OPTIMAL is actually linear for VCN4 and older, so this needs to check
the surface flags instead.
Fixes: 2d06b43292 ("radv: Enable tiling for video images on VCN5")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36669>
In the C23 standard unreachable() is now a predefined function-like
macro in <stddef.h>
See https://android.googlesource.com/platform/bionic/+/HEAD/docs/c23.md#is-now-a-predefined-function_like-macro-in
And this causes build errors when building for C23:
-----------------------------------------------------------------------
In file included from ../src/util/log.h:30,
from ../src/util/log.c:30:
../src/util/macros.h:123:9: warning: "unreachable" redefined
123 | #define unreachable(str) \
| ^~~~~~~~~~~
In file included from ../src/util/macros.h:31:
/usr/lib/gcc/x86_64-linux-gnu/14/include/stddef.h:456:9: note: this is the location of the previous definition
456 | #define unreachable() (__builtin_unreachable ())
| ^~~~~~~~~~~
-----------------------------------------------------------------------
So don't redefine it with the same name, but use the name UNREACHABLE()
to also signify it's a macro.
Using a different name also makes sense because the behavior of the
macro was extending the one of __builtin_unreachable() anyway, and it
also had a different signature, accepting one argument, compared to the
standard unreachable() with no arguments.
This change improves the chances of building mesa with the C23 standard,
which for instance is the default in recent AOSP versions.
All the instances of the macro, including the definition, were updated
with the following command line:
git grep -l '[^_]unreachable(' -- "src/**" | sort | uniq | \
while read file; \
do \
sed -e 's/\([^_]\)unreachable(/\1UNREACHABLE(/g' -i "$file"; \
done && \
sed -e 's/#undef unreachable/#undef UNREACHABLE/g' -i src/intel/isl/isl_aux_info.c
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36437>
All planes must have the same swizzle mode and no tile swizzle.
Only linear decode target requires the custom height alignment.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35878>
DCC tilings info needs to be set for all surfaces, including
depth/stencil. But because this is a C union, settings those fields
for depth/stencil surfaces might accidentally overwrite HiZ info.
This fixes rendering issues with RADV_DEBUG=nohiz.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35515>
The sparse image VA needs to be returned to the application for replay.
Reported by Baldur.
VKCTS has coverage but it doesn't verify this yet.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35162>
Remapping was missing for format description which made these formats
effectively unsupported as zero format features were reported.
Fixes: 0098f8ef35 ("radv: Remap 10 and 12 bit formats to 16 bit formats")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34274>
It's really only useful for depth/stencil attachments. vkd3d and DXVK
both always use that usage flag for depth/stencil images.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34231>
Video decode target needs custom height alignment, but tex descriptor
still needs to be set to the original size the image was created with.
This makes the descriptor wrong for layer > 0, so we need to calculate
the layer offset and add it to bo address for this case.
Fixes: 5deb476095 ("radv: align video images internal width/height inside the driver.")
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32069>
Likely a game bug but can't be 100% sure because the game uses RT by
default and renderdoc still doesn't have support for it.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32528>
The game aliases two images. It binds a memory object to two different
images, the first one being an image with 4 mips and the second with
only one mip but the bind offset is incorrect. It's like it queried
the first image size with different usage flags, so that DCC was
disabled.
Force disabling DCC for mips fixes the incorrect rendering and doesn't
hurt performance.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10200
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32190>
According to PAL, L2 should be invalidated only for images with
DCC/HTILE even on GPUs with non-coherent RBs. In practice, most of
the images have either DCC/HTILE but this can reduce the number of L2
flushes for images without any compression.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31921>
According to PAL, an image with DCC/HTILE and mipmaps isn't coherent
with L2 when the mip level is in the metadata mip-tail region.
This fix isn't super optimal because the driver should rely on the
subresource range to determine if the mip level is in the mip-tail,
but it's easier to backport. Upcoming commits will optimize that.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11939
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31920>
There is nothing amdgpu specific here so this does not need to be
abstracted away. max_alignment also is not used in winsys code.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31643>
Using view3dAs2dArray changes the tiling and it's slower (-7.5% in
Silent Hill 2 Remake) than using 3D tiling. The previous implementation
was the best one regarding performance (it's also what RadeonSI does).
Sadly it seems that sampler2DViewOf3D can't really be supported without
that but nobody really needs it apparently.
Also view3dAs2array is incompatible for 2D views of sparse 3D images
because sparse 3D images requires 3D tiling.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11997
This reverts commit f5805bcb8e.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31869>
This has been removed few years ago by mistake but it's important for
performance. This is mostly for addrlib to determine tile_swizzle which
is used to make memory access faster with multiple render targets.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31797>