This simplifies the error exit paths for drivers that use these queues.
v2: Move allocation of queue->jobs after initializing the mutxes and
condition variables. Noticed by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229>
Unfortunately I contacted the dev about this issue years ago and he
made a fix, but it has never been released after all these years.
This stops the screen from being completely black in game.
CC: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11941>
ls3a4000 and ls2k1000 cpu is mips64r5 compatible with MSA SIMD
instruction set implemented, while ls3a3000 is mips64r2 compatible only.
Due to lacking llvm support for loongson CPU, llvm::sys::getHostCPUName().
return "generic" on all loongson mips CPU.
So we override the MCPU to mips64r5 if MSA is implemented, feedback to
mips64r2 for all other ordinaries.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: suijingfeng <suijingfeng@loongson.cn>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11955>
On APUs, we fake heaps to simulate a dGPU setup because it seems to
have the maximum compatibility. Though, some applications like RDR2
still only looks at GTT if the driver reports an iGPU which means it
will only use 1/3rd of total memory available.
This is currently behind a drirc option because it might have
implications for other apps but we might want to extend this later
if everything is fine.
Cc: 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11891>
Enable radeonsi_no_infinite_interp for Teardown to fix hangs.
Based on comments from #3714.
Tested-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Acked-by: Martin Peres <martin.peres@mupuf.org>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11814>
There are several dependencies on headers from
/gallium/include/pipe/
which currently mean that dependencies on util
must include gallium to compile.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11811>
application_name_match is a regex... and DCC was also disabled for
DOOM Eternal (because DOOMEternal matches DOOM). Fun.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11805>
Android.mk files haven't really been supported by Mesa devs for a long
time. Most of us have been willing to update Makefile.sources if we
remember and sometimes we try to blind code some Android.mk for a new
generator. However, the reality is that it breaks regularly and ends up
being maintained by the Android community. To address this problem
another approach was implemented in !10183 utilizing the maintained
meson build system. The old Android.mk files are no longer required.
This commit was created with the following commands:
git rm **/Android.mk
git rm **/Android.*.mk
git rm **/Makefile.sources
git rm CleanSpec.mk
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4487
Acked-by: Roman Stratiienko <r.stratiienko@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9728>
Both games perform two image layout transitions with the same image
in the same pipeline barrier with UNDEFINED and this re-initializes
DCC to the uncompressed state. No ideal solution sadly. Note that
both games declare all images as CONCURRENT.
This fixes rendering issues on GFX10+ because DCC for stores is
supported and this implicitly enables DCC for concurrent.
Fixes: da166f648f ("radv: enable DCC for concurrent images on GFX10")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4927
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4607
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11656>
Currently the cache just deletes enough items when the cache is
full to make room for the new item being stored. This hasn't
been too much of a problem in practice but for things like running
piglit where we have thousands of unique shaders and all threads
being utilised we end up with a pretty big bottle neck.
With this change rather than just brute forcing our way to having
enough room for the new item, we instead grab 10% of the least
recently used items in the random directory we chose and delete
them all. This should only be around 0.04% of total cache items
but should hopefully releave some of the pressure on system calls
like fstatat().
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11523>
Statement (void*)debug_name when FreeBSD is defined has no use. Removed
it to fix compiler warnings.
Signed-off-by: Eleni Maria Stea <elene.mst@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11203>
On Linux ENODATA is defined but on BSD, and MacOSX ENOATTR is used
instead. Defined ENODATA to be ENOATTR when the system is not Linux.
v2: Replaced ENODATA and ENOATTR with -EFAULT that is exists everywhere
and added a comment (Ian Romanick)
Signed-off-by: Eleni Maria Stea <elene.mst@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11203>
Apparently the quantization math isn't cheap.
This further reduces overhead by 2% for drawoverhead/8 textures.
The improvement is measured by looking at the sysprof percentage delta and
multiplying by 2 (because we have the frontend and gallium threads with
equal overhead, so the benefit is doubled compared to 1 thread).
Both per-sampler and per-unit lod bias values are quantized.
The difference in behavior is that both values are quantized separately
and then added up, instead of first added up and then quantized.
