Started happening after disabling cpufreq, devfreq and runtime PM.
At least one of these fail in each run, so it's blocking MRs.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7987>
Use Piglit's replay profile to measure and store the time that frames
take to render in the GPU.
This job won't run automatically in regular pipelines, but will be
triggered automatically by a script for every successful pre-merge
pipeline.
This is because we want to generate performance data for every relevant
commit merged in main, but we don't want to keep a device busy during
the pre-merge run.
Signed-off-by: Antonio Caggiano <antonio.caggiano@collabora.com>
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-By: Rohan Garg <rohan.garg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7987>
Now that the compile entrypoints don't touch the context, it's clear
that we can support this. Note, even though the pools for shaders and
descriptors are referenced from particular contexts, they are unowned
pools -- once uploaded, any thread can use the results.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10976>
DFSM has never been enabled by default because it was slower.
RadeonSI is also dropping support for this because they discovered
that's actually not efficient in practice.
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/10968>
ACO is the default compiler for almost a year from now, so it should
be fine to replace RADV/ACO by just RADV. LLVM is still added
when RADV_DEBUG=llvm is used for convenience.
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/10972>
For fragment shaders that only contain a discard, the exec mask has
to be zero'd and everything discarded.
It seems unnecessary to emit an export here because if the FS has no
exports, the compiler already emits a null export at the end.
Fixes incorrect hair rendering in Detroit: Become Human.
fossil-db (Sienna Cichlid):
Totals from 3 (0.00% of 149839) affected shaders:
CodeSize: 2896 -> 2872 (-0.83%)
Instrs: 556 -> 553 (-0.54%)
Latency: 29266 -> 29214 (-0.18%)
InvThroughput: 3374 -> 3372 (-0.06%)
Cc: 21.1 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10955>
We don't have any special restrictions associated with the number
of descriptors in a set other than maybe not exceeding what we can
put in a single memory allocation, so in practice, applications will
be limited by the per-stage contraints defined by other Vulkan limits.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10970>
This has no effects because radv_image_has_CB_metadata() still
accounts for DCC which is incorrect. This should be changed.
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/10667>
Just having DCC enabled on the base level doesn't mean we are
using compressed rendering.
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/10667>
With DCC and mipmaps, some mips can't be compressed and it makes
sense to check this here.
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/10667>
now we have tracking for vbo binds and can automatically reapply the correct
barrier just before draw if the resource is modified after bind
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10849>
there's not actually any reason to do these during draw other than wasting
cpu cycles, and it has the side benefit of providing a bunch more info for rebinds
image resources for gfx shaders need to have their barriers deferred until draw time,
however, as it's unknown what layout they'll require until that point due to potentially
being bound to multiple descriptor types
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10849>