Elden Ring requires sparse support to be advertised but does not
use the feature. Enable fake sparse support for Elden Ring through
dri-conf.
This change fixes Elden Ring on Intel graphics.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24046>
Some DX12 games require sparse resource support but don't
actually use sparse resources. Add a way to make these games work
while we still don't have sparse resources fully working on every
KMD backend.
When fake_sparse=true, anv advertises sparse resource support
despite lacking full support.
Based-on-patch-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24046>
Guard util to be standalone by move subdir('util') just behind subdir('android_stub')
texcompress_rgtc_tmp.h is not a standard c header, do not treat it as source
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
Because these files indeed doesn't belongs to src/util, they are tightly coupled with
src/gallium/auxiliary
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
As u_pack_color.h is used in vulkan drivers, so decouple it from gallium by this move
And dbghelp.h is included in u_debug_symbol.c and that's resident in src/util/
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
As pipe_color_union is used in vulkan drivers, so decouple it from gallium by this move
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
PIPE_MASK_* is used by src/util/*, so do the move to decouple src/util/* from gallium
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
pipe_swizzle is used by src/util/*, so do the move to decouple src/util/* from gallium
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19522>
This dri config is no longer necessary since the case where it was
required is being handled in the previous commit.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: Igor Torrente <igor.torrente@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24222>
Calling the ra_allocate function after each register spill can take
several minutes. This option speeds up shader compilation by spilling
more registers after the ra_allocate failure.Required for
Cyberpunk 2077, which uses a watchdog thread to terminate the process
in case the render thread hasn't responded within 2 minutes.
Execution time of my Cyberpunk2077 shader compilation test:
https://gitlab.freedesktop.org/illia.a.polishchuk/cyberpunk-vulkan-compute-hang-test-anv
Before the patch:
real 1m28,738s
user 1m28,329s
sys 0m0,400s
After the patch
real 0m33,245s
user 32m,835s
sys 0m0,404s
I think it's acceptable patch because Cyberpunk benchmarks has
the same FPS with and without patch. (I started
it without patch with a patched binary with disabled watchdog thread)
Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com>
Requires: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24228
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9241
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24299>
It means that threads are created on demand except for the first one.
It reduces process startup time.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24173>
PanVK will use this too.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Italo Nicola <italonicola@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24076>
For sharing across the tree.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Italo Nicola <italonicola@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24076>
ARM64EC is a new build target for Windows ARM64 devices for x64 support.
Currently that build flavor fails due to attempting to use x64 intrinsics.
This commit fixes it by changing the auto-detection to be aarch64
instead of x64 for arm64ec.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24119>
util_clear_texture implements clear_texture through a memset.
This patch implements u_default_clear_texture, which tries to clear the
given texture using a surface plus clear_render_target or
clear_depth_stencil.
In case this path fails, either because the formats are non-renderable
or for some other reason, we fallback to `util_clear_texture`, which is
guaranteed to work.
This will allow us to make ARB_clear_texture available to every driver,
as well as provide HW acceleration for the clear_texture operation.
If some hardware doesn't want to use it, such as llvmpipe, it can always
just directly point to the software version using pipe->clear_texture.
Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23735>
This defined(_WIN32) is nested in an "#ifdef _WIN32",
so it's duplicated
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23897>
The files included are extremely large and hurt compile time of
everything that inludes half_float.h directly or indirectly.
Compile time of a fresh RADV build:
before 32.477s 32.661s 32.625s
after 25.116s 24.928s 25.114s
v2: Include xmmintrin instead (Marek Olšák)
after 25.552s 25.811s 25.678s
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23871>
And pipe/p_compiler.h are removed as it not used any more
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23577>
this is a separate patch as it's won't affect the code style
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23577>
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23577>
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>
The game expects HLSL discard behavour
But it fails only on Zink because GLSL discard translates to
nir_intrinsic_discard (BRW_PREDICATE_ALIGN1_ANY4H in native Intel asm)
but Zink replaces it with OpTerminateInvocation SPIR-V and it translates to
nir_intrinsic_terminate (BRW_PREDICATE_NORMAL in native Intel asm)
Bisected commit in ZINK: bd816084
On AMD it works because they enabled the
glsl_correct_derivatives_after_discard by default: !10522 (17861aff)
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9205
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23694>
"Path of Exile" will fail with an error "unsupported backbuffer image count"
when vkGetPhysicalDeviceSurfaceCapabilitiesKHR reports more than 3 as
minImageCount.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21547>