Memory backing objects can be freed before the object is destroyed. We
don't want to access the anv_bo pointer to read the address back :
1. unsafe
2. the address can change after reuse
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: d6eb6c58c7 ("anv: Enable support for VK_EXT_device_address_binding_report")
Acked-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40255>
Use mesa_logi_v(..) in sparse_debug(..).
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38190>
This simplifies the propagation of the protection value, we just set
it on buffer->address at creation time and forget about it.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33909>
Source 2 games segfault if certain buffers are not able to use the same
memory types as images. CS2 specifically expects this to be the case for
vertex and index buffers (VK_BUFFER_USAGE_2_INDEX_BUFFER_BIT,
VK_BUFFER_USAGE_2_VERTEX_BUFFER_BIT). I have not tested other Source 2
games to see how much the requirement differs for the usage (if at all).
Up until now, we've disabled CCS for the Source 2 engine with the
anv_disable_xe2_ccs driconf option. However, this option is not great
for performance. So, replace this with a new option to allow the same
memory types we use for images on buffers - anv_enable_buffer_comp.
Compression of buffers is generally not good for performance. I
collected the result of unconditionally enabling the feature in the
performance CI on BMG. I used the default configuration to average the
result of two runs of each trace.
The CI reports that 4 game traces would regress between 0.44-1.01% FPS
with buffer compression. However, the CI actually shows it to be
beneficial in three of our game traces:
* Cyberpunk-trace-dx12-1080p-high 106.51%
* Hitman3-trace-dx12-1080p-med 101.59%
* Blackops3-trace-dx11-1080p-high 100.44%
So, enable the option for the two games we already have driconf entries
for, Cyberpunk and Hitman3.
Of course, also enable the option for Source 2 games. Casey Bowman
reports that on BMG, some frame times drop from ~15ms to ~7ms in CS2.
This is in large part due to the removal of HiZ resolves, which is a
consequence of the game now using of HIZ_CCS_WT instead of plain HIZ.
Ref: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11520
Acked-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32519>
When allocating a buffer normally, this flag gets to the allocator from
the memory requirements, but when sparse bindings are created we were
checking for them but never setting them.
Fixes sparse descriptor buffers on Xe2.
Makes the failure on TRTT more obvious.
Fixes: c6a91f1695 ("anv: add new heap/pool for descriptor buffers")
Fixes: 692e1ab2c1 ("anv: get rid of the second dynamic state heap")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31372>