It appears to be possible that IDLE is observed before COMPLETE.
In this case, an application may access present_id in subsequent
QueuePresentKHR and race against the fence worker reading present_id.
Solve this by adding a separate signal_present_id that is used when
completing to avoid the race.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22633>
Previously, continue preambles and postambles were added directly to
the CS array which means all BOs were correctly added to the BO list,
and this has been broken recently. IB BOs need to be added to the list.
When a BO isn't added to the list as part of a submission, it might
randomly VM faults.
This fixes VM faults and random GPU hangs on NAVI21 in Mesa CI.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8849
Fixes: 41a9bced31 ("radv: Fill continue preambles and postambles properly.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22625>
Previously zink ignored whether multisampling was enabled and rendered
with mulisampling whenever the target buffer had multiple samples.
This change now will only render with multisampling when it is enabled
and will use a lowering pass to make sure this case is handled correcly.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
This field will store whether multisample is enabled, this is needed to
manage the case where a multisampling buffer is used with multisampling
disabled.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
This key will be 1 when a multisampled buffer is used without
multisampling enabled. This requires a lowering pass.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22626>
when a ms fallback texture is created, it has to actually be a ms texture
in order to be consistent with driver expectations for a given sampler in
a shader
this adds sample querying to both ends of the fallback creation to ensure
that a sample count is passed to the driver
affects:
KHR-GL46.sample_variables.position.fixed.samples_0
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22492>
this is only hit when populating multisampled fallback textures, so
don't assert if it fails since some drivers are able to handle it
d3d12 can't, however, and this should be enough to work around that issue
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22492>
This is likely to have been fixed by 6a39d35df0 ("aco: fix nir_f2u64
translation") (thanks @DadSchoorse!).
Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
vkcts-navi10-valve has the nasty habit on hanging the GPU, so we
introduced an auto-retry... but for every radv job. Let's stop doing
that, and instead limit the auto-retry to vkcts-navi10-valve only.
Additionally, let's increase the number of attempts to 3 (2 retries),
as sometimes, it may still fail and we don't want to flag it as a
fail in nightly runs.
Let's hope we'll get to the bottom of this hang sooner rather than
later, so that we can remove this hack!
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
This will allow us to only enable this feature where we need it.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
It is badly-broken and until someone actually fixes it, it provides
no additional value to other developers.
We'll keep the job around, as a courtesy to the developer that will
be trying to fix it.
Closes: #8799
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22596>
So far we were only considering the number of vertices to draw to
compute the offset in a stream output buffer.
But this is not correct, as it depends on the primitive type too. For
instance, with 4 vertices, if we use a triangle strip primitive, then 2
triangles are generated from those 4 vertices, so 6 vertices will be
captured.
This fixes spec@!opengl es
3.0@gles-3.0-transform-feedback-uniform-buffer-object.
CC: 23.1
Reviewed-by: Emma Anholt <emma@anholt.net>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22607>
VulkanCTS can receive patches from a reference to an upstream commit or by a
file stored in Mesa. Those locally stored patches for VulkanCTS should be
stored in the specific directory for patches with a prefix like skqp does.
The schema of how both sources apply patches has received a slight
modification to resemble each other.
Signed-off-by: Sergi Blanch Torne <sergi.blanch.torne@collabora.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Acked-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22463>
Fixes a pile of
dEQP-GLES31.functional.copy_image.non_compressed.viewclass_32_bits.*
on a6xx gen2 and later.
Fixes: 87978c3933 ("freedreno/a6xx: Allow z24s8 format casts")
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22610>
This lets us follow the Vulkan spec requirements for MSAA line
rasterization, using a width of 1.0 instead of D3D's proscribed
width of 1.4. There's no reason to predicate this on MSAA being
enabled, since quadrilateral lines with a width of 1.0 are actually
the most desired type of line rasterization for Vulkan.
Follow-ups:
- We can probably turn on 'strict lines' when this is supported.
- We should enable the line rasterization mode extension.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22606>
Initially this was just adding a missing popd, but actually there's no
reason to pushd into the build dir, so let's just pass the build dir as
arguments to cmake & ninja instead.
`--arch x64` was also dropped as it only applies to Windows builds,
which this script doesn't support anyway.
Fixes: 512f1c160a ("ci/zink: Add coverage using the vulkan validation layer on lvp.")
Signed-off-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22488>
For MTL (verx10 == 125), float64 is supported, but int64 is not.
Therefore we need to lower cluster broadcast using 32-bit int ops.
For gfx12.5+ platforms that support int64, the register regions
used by cluster broadcast aren't supported by the 64-bit pipeline.
On MTL, dEQP-VK.subgroups.clustered.*_double* and
dEQP-VK.subgroups.clustered.*_dvec* were failing to validate the
compiled shader in debug mode, and reportedly gpu-hanging in release
mode.
With this change dEQP-VK.subgroups.clustered.*_double* passed all 48
tests and dEQP-VK.subgroups.clustered.*_dvec* passed all 140 tests on
MTL.
Rework:
* Move from generator to brw_fs_lower_regioning.cpp. (Suggested by
Francisco)
* Apply to verx10 >= 125.. (Suggested by Francisco)
Cc: 23.1 <mesa-stable>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com> (v1)
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22569>
The old ring decoder command is deprecated since umr release 1.0.4 and
was effectively removed at 1.0.7. Update the command to use the new
decode flag.
Signed-off-by: André Almeida <andrealmeid@igalia.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22576>
This can be really noticeable for the BeginQuery/Draw/EndQuery pattern.
It seems to improve a depth-only pass by +35% in one upcoming game
because this removes a bunch of context rolls.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22556>
Most applications have a sequence like BeginQuery/Draw/EndQuery which
can be optimized by delaying DB_COUNT_CONTROL at draw time instead of
enabling/disabling for every draw.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22556>
For AV1, the begin bitstream buffer have included all the tile data,
and extra bitstream buffer is useless and causing the bad performance
by bs buffer resize/map/copy.
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Ruijing Dong <ruijing.dong@amd.com>
Reviewed-by: Veerabadhran Gopalakrishnan <veerabadhran.gopalakrishnan@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22557>
This is really noticeable for games that resolve a bunch of occlusion
queries (in this case 4096) because it seems that emitting 4096
WAIT_REG_MEM packets can stall more than expected. Fixes this by
waiting for queries in the resolve query shader.
This improves performance of an unreleased game by +~10% (71->78 FPS).
RADV should now be really close to Windows performance for that title.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22579>
if a winsys is allocated by the frontend, it should be freed by the frontend
rather than the driver to ensure it doesn't leak if it doesn't reach
the driver
cc: mesa-stable
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22396>
This function was returning the size of a single region header as the stride
when it was supposed to be returning the total size of the region headers for a
single render target. This went unnoticed due to the fact this function had two
variables with basically identical names. To avoid any future confusion, rename
rgn_header_size to single_rgn_header_size throughout the code.
Signed-off-by: Frank Binns <frank.binns@imgtec.com>
Reviewed-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22574>