The worst case error is +- 1/256 in the reduced precision, i.e. off by one
in a fixed-point representation, which should be fine.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11339>
MSVC's qsort_s behaves similarly to sort_r. Unfortunately, qsort_s's
compare function has the "context"/"args" as its first argument. BSD's
qsort_r has a different order than GNU's qsort_r. Finally, C11 added
qsort_s's which look like GNU's gsort_r.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10989>
Android and MSVC don't have qsort_r() so let's provide a util wrapper
that uses the old qsort and thread-local storage. We use C++ for this
because thread_local is built into C++11 and we can't rely on C11
everywhere.
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10989>
This thing is entirely opt-in wrt caring about it when writing to
a file anyway. Since we also lock the two at the same time and they
have an 1-1 relation we can just lock one of the two files. Saves
some syscalls.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11485>
This avoids all locks for reads and using lock only while actually
writing.
This is enabled by doing two things:
1) Reading the index incrementally. This way we get new entries
written by other processes and do not write duplicate entries.
2) Taking the lock only during writes, and applying the incremental
read while holding the lock so we always append to the actual end of the file.
Fixes: eca6bb9540 ("util/fossilize_db: add basic fossilize db util to read/write shader caches")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11485>
Often disassemblers and things in our drivers want to be able to
incrementally printf together a line, but that gets in the way of
Android's logging that wants to see a whole line all at once. Make a
little wrapper to do the ralloc_asprintf_rewrite_tail() and flushing lines
as they appear.
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9262>
Instead of spawning 4 threads when the cache is created,
spawn 1 and let u_queue grow the number of threads if
needed.
I wrote this patch because when running piglit's quick_shader
profile I had lots of samples in disk cache threads - mostly
in native_queued_spin_lock_slowpath kernel function.
Since these tests shouldn't really stress the cache, I assumed
it was caused only by thread creations.
After writing the patch and redoing the measurement, I got an
improvement but I still more hits in the same function for
shader_runner:$disk0 thread so something was wrong.
After digging more, I found out that my shader cache index was
corrupted: the on-disk size was 29MB but the index reported it
was way more than 1GB. So each disk cache thread was spending
a lot of time trying to evict files. Given that my cache had
a really low count of files, the LRU method based on randomly
generating subfolder names failed, so evicting was very slow.
Now that my cache index is fixed, the disk cache threads are
mostly idle but I still think it makes sense to grow the
number of threads instead of spawning 4 at the program start.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11296>
This flag allow to create a single thread initially, but set
max_thread to the request thread count.
If the queue is full and num_threads is lower than max_threads,
we spawn a new thread to help process the queue faster.
This avoid creating N threads at queue creation time.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11296>
this better enables object-specific (e.g., context) queues where the owner
of the queue will always be needed and various pointers will be passed in
for tasks
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11312>
A similar path can be used on at least FreeBSD using cpuset_getaffinity.
This is how Ninja determines the number of available CPUs on that
platform. See the GetProcessorCount function in util.cc:
https://github.com/ninja-build/ninja/blob/master/src/util.cc
v2: Fix counting the number of available CPUs. The CPU_COUNT API does
not work the way I thought it did. :face_palm: Noticed by Marek.
Reviewed-by: Adam Jackson <ajax@redhat.com> [v1]
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> [v1]
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11228>
This prevents problems when some CPUs are offline. In a four CPU
system, if CPUs 1 and 2 are offline, the cache topology code would
only examine CPUs 0 and 1... giving incorrect information.
The types are changed to int16_t so that the offset of num_L3_caches
does not change. This triggered a STATIC_ASSERT failure:
STATIC_ASSERT(offsetof(struct util_cpu_caps_t, num_L3_caches) == 5 * sizeof(uint32_t));
I'm assuming there's some assembly code or something that depends on
this offset, and I don't feel like messing with it.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11228>
In the current code, this prevents a very unlikely corner case. More
importantly, it should prevent the next commit from breaking the
universe.
Imagine a system with 64 CPUs configured, but first 32 CPUs are offline.
_SC_NPROCESSORS_CONF will return 32. All of the surrounding code will
interpret this as meaning CPUs 0 through 31, but all of those CPUs are
offline. Nothing good can happen then.
The problem cases require systems with more than 32 CPUs because
util_cpu_caps.num_cpu_mask_bits is always rounded up to a multiple of
32.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11228>