Commit graph

740 commits

Author SHA1 Message Date
Iago Toral Quiroga
bf60ba6e7f v3dv: create a helper for image creation
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
2021-05-31 09:06:18 +00:00
Iago Toral Quiroga
f07c797e93 v3dv: implement vkCmdDispatchBase
This was added with VK_KHR_device_group and allows users to specify
a base offset that will be automatically added to gl_WorkGroupID.

Unfortunately, V3D doesn't support this natively, so we need to add
the base to the workgroup id generated by hardware manually. For this,
we inject add instructions that source from a QUNIFORM that will
retrieve the actual dispatch base from the compute job when it is
dispatched.

Since a compute shader can be dispatched with CmdDispatch and/or
CmdDispatchBase, we always need to add these additional add
instructions and use a base of (0,0,0) for regular dispatches.
Since we don't support any version of OpenGL with this dispatch
base functionality we can avoid the extra instructions there.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
2021-05-31 09:06:18 +00:00
Alejandro Piñeiro
0d2d26a68c v3dv: remove unused v3dv_zs_buffer_from_vk_format
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11050>
2021-05-28 09:00:35 +00:00
Iago Toral Quiroga
3179daf613 v3dv: add v3dv_GetImageSparseMemoryRequirements back
This one is not implemented in the common dispatch handler in terms
of its KHR_get_memory_requirements2 version, so the driver needs
to implement it.

Fixes: d87afc1acc ('v3dv: implement VK_KHR_get_memory_requirements2')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11038>
2021-05-27 13:01:18 +02:00
Iago Toral Quiroga
e531755451 v3dv: trivially handle VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO_KHR
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11002>
2021-05-27 08:23:55 +02:00
Iago Toral Quiroga
597b448967 v3dv: implement VK_KHR_dedicated_allocation
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11002>
2021-05-27 08:23:55 +02:00
Iago Toral Quiroga
e60b009271 v3dv: keep track of whether an image may be backed by external memory
Such images will always require dedicated allocations.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11002>
2021-05-27 08:21:15 +02:00
Iago Toral Quiroga
d87afc1acc v3dv: implement VK_KHR_get_memory_requirements2
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11002>
2021-05-27 08:21:15 +02:00
Iago Toral Quiroga
5283c6d47b v3dv: implement VK_KHR_bind_memory2
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11001>
2021-05-26 10:17:53 +00:00
Iago Toral Quiroga
6a847cbe1d v3dv: implement VK_KHR_maintenance3
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>
2021-05-26 07:18:19 +00:00
Iago Toral Quiroga
f7ce44b6e5 v3dv: define V3D_MAX_BUFFER_RANGE
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10970>
2021-05-26 07:18:19 +00:00
Iago Toral Quiroga
de75f43aef v3dv: expose VK_KHR_maintenance2
We don't do anything for input attachment aspects read by a subpass
since it doesn't have performance implications for us.

We also ignore the the new depth stencil layouts because they don't
have practical implications for our implementation.

We also ignore the new usage info for views since we are not currently
making decisions about views based on their usage.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
2021-05-25 09:12:35 +00:00
Iago Toral Quiroga
b32a48c7e2 v3dv: allow creating uncompressed views from compressed images and vice versa
Relevant CTS tests (requires VK_KHR_maintenance2):
dEQP-VK.image.texel_view_compatible.*

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
2021-05-25 09:12:35 +00:00
Iago Toral Quiroga
8e3179545e v3dv: fix texture_size()
The uniform data for the texture size as produced by the compiler
contains the texture index directly and is not packed with
v3d_unit_data_create, so using v3d_unit_data_get_unit is not
correct.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
2021-05-25 09:12:35 +00:00
Iago Toral Quiroga
32abeac8a8 v3dv: implement VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES
Relevant CTS test (requires VK_KHR_maintenance2);
dEQP-VK.clipping.clip_volume.clipped.large_points

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
2021-05-25 09:12:35 +00:00
Alejandro Piñeiro
77edb2d40d v3dv: don't use typedef enum with broadcom stages
This is the only place on the broadcom stack where we use "typedef
enum", so for consistency let's avoid it.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10947>
2021-05-24 15:22:29 +00:00
Connor Abbott
a40714abf7 nir/lower_phis_to_scalar: Add "lower_all" option
We don't want to have to deal with vector phis in freedreno, because
vectors are always split/unsplit around vectorized instructions anyways,
and the stated reason for not scalarising them (it hurting coalescing)
won't apply to us because we won't be using nir_from_ssa. Add this
option so that we don't have to do the equivalent thing while
translating from NIR.

Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10809>
2021-05-17 09:59:45 +00:00
Iago Toral Quiroga
9f5481cf78 v3dv: don't lower indirect derefs on output variables
Our backend compiler can handle this for all supported shader stages now.

Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10723>
2021-05-11 09:31:31 +00:00
Iago Toral Quiroga
db3fa1cc8c v3dv: setup loop unrolling
We set the maximum at 16 iterations (the GL compiler chooses 32
iterations for the GLSL front-end loop unrolling pass) because we
have observed a bunch of shaders from Sascha Willems that spill
significantly with 32, leading to massive performance degradation,
while 16 avoids spilling and doesn't seem to cause visible
performance degradation compared to cases that unroll 32 without
spilling.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
2021-05-06 12:25:22 +02:00
Iago Toral Quiroga
3ce249e65e broadcom/common: move CSD supergroup sizing to a common helper
We want to use this in GL too.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Iago Toral Quiroga
afc33a7430 v3dv: limit supergroup size in presence of TSY barriers
When a TSY barrier is hit, the entire supergroup will be synchronized.
If the supergoup is large and uses all available QPU threads it would
mean that we would sychronize and stall all running threads until all
of them reach the barrier, which may be inefficient.

This patch makes it so that if the compute shader has any such barriers
we limit the supergroup size so each supergroup only takes half of the
QPU threads available at most, so that if one supergroup hits a
barrier we have at least one other supergroup we can run, reducing
idle QPU time.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Iago Toral Quiroga
2e0f6e5705 v3dv: choose a larger CSD supergroup size if possible
Each supergroup executes a number batches. Each batch has 16 elements
(one per QPU lane), except possibly the last batch which might be
incomplete. Until now, we packed a single workgroup in each supergroup,
which can lead to more incomplete batches and less efficient use
of the QPUs depending on the configuration of workgroups being dispatched.

This patch computes a number of workgroups per supergroup so that
we reduce or completely eliminate incomplete batches if possible.

It should be noted however, that TSY barriers act on supergroups,
so larger supergroups lead to larger syncpoints on barriers too.
A follow-up patch will try to find a good balance for compute shaders
that use such barriers.

This improves performance of the Sascha Willem's computecloth demo
by ~13%.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Juan A. Suarez Romero
33f9b06b0e v3dv: check dest bitsize in color blit
Otherwise, if src_bit_size > 0 and dst_bit_size == 0, we end up doing a
bad shift in `1 << (dst_bit_size - 1)`, as `dst_bit_size - 1` is a
negative value (in this case would be MAX_UINT32).

Fixes CID#1468134 "Bad bit shift operation (BAD_SHIFT)":
   "large_shift: In expression 1 << dst_bit_size - 1U, left shifting by
    more than 31 bits has undefined behavior. The shift amount,
    dst_bit_size - 1U, is 4294967295."

v2:
 - Use an assertion instead (Iago)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10251>
2021-04-29 10:31:11 +00:00
Juan A. Suarez Romero
fd8d71ce41 v3dv: rename VC5 to V3D
As we are not using anymore references to the old VC5, let's rename
definitions from VC5 to V3D in the Vulkan driver.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10402>
2021-04-29 11:22:12 +02:00
Alejandro Piñeiro
79e4451430 v3dv: move extensions table to v3dv_device
So one less python generator. Based on anv (MR#8792) and radv
(MR#8900).

With this change v3dv doesn't have any more a custom python code
generator.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10484>
2021-04-28 09:13:55 +00:00
Alejandro Piñeiro
8d72992ed5 v3dv: remove custom icd json generation
Most of the stuff needed was moved to vk util. So one less python
generator to maintain.

anv and radv already migrated.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10484>
2021-04-28 09:13:55 +00:00
Iago Toral Quiroga
d636c5660c v3dv: implement wsi hook to decide if we can present directly on device
This will prevent the driver to take the prime blit path for presentation
in scenarios where it can avoid it, which can substantially improve
performance, particularly at high resolutions.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5917>
2021-04-27 06:37:43 +00:00
Juan A. Suarez Romero
c93bd731f8 v3dv/pipeline_cache: bail out in case of error
Currently, in GetPipelineCacheData() function, in several cases if
there is an error the blob is finished and cache unlocked, but code
continues executing, which can lead to multiple
`pthread_mutex_unlock()` calls.

