This function is only used if PAN_ARCH >= 5
Fixes a clang warning about unused static inlined functions.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18800>
Fixes math_bruteforce.atan2 and contractions tests.
For OpenCL, we want to flush fp32 and preserve fp16, applying to both inputs and
outputs so F16_TO_F32 acts as preserve, which implements CL spec text:
> Denormalized numbers for the half data type which may be generated when
converting a float to a half using vstore_half and converting a half to a float
using vload_half cannot be flushed to zero
Note that our libclc builds flush denorms and rusticl does not advertise denorms
so we're expected to flush to zero. rusticl correctly sets the desired float
controls, we just have to match to the hardware requirements.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18656>
Indirect dispatch does not actually require any dynamic memory allocation, even
with shared memory. We just need to set wls_instances to some (mostly arbitrary)
value, statically allocate memory based on that, and let the hardware throttle
workgroups to fit if needed.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18661>
If memory allocation fails, we look for a suitable sized BO in the BO cache and
wait until we can use its memory. That usually works, but there's a case when it
can fail despite sufficient memory in the system: BOs in the BO cache
contributing to memory pressure but none of them being of sufficient size. This
case is not just theoretical: it's seen in the OpenCL
test_non_uniform_work_group, which puts the system under considerable memory
pressure with an unusual allocation pattern.
To handle this case, try evicting *everything* from the BO cache and stalling
in order to allocate, if the above attempts failed. Fixes the following error:
DRM_IOCTL_PANFROST_CREATE_BO failed: No space left on device
on the aforementioned OpenCL test.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Acked-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18579>
We need to look at the job header pointers themselves, not the memory objects
that contain them, because there can be (and usually is) multiple jobs per BO.
Fixes: 3da8c9193c ("panfrost: Handle Job VA cycles when decoding a dump file")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18539>
When a job loop is submitted to the GPU, as in IGT
panfrost_submit@pan-reset, this will trigger a DRM scheduler timeout and
eventually a devcoredump. However, when pandecode traverses the list of
jobs in a submit BO, it will iterate forever.
Fix it by adding already-visited CPU VA's into a mesa pointer set and
checking that the current job's CPU VA hasn't already been handled.
Signed-off-by: Adrián Larumbe <adrian.larumbe@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14034>
In file included from src/panfrost/lib/genxml/v9_pack.h:15,
from ../../src/panfrost/lib/genxml/gen_macros.h:95,
from ../../src/panfrost/lib/pan_format.c:27:
../../src/util/bitpack_helpers.h:34:10: fatal error: valgrind.h: No such file or directory
Fixes: c52d5acf15 ("util,intel: Pull the bit packing helpers from genxml to a common header")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7169
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18350>
Even if the driver doesn't *use* trivial blend shaders, building and compiling
blend shaders is expensive. We shouldn't be building blend shaders that should
never be used.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
Helpful to disambiguate blend shaders with different colour masks used for the
same format/replace operation.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
We don't need blending in the blitter. That means blend shaders are only needed
on Midgard. Simplify accordingly.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
On Midgard, we need a "blend" shader even if blending is disabled, if the format
isn't blendable. This is inefficient. Bifrost solves this by decoupling the
format conversion from the blending, allowing opaque (unblended) output to any
format without a blend shader or fragment key.
Unfortunately, our blend code is from the Midgard era -- I wrote an early
version of nir_lower_blend when I was still in high school! -- so we've been
using blend shaders for opaque output even on Bifrost. Whoops!
In SuperTuxKart, reduces blend shader calls by 30%, translating to a 15%
reduction in i-cache misses.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
..on Bifrost and later, where the conversion hardware makes this reasonable.
This saves us from inserting a pile of conversions in the compiler to lower away
the 8-bit input/output. This also generates substantially better code.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
It's unnecessary since the hardware already does the conversion for us.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
The type of the output variable will propagate through the store_output
intrinsic's src_type field to the BLEND instruction's register format field. On
Valhall, the register format for a BLEND comes from the instruction -- the
register format specified in the conversion descriptor (used on Bifrost) is
ignored. That means it has to match.
Previously, we always used a blend shader for integer rendering. Since blend
shaders ignore the register format of the BLEND instruction, that masked this
issue. That also means we don't need to backport this.
