Because clear colors are stored as 4 32bit component values, there is
an issue if you try to format instance :
- clearing in R16G16_UNORM
- draw in R32_UINT
Clear will use 2 components of the clear color in dword0 & dword1.
While draw will use only one component of dword0.
This change uses the mutable format information to track whether clear
colors can be non-zero for fast clears.
With :
- non mutable formats, we can fast clear with any color on Gfx > 8
- mutable formats with incompatible component sizes, we can only
fast clear with 0 color
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5930
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17329>
Add a double-underscore prefix to mark this macro as internal-only. It
should not be used directly, and only exists as a helper for the
pvr_csb_*() macros.
Signed-off-by: Matt Coster <matt.coster@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17359>
These do not modify the input struct pvr_csb at all, so the function
signature should reflect this.
Signed-off-by: Matt Coster <matt.coster@imgtec.com>
Reviewed-by: Frank Binns <frank.binns@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17360>
Over-estimating latency can cause us to delay the critical paths of
the shader unnecessarily, producing larger QPU programs that take more
time to execute as a result (and it also adds register pressure) so
striking a balance is important. The thread switching model in V3D
is quite effective at hiding latency and usuallly we just need to
hint it to delay TMU instructions a little bit to find the best
compromise for performance.
The new latency numbers have been chosen empirically by testing
V3DV with Sponza and a few UE4 samples.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17451>
Based on empirical testing with Sponza and a few UE4 samples this is
consistently slightly benefitial for performance.
The most likely reason why this helps is that thrsw is probably
already quite effective at hiding latency and we are already trying
to hide latency at NIR scheduling and also via TMU pipelining, so
piling up on this when scheduling QPU typically ends up providing no
benefit at all for latency and is instead possibly preventing us to
unblock critical paths in the shader that depend on the TMU result,
requiring us to execute more cycles to complete the program.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17451>
This workaround looks actually broken. We added it in the past
because otherwise the game would just report 3GiB of video memory
(ie. size of GTT on SD). Though, with this workaround enabled, the
game explodes in memory easily.
One theory is that because we fake integrated GPUs as discrete GPUS,
and because we report 6GiB of VRAM (ie. driver redistributes memory
for small carveout), the game thinks there is 6GiB of VRAM only and
then keep allocating stuff.
People reported that the memory explosion is gone without this
workaround applied and I confirmed this myself.
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/17421>
This pass tries to move register usage closer to SSA, and for large
shaders this means we can overflow the register index, which only has
RC_REGISTER_INDEX_BITS size. This creates invalid code and leads to
crash at a later stage. Limit the pool of available registers to
RC_REGISTER_MAX_INDEX, currently is was two times the number of
shader instructions.
This means we'll fail the compile right away if we wanted more than
RC_REGISTER_MAX_INDEX temps, but when we've got that many we're
already well past how many instructions we can support anyway.
CC: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6017
Signed-off-by: Pavel Ondračka <pavel.ondracka@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17393>
The set of supported vector sizes in NIR has holes in it. For example, we
support vec5 and vec8, but not vec6 or vec7. However, this pass did not take
that into account, and would happily shrink a vec8 down to a vec7, causing NIR
validation to fail. Instead, the pass should round up to the next supported
vector size.
Fixes NIR validation fail in OpenCL's test_basic hiloeo subtest.
v2: Clamp -> round rename.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17194>
the EXT_external_object spec originally was underspecified with regards
to this function, leaving room for synchronization errors where:
* app calls SignalSemaphoreEXT to signal a semaphore
* mesa defers pipe_context::fence_server_signal with threaded context
* driver defers gpu submission
* SignalSemaphoreEXT has long since returned, app submits vk cmdbuf waiting on semaphore
* spec violation / device lost
to prevent this, the spec is being changed to:
1) require an implicit flush when calling SignalSemaphoreEXT
2) require that this implicit flush also forces GPU submission before SignalSemaphoreEXT returns
all affected drivers have been updated
fixes#6568
cc: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17376>
The hardware doesn't support 3D textures. We had been lying about 3D
texture level support in the past so that we got GL 2.1, but now reporting
levels==0 doesn't disable GL 2.1 (since we don't check for GL2 extensions
any more). But, by not lying, we now fix the majority of the remaining
GLES2 deqp failures.
This regresses a few desktop GL piglits which get GL errors that they
notice instead of what would be silent rendering failures on 3D texturing
operations.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17350>
This will be used for vc4, where incorrectly exposing 3D textures accounts
for most of the GLES2 conformance failures it has. This leaves
EXT_texture3d exposed in the (already non-conformant) GL2.1 support it
exposes, which has always been a best-effort thing.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17350>
The dri2_allocate_buffer() can be called with arbitrary height, however
the struct pipe_resource .height0 member is uint16_t. Check height for
maximum size to avoid overflow. Note that .width0 is unsigned int, so
it does not have the same issue.
The uint16 limit comes from commit:
e6428092f5 ("gallium: decrease the size of pipe_resource - 64 -> 48 bytes")
The overflow can be triggered e.g. by requesting large BO:
```
gbm_bo_create(dev, 1, 640*480*4, GBM_FORMAT_R8, GBM_BO_USE_LINEAR);
```
Signed-off-by: Marek Vasut <marex@denx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16513>
These set the pass and make sure we don't have multiple submissions
at the same time touching the perf counters/pass at the same time.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16879>