Instead, if there's an error just bail out to finish the blob and unlock
the cache directly.

Fixes CID#1468147 "Double unlock (LOCK)".

v2:
 - Rename "bail_out" by "done" (apinheiro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10404>
2021-04-22 11:40:40 +02:00
Juan A. Suarez Romero
796cb1e9d5 v3dv: check returned values
Check if v3dv_ioctl() or v3dv_bo_map() fail, and print a proper error
message.

This check happens in the rest of the code, so it makes sense to apply
here too.

Fixes CID#1468162 "Unchecked return value (CHECKED_RETURN)".

v2:
 - Fix message error (Iago)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10380>
2021-04-22 07:39:24 +00:00
Alejandro Piñeiro
f5133f6bce v3dv/pipeline: track descriptor maps per stage, not per pipeline
One of the conclusions of our recent clean up on the limits was that
the pipeline limits needed to be the per-stage limits multiplied by
the number of stages.

But until now we only have a set of descriptor maps for the full
pipeline. That would work if we could set the same limit per pipeline
that per stage, but that is not the case. So if, for example, we have
the fragment shader using V3D_MAX_TEXTURE_SAMPLERS textures, and then
the vertex shader, with a different descriptor set, using one texture,
we would get an index greater that V3D_MAX_TEXTURE_SAMPLERS. We assert
that index as an error on the vulkan backend, but fwiw, it would be
also asserted on the compiler.

With this commit we track and allocate a descriptor map per stage,
although we reuse the vertex shader descriptor map for the vertex bin.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10272>
2021-04-19 23:10:35 +00:00
Iago Toral Quiroga
6c80b084f2 v3dv: better tracking of dirty push constant state
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
2021-04-16 12:29:11 +00:00
Iago Toral Quiroga
30f125f04f v3dv: dirty viewport doesn't affect fragment shaders
The uniform state for the viewport is only used with geometry stages.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
2021-04-16 12:29:11 +00:00
Iago Toral Quiroga
35ff75701f v3dv: improve dirty descriptor set state tracking
We were using the pipeline layout to discard uniform updates for
stages that don't use descriptors, but we can do better by keeping
track of the stages used by the specific dirty descriptor sets and
only update uniforms for stages that are included in those.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
2021-04-16 12:29:11 +00:00
Juan A. Suarez Romero
d29b5b9f20 v3dv: avoid dereferencing null value
Fixes CID#1468079 "Dereference null return value (NULL_RETURNS)"

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10280>
2021-04-16 11:12:31 +00:00
Iago Toral Quiroga
1cf36797bf v3dv: fix sRGB blending workaround
This workaround needs to set a flag in the current job but it was
implemented at pipeline binding time, which can happen outside a
render pass. Move it to the pre-draw handler, where it belongs.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4645
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10255>
2021-04-16 06:05:59 +00:00
Iago Toral Quiroga
bed3f31fc6 v3dv: don't use a dedicated BO for each occlusion query
Dedicated BOs waste memory and are also a significant cause of CPU
overhead when applications use hundreds of them per frame due to
all the work the kernel has to do to page in all these BOs for a job.
The UE4 Vehicle demo was hitting this causing it to freeze and stutter
under 1fps.

The hardware allows us to setup groups of 16 queries in consecutive
4-byte addresses, requiring only that each group of 16 queries is
aligned to a 1024 byte boundary. With this change, we allocate all
the queries in a pool in a single BO and we assign them different
offsets based on the above restriction. This eliminates the freezes
and stutters in the Vehicle sample.

One caveat of this solution is that we can only wait or test for
completion of a query by testing if the GPU is still using its BO,
which basically means that we can only wait for all active queries
in a pool to complete and not just the ones being requested by the
API. Since the Vulkan recommendation is to use a different query
pool per frame this should not be a big issue though.