Will prevent a regression from the following commit.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
For untyped_color_outputs, we need to ignore the type of the colour output in
the shader and instead use the type from the format. We have all the information
to do this at blend descriptor pack time, but not at shader compile time. This
means we need a (somewhat expensive) fixup in this edge case to ingest
NIR-to-TGSI. This will prevent a regression from the rest of the series.
Although the register_format field is also present on Valhall blend descriptors,
it is ignored so we don't need the fixup there.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17841>
If we don't recognize the model, dev->model will be NULL. In that case, we can't
dereference dev->model to get the tilebuffer size. If we do, we'll segfault,
instead of gracefully refusing to probe and loading the swrast instead.
Fixes: 96d65b47c7 ("panfrost: Use implementation-specific tile size")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18115>
It's noisy since Bifrost was introduced, unnecessary since we converted to
per-arch GenXML, and wrong since Valhall was added.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
Architecturally, these only work for Midgard, and even on Midgard didn't turn
out to be too useful. While we're removing pandecode cruft, let's remove the
stats that just add noise to Bifrost and Valhall (and largely just noise to
Midgard too).
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
It's the same core logic. Unify and let GenXML do its thing.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
Eliminate some #ifdef by grouping v5 and v6 state separately.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
Remove unsued width/height properties, and use cleaner C syntax to build the
return value.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
There are a lot of problems with passing job_index around:
* Almost entirely unused
* Not particularly helpful even when used
* Mostly ignored for Valhall already
* Doesn't extend to CSF
It only really exists due to the early days of pandecode generating valid C code
as the trace format. With GenXML instead, that's not applicable.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
It hasn't had a consistent semantic meaning since we've switched decoding over
to GenXML.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
The hardware doesn't care what BO a given buffer resides in, only what GPU
address it's at. It's simpler to fetch from a GPU address, rather than the pair
of a GPU address and a backing allocation. This cleans up a lot of cruft in
pandecode.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18094>
../src/panfrost/lib/tests/test-earlyzs.cpp: In function 'void test(pan_earlyzs, pan_earlyzs, uint32_t)':
../src/panfrost/lib/tests/test-earlyzs.cpp:59:4: error: 'pan_shader_info::<unnamed union>' has no non-static data member named 'can_discard'
59 | };
| ^
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18024>
PAN_MESA_DEBUG=overflow will place objects as close as possible to a
protected region at the end of the buffer, so that overflows segfault.
Caught the bugs in all four of the preceding commits.
v2: memset the BO to 0xbb to catch code expecting zeroed allocations.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17447>
create_vertex_elements_state is sometimes called with a too large
num_elements argument, for example with util_blitter, which causes a
buffer overflow.
There is no documentation to forbid this practice, so don't rely on
so->num_elements being correct and instead use the vertex shader
attribute count, which matches the value used to allocate the
descriptors.
Use attributes_read_count rather than attribute_count because the
latter also includes images and PAN_VERTEX_ID/PAN_INSTANCE_ID.
Fixes: 76de3e691c ("panfrost: Merge attribute packing routines")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17447>
Remove the previous compile-time early-ZS implementation and replace it with the
decoupled early-ZS implementation. This uses more efficient settings in some
cases (depth/stencil tests always passes or do not write), and fixes the
settings used in another case (alpha-to-coverage enabled with an otherwise
early-ZS shader.)
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Closes: #6206
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17428>
The new early-ZS helpers are pure functions, leaf nodes of the call graph, and
implemented with a different algorithm from the "oracle" table of correct values
for various combinations of states. Further, incorrect settings often still pass
CTS while causing game bugs or inefficiencies. That combination makes the
helpers an excellent candidate for unit tests. Add some.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17428>
Bifrost (and Valhall) separate early-ZS configuration into two fields: when does
the depth/stencil buffer update happen? and when are pixels killed by the
depth/stencil tests? The driver separately configures these to occur early
(before the shader executes) or late (after the ATEST instruction executes at
the end of the shader). Early tests are generally more efficient, but various
combinations of API state and fragment shader properties can require late
updates and/or late kills for correctness. Determining how to configure these
fields is nontrivial.
