When vk_require_astc is true and there is no native ASTC LDR support,
enable ASTC LDR emulation.
vk_require_astc defaults to true on Android 14+.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25467>
Add anv_astc_emu_decompress to decompress the raw texel data to the
hidden plane. Call anv_astc_emu_decompress from anv_CmdCopyImage2 and
anv_CmdCopyBufferToImage2.
v2: support transfer queue and add missing flushes (Lionel)
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25467>
anv_is_format_emulated returns true when a format is emulated. It will
be used for ASTC LDR emulation, but it always return false at the
moment.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25467>
On older platforms, we have the blitter engine, but it lacks compression
handling and other features we need, unfortunately, so enable the
transfer queue only on ACM+ platforms.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25667>
Our implementation of secondary command buffers already jumps into
them and edits the end of the secondary command buffer to jump back
into the primary.
That implementation can work just the same with any levels of
secondary. The only possible issue would happen with a secondary
calling itself, but that's not possible.
We also cannot support simultaneous execution with self-modifying
command buffers. That's actually not a problem at the moment because
we don't have multiple queues of the same family but we choose to
reflect that in the feature bits.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25600>
Private memory for BVH builds doesn't need to be mapped on the host,
it's purely for use by the GPU. So it can be put into a different
buffer pool that can put into VRAM only buffers.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25570>
Alchemist has an improved blitter that's sufficiently powerful to
implement a transfer queue. Tigerlake's blitter lacks compression
handling and other features we need, unfortunately.
Rework (Sagar):
- Check blitter command buffer in EndCommandBuffer
v2: (Lionel)
- Look at image, buffer and memory barriers as well
- Flush cache if there is queue ownership transfer
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18325>
This of course only applies to xe.ko. There is no reason to keep it
disabled by default.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
This giant patch implements a huge chunk of the Vulkan Sparse
Resources API. I previously had this as a nice series of many smaller
patches that evolved as the xe.ko added more features, but once I was
asked to squash some of the major reworks I realized I wouldn't be
able easily rewrite history, so I just squased basically the whole
series into a giant patch. I may end up splitting this again later if
I find a way to properly do it.
If we want to support the DX12 API through vkd3d we need to support
part of the the Sparse Resources API. If we don't, a bunch of Steam
games won't work.
For now we only support the xe.ko backend, but the vast majority of
the code is KMD-independent and so an i915.ko implementation would use
most of what's here, just extending the part that binds and unbinds
memory.
v2+: There's no way to sanely track the version history of this patch
in this commit message. Please refer to Gitlab.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
We need to create companion RCS engine when there is CCS/BCS engine
creation requested.
v2:
- Factor out anv_xe_create_engine code in create_engine (Jose)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23661>
This enables us to create more logical engines than HW engines are
available. This also brings the uAPI usage closer to what is happening
on Xe.
Rework: (Sagar)
- Correct exec_flag at the time of submission
- Handle device status check
- Set queue parameters
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23661>
This helper takes the main command buffer as input and then create a
companion RCS command buffer.
v2:
- Rename anv_get_render_queue_index helper to
anv_get_first_render_queue_index (Jose)
- Rename RCS command buffer to companion RCS command buffer (Lionel)
- Add early return in anv_get_first_render_queue_index (Lionel)
- Add lock around the function (Jose)
- Move companion rcs command pool creation in device create (Sagar)
- Reset companion RCS cmd buffer (Sagar)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23661>
A single Vulkan state can map to multiple fields in different GPU
instructions. This change introduces the bottom half of a simplified
emission mechanism where we do the following :
Vulkan runtime state
|
V
Intermediate driver state
|
V
Instruction programming
This way we can detect that the intermediate state didn't change and
avoid HW instruction emission.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24536>
Add a driconf to force the swapchain size to match
`VkSurfaceCapabilities2KHR::currentExtent` as a workaround for
misbehaved games
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
This change allow us to insert the MI_SEMAPHORE_WAIT before/after
specific draw call. With GTX tool, we can always update the memory
address to unblock spinning wait.
v2:
- Make sure draw_call_count is thread-safe (Lionel)
- Add static inline helper (Lionel)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24308>
Some DX12 games require sparse resource support but don't
actually use sparse resources. Add a way to make these games work
while we still don't have sparse resources fully working on every
KMD backend.
When fake_sparse=true, anv advertises sparse resource support
despite lacking full support.
Based-on-patch-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24046>
Xe KMD don't need relocs, so calling a nop function and avoiding the
CPU cycles and memory waste with reloc.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24411>
Calling the ra_allocate function after each register spill can take
several minutes. This option speeds up shader compilation by spilling
more registers after the ra_allocate failure.Required for
Cyberpunk 2077, which uses a watchdog thread to terminate the process
in case the render thread hasn't responded within 2 minutes.
Execution time of my Cyberpunk2077 shader compilation test:
https://gitlab.freedesktop.org/illia.a.polishchuk/cyberpunk-vulkan-compute-hang-test-anv
Before the patch:
real 1m28,738s
user 1m28,329s
sys 0m0,400s
After the patch
real 0m33,245s
user 32m,835s
sys 0m0,404s
I think it's acceptable patch because Cyberpunk benchmarks has
the same FPS with and without patch. (I started
it without patch with a patched binary with disabled watchdog thread)
Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com>
Requires: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24228
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9241
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24299>
HEVC support on Gfx9 is only available on VCS0. So limit the number of video queues
to the first VCS engine instance.
We should be able to query HEVC support from the kernel using the engine query uAPI,
but this appears to be broken : https://gitlab.freedesktop.org/drm/intel/-/issues/8832
When this bug is fixed we should be able to check HEVC support to determine the
correct number of queues.
Closes: mesa/mesa#9172, mesa/mesa#9314
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24065>
On DG2 I ran into a case where the surface state was not being decoded
with INTEL_DEBUG=bat. This is because the surface states are not part
of a state pool there anymore. Instead BO are allocate manually and
placed in vma heap.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 96c33fb027 ("anv: enable direct descriptors on platforms with extended bindless offset")
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23891>
The Vulkan CTS started generating the list of valid versions the driver
can report as conformant against based on the active branches, and the
1.3.0 branch we were reporting up to now is no longer valid.
Fixes dEQP-VK.api.driver_properties.conformance_version
Reviewed-by: Mark Janes <markjanes@swizzler.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23784>
As Matt Turner pointed out, the commit here fixed breaks in Iris and
ANV in kernel versions without support for DRM_I915_QUERY_ENGINE_INFO.
As compute engines are only present in gfx12 and newer, and support
for DRM_I915_QUERY_ENGINE_INFO was added before any gfx12 platform,
we can check for gfx version before trying to get engine info.
For ANV, this is done by checking if engine_info is not NULL, like in
other places in the ANV source code.
Fixes: a364f23a6c ("intel: Make gen12 URB space reservation dependent on compute engine presence")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9099
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Tested-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23257>