v3d_key would be still used to
compile the shaders.
As we are using the same sha1 key for all compiled shaders in a
pipeline, we can also group all of them in the same cache entry, so we
don't need a lookup for each stage. This also allows to cache pipeline
data shared by all the stages (like the descriptor maps).
While we are here, we also create a single BO to store the assembly
for all the pipeline stages.
Finally, we remove the link to the variant on the pipeline stage
struct, to avoid the confusion of having two links to the same
data. This mostly means that we stop to use the pipeline stage
structures after the pipeline is created, so we can freed them.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Mostly the same that main mesa gl_shader_stage, but including the
coordinate shader. This would allow to loop over all the available
stages (for example if we need to free them, compute the max spill
size, etc).
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
We stopped to re-use them after pippeline creation long ago, so let's
reduce the size of both structs, and avoid serialize/deserialize for
the variant case.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
If we were able to get a shader variant from the pipeline cache, we
will not have the nir shader available.
Note that this is what we were doing on the driver before the nir io
helpers were available.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
As we plan to try to get directly the compiled variant from the cache,
it would be possible to not have available the nir shaders, so we add
this info on prog data.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Right now we were not pre-generating several variants, but we decided
to let this method, just in case we need that idea back. This ended
being a bad idea. Several months have passed without that need, so
having that method just adds confusion. Also, if we need to add a
multiple-variant in the future, perhaps we would need to do it
different, so let's not template in advance.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
We tweak a little some of the individual messages, and add a new
option to dump the stats when the pipeline destroy.
As we are here we also we also tweak the names of the global options
to make it more clear.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
If we have a host_memory_base pointer it means that we are handling
the pool memory as a whole, so each set is a sub-slice of the memory
pool. In this case we can't just free the individual set. In other
words, VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT is not set.
Note tha at that point we were able to sub-allocate an set, and we are
failing to sub-allocate the pool bo for the descripto bo. So
technically we could try to return that set to the pool (so undo the
change on host_memory_ptr before), that I assume was my intention when
(wrongly) calling vk_free there. But in practice, at that point we are
already on a out of descriptor pool situation, so in the end it
doesn't even matter.
This fixes a double free crash with the UE4 VehicleGame demo.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9640>
v2: link libvulkan_util with libglsl so it can find the glsl singleton symbols.
v3: link with libcompiler instead of libglsl (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> for the v3dv bits.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com> for the turnip bits.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> for the radv bits.
Acked-by: Dave Airlie <airlied@redhat.com> for the lvp bits.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9457>
squashed changes from Alejandro Piñeiro <apinheiro@igalia.com>:
Add call to vk_object_base_init on internal shader_module: we have
some cases where internally we have some shader modules that we don't
create through CreateShaderModule, so in this case we need to manually
call base_init. Not sure why this wasn't needed before.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9508>
The Android ones we put in anv_android.c. Maybe one day we'll want a
vk_android.h to put some common Android stuff but, for now, let's keep
it contained to ANV's android code.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8857>
Fixes this assert in debug builds:
in __GI___assert_fail (assertion=0x7ffff731f66b "util_cpu_caps.nr_cpus >= 1", file=0x7ffff731f650 "../src/util/u_cpu_detect.h", line=116,
function=0x7ffff7323280 <__PRETTY_FUNCTION__.11654> "util_get_cpu_caps") at assert.c:101
in util_get_cpu_caps () at ../src/util/u_cpu_detect.h:116
in _mesa_float_to_float16_rtz (val=0) at ../src/util/half_float.h:93
in util_format_r16g16b16a16_float_pack_rgba_float (dst_row=0x7fffffffbdc0 "", dst_stride=0, src_row=0x7fffffffbf90, src_stride=0, width=1, height=1)
at src/util/format/u_format_table.c:13459
in util_format_pack_rgba (format=PIPE_FORMAT_R16G16B16A16_FLOAT, dst=0x7fffffffbdc0, src=0x7fffffffbf90, w=1) at ../src/util/format/u_format.h:1525
in util_pack_color (rgba=0x7fffffffbf90, format=PIPE_FORMAT_R16G16B16A16_FLOAT, uc=0x7fffffffbdc0) at ../src/gallium/auxiliary/util/u_pack_color.h:432
in v3dv_get_hw_clear_color (color=0x7fffffffbf90, internal_type=6, internal_size=8, hw_color=0x7fffffffbf10) at ../src/broadcom/vulkan/v3dv_cmd_buffer.c:1241
v2: move call from physical device to instance init.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9408>
This commit replaces the new_src parameter of nir_ssa_def_rewrite_uses()
with an SSA def, removes nir_ssa_def_rewrite_uses_ssa(), and rewrites
all the users as needed.
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Alyssa Rosenzweig <alyssa@collabora.com>
Acked-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9383>
In the caller, this error simply gets mapped to VK_ERROR_INIT[...].
Especially for users it is very valuable to know what the driver
tried and what kind of failure occured. Thus just straight out log
to stderr.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9317>