Our current implementation (on Bifrost) configures these fields at fragment
shader compile time and bakes the settings into the RSD. This is both wrong
(using early testing when late testing is required) and suboptimal (using late
testing when early testing would suffice). We need to defer this configuration
until draw time, when we know rasterizer and Z/S state.
Reclassifying at draw time (as we currently do on Valhall) would be expensive,
especially with the extra terms added in here. To cope, decouple the shader
classification from the draw-time configuration. Since there are only a few bits
of draw state involved, this implementation just calculates all possible states.
Then the draw time classification is just indexing into a lookup table.
The actual algorithm used to classify is written with correctness and clarity in
mind. Unlike the current classification algorithm (which tries to match what the
DDK does, poorly), this algorithm embeds its proofs of correctness.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17428>
Nos that glsl_to_nir is setting sample_shading_enable whenever FB fetch
is used, we don't need to duplicate it here.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14020>
Pandecode is not thread-safe (for a large number of reasons) and does not even
try to be. This is a problem when tracing (or just using PAN_MESA_DEBUG=sync)
multithreaded applications. The most common symptom of the problem are assertion
failures deep in the red-black tree implementation, which is not thread-safe.
Just protect the whole thing by a "in pandecode?" mutex, since this is not
performance sensitive code and we don't really care about the extra
serialization incurred. As pandecode does not recurse into itself, we may simply
lock at the beginning and unlock at the end of each entrypoint in pandecode,
which is thread-safe regardless of how pandecode is used. A few entrypoints are
refactored to avoid early returns to keep the lock/unlock calls in obvious
visual pairs.
Fixes flakes when running the CL CTS with PAN_MESA_DEBUG=sync like we would in
CI (e.g: events.event_flush)
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Tested-by: Icecream95 <ixn@disroot.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17409>
The physical tile buffer size (and hence the maximum available tilebuffer size)
are implementation-defined. Track this information on the device so we can
correctly select tile sizes, instead of hardcoding the value for Midgard.
Implementation values are pulled from the "Tile bits/pixel" row of the public
Mali data sheet [1]. That row lists the maximum number of bits available for a
pixel given the maximum tile size and pipelining. For currently supported
hardware (v9 and older), that maximum tile size is 16x16. So those values should
be multiplied by (16 * 16 * 2) / 8 to get the physical size in bytes.
This may improve Bifrost/Valhall performance on workloads using multiple render
targets. It also gets us ready for the dazzling array of tile sizes available
with v10.
[1] https://developer.arm.com/documentation/102849/latest/
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17432>
Separate out "calculating the size of each pixel", "selecting a tile size", and
"calculating the colour buffer allocation". Then implement the middle (selecting
a tile size) with a simple constant time expression, rather than a loop. There's
a bit of related clean up in here.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17432>
Make the separation between entries in the resource table more
obvious.
Increase the indent by two levels to keep descriptors distinct from
the resource entry itself.
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17371>
To query the core count, the hardware has a SHADERS_PRESENT register containing
a mask of shader cores connected. The core count equals the number of 1-bits,
regardless of placement. This value is useful for public consumption (like
in clinfo).
However, internally we are interested in the range of core IDs.
We usually query core count to determine how many cores to allocate various
per-core buffers for (performance counters, occlusion queries, and the stack).
In each case, the hardware writes at the index of its core ID, so we have to
allocate enough for entire range of core IDs. If the core mask is
discontiguous, this necessarily overallocates.
Rename the existing core_count to core_id_range, better reflecting its
definition and purpose, and repurpose core_count for the actual core count.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17265>
Starting with Valhall, the provoking vertex state is specified per-framebuffer
(batch) instead of per-draw. We use the pan_tristate infrastructure to translate
between desktop OpenGL's per-draw semantics to Valhall's per-framebuffer
semantic. This is notably not required for GLES or Vulkan.
If the provoking vertex is unset when the tiler context is generated, it could
be set (incompatibly) later in the batch, and the tiler context's provoking
vertex field would no longer match the framebuffer's. That would violate a
hardware invariant. To ensure that doesn't happen, we make sure to set provoking
vertexes *before* generating the tiler context so it can't change after.
Fixes arb-provoking-vertex-render on Valhall.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17068>