Previously we reserved space for a stream link and whenever we ran
out of space in the current bo, allocated a new one, and emitted a
link to it. This is problematic as stream links can only be emitted
at state update boundaries so the handling could have produced a
corrupted control stream.
That's fixed by using a `relocation_mark` set by the driver to
indicate where a state update was last started, so csb can relocate
the whole update into the new bo and link to it.
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23520>
Code already exists to convert SHADER_OPCODE_SHUFFLE into a simple MOV
when either source is constant. However... the constants have to
actually get into those sources!
On a shader that I'm working on that multiplies very large matrices using
lots of subgroup operations,
-SIMD8 shader: 1378 instructions. 3 loops. 793896 cycles. 0:0 spills:fills, 23 sends, scheduled with mode non-lifo. Promoted 0 constants. Compacted 22048 to 21664 bytes (2%)
+SIMD8 shader: 346 instructions. 3 loops. 61742 cycles. 0:0 spills:fills, 23 sends, scheduled with mode top-down. Promoted 0 constants. Compacted 5536 to 5216 bytes (6%)
No changes in shader-db or fossil-db on any Intel platform.
v2: Merge a bunch of identical cases. Suggested by Ken.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23609>
Previously the set of dynamic offsets were being reused per each
binding. That's now fixed, by using an offset to determine where
each binding's dynamic offsets reside.
Tests fixed:
dEQP-VK.binding_model.descriptor_copy.{compute,graphics}
.{uniform,storage}_buffer_dynamic_0
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: aa791961a8 ("pvr: Add support for dynamic buffers descriptors")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23587>
The driver can merge subpasses within a render pass into a single
hw render. While doing so it makes the assumption that the subpasses
in an hw render will all be submitted in a single job.
On vkCmdPipelineBarrier() the driver was previously incorrectly
inserting an event sub-cmd on a merged subpass, breaking that
assumption leading to incorrect values for input attachments.
Signed-off-by: Soroush Kashani <soroush.kashani@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: 6d672e0336 ("pvr: Add initial vkCmdPipelineBarrier skeleton.")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23693>
Vulkan allows empty descriptor sets to be created. When we setup
the descriptor set addresses table we fill in the address of the
`bo` for each valid/currently bound desc set. For empty desc sets
there is no `bo` which was causing a seg fault. Now skip them,
leaving their address set to `~0`.
Reported-by: Simon Perretta <simon.perretta@imgtec.com>
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Fixes: ce67f5ac94 ("pvr: Write descriptor set addrs table dev addr into shareds")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23692>
Move most of the DB_SHADER_CONTROL fields from the pipeline to the pixel
shader for preparation for shader objects.
Also, the GFX11 export conflict bug workaround doesn't need to be enabled
for non-1x sample counts or if blending is not enabled, so make the
application of DB_SHADER_CONTROL consider the current sample count and
blending state even if they're dynamic.
Having access to the exact sample count in DB_SHADER_CONTROL setup is also
necessary for good performance in SampleInterlock execution modes of
fragment shader interlock, for configuration of POPS_OVERLAP_NUM_SAMPLES
(GFX9-10.3) or OVERRIDE_INTRINSIC_RATE (GFX11), as PixelInterlock is
massively slower with multisampling due to overlap between adjacent
polygons sharing covered pixels among the common edge.
The name of the dynamic state controlling DB_SHADER_CONTROL is now
unambiguous - previously line rasterization mode had effect on attachment
feedback loop state emission.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Vitaliy Triang3l Kuzmin <triang3l@yandex.ru>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23474>
We have a number of users reporting surface creation issues with
modifiers etc...
This makes Anv & Iris printout the reason of the failure with
INTEL_DEBUG=isl Failure example in Iris :
MESA: debug: ISL surface failed: ../src/intel/isl/isl.c:1729: requested row pitch (42B) less than minimum alignment requirement (1024B) extent=160x160x1 dim=2d msaa=1x levels=1 rpitch=42 fmt=B8G8R8X8_UNORM usage=+rt+tex+disp
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14039>
there are only 2 ubos that can be emitted, except the emitted ubos
can start at an offset based on the first-used ubo, which means this
has to support the full range of ubo indices
fixes oob access in game Beyond All Reason
cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23729>
prevention three bytes.
This is needed for the next patch to fix a way to get how much data
is comsumed in rbsp by considering cases of removed bits for emulation
prevention three bytes.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23688>
We can not use it for all stages because RADV has some special stages
and shader-db doesn't handle all stages.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23524>
Since the default value is 0, this removes some boilerplate.
Moving it to the shader info also makes it accessible using
radv_shader.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23524>
This is described in Wa_14014617373 and a programming note has
been added to specification.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23682>
Indeed, the vertex state was restored using a specific
condition at the util_blitter_restore_vertex_states()
level. This change ensures that the condition is the
same when the vertex state is saved.
The function util_blitter_clear_buffer() is only called
by the r600 driver on pre-evergreen gpus.
This issue is triggered on a rv770 gpu with "piglit/bin/fbo-1d -auto -fbo"
or "piglit/bin/draw_buffers_gles2 -auto -fbo"
while setting GALLIUM_REFCNT_LOG=refcnt.log.
Fixes: 5f566faa46 ("radeonsi: don't save and restore vertex buffers and elements for u_blitter")
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23721>