If this ever becomes a problem (for example if an application does't
follow the recommendation and instead allocates a single pool and
splits its queries between frames), we could try to group queries
in a pool into a number of BOs to try and find a balance, but for
now this should work fine in most cases.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10253>
2021-04-15 12:45:07 +00:00
Iago Toral Quiroga
917049e7d6 v3dv: fix array sizes when tracking BOs during uniform setup
The resource indices we get point to descriptor map entries that include
all shader stages, so we need to size the arrays to account for more than
just one stage.

For now we only support up to 2 stages in a pipeline, so we use that.

Fixes: 002304482c ('v3dv: avoid redundant BO job additions for UBO/SSBO')
Fixes: fa170dab4c ('v3dv: avoid redundant BO job additions for textures and samplers')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10252>
2021-04-15 11:26:04 +00:00
Iago Toral Quiroga
e7e8464d94 v3dv: fix descriptor set limits
There were various issues here:
   - MAX_DYNAMIC_UNIFORM_BUFFERS was larger than MAX_UNIFORM_BUFFERS.
   - In some cases we were exposing more than the minimums required.
     While that is not incorrect, it is not following what we have
     been doing in general.
   - The Vulkan spec states that some of the MaxDescriptorSet limits
     need to be multipled by 6 to include all shader stages, even
     if the implementation doesn't support all shader stages.

Fixes: cbd299b051 ('v3dv/device: do not compute per-pipeline limits multiplying per-stage')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10252>
2021-04-15 11:26:04 +00:00
Alejandro Piñeiro
a0152c5948 v3dv/debug: use gl stage when checking debug flag
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10229>
2021-04-15 10:29:44 +00:00
Alejandro Piñeiro
98698c4d01 v3dv/debug: print correct stage name
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10229>
2021-04-15 10:29:44 +00:00
Iago Toral Quiroga
b8403192ed v3dv: use a bitfield to implement a quick check for job BO tracking
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Iago Toral Quiroga
9e76240f84 v3dv: optimize a few cases of BO job additions
In these cases we know that the BO has not been added to the job
before, so we can skip the usual process for adding the BO where
we check if we had already added it before to avoid duplicates.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Iago Toral Quiroga
493a316e40 v3dv: avoid redundant BO job additions for spill / shared BOs
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Iago Toral Quiroga
002304482c v3dv: avoid redundant BO job additions for UBO/SSBO
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Iago Toral Quiroga
fa170dab4c v3dv: avoid redundant BO job additions for textures and samplers
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Alejandro Piñeiro
fc17231b2b v3dv/pipeline: reduce descriptor_map size
64 was a temporary and conservative "big enough" value, but we can do
better.

Note that as mentioned on the FIXME, we could be even more detailed,
adding a descriptor map allocate method based on the descriptor
type. That would mean more individual allocations, and slightly more
complexity.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
2021-04-14 11:00:36 +00:00
Alejandro Piñeiro
9415e3de04 v3dv/device: fix and cleanup v3dv limits
We had some cases were we have defined a value on v3dv_limits but
using other when setting it at GetPhysicalDeviceProperties (like
dynamic storage buffers).

Also we do a cleanup. So far we were adding on v3dv_limits only the
limits that were used on more that one place. But then we had the
definition of several limits on different places. It is clearer to
have a common place for those, even if it is used on just one place.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
2021-04-14 11:00:36 +00:00
Alejandro Piñeiro
cbd299b051 v3dv/device: do not compute per-pipeline limits multiplying per-stage
There were two problems here:

   * We were multiplying by 6, when for graphics pipelines, we only
     support 2.

   * Right now we are tracking descriptors through the descriptor
     maps, and we have one per pipeline. So in practice there is no
     difference between per-stage and per-pipeline limits. So far this
     was not a problem, we could revisit in the future.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
2021-04-14 11:00:36 +00:00
Juan A. Suarez Romero
cbb1e2dcac v3dv: fix assertion
Ensure subpass_idx has a valid value; we use "-1" as invalid one.

Fixes CID#1468096 "Macro compares unsigned to 0 (NO_EFFECT)"

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10203>
2021-04-13 16:24:37 +00:00
Iago Toral Quiroga
a45ab46563 v3dv: fix index buffer binding
This can be called outside a render pass so we should not expect to have
a job available. Also, we should not be emitting state here, instead we
should do in the pre-draw handler with all the other draw call state.

Fixes cases of crashes in RenderDoc when selecting elements in the
Event Browser.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10130>
2021-04-09 10:13:46 +00:00