Now there's no private data in glsl_type anymore, so we can remove
the friend declaration and move the private functions into file local
statics.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25445>
We can't skip redundant register updates on compute queues, at least
not all of them.
Fixes: 315231b5a5 - radeonsi: eliminate redundant compute SH register changes
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25390>
This is mostly a direct port of the GLSL IR code there are only
2 real functional changes.
1. The direct use of mesa symbol_table instead of glsl_symbol_table.
However since none of the extra functionality offered by
glsl_symbol_table was ever used here this can be seen as an
improvement.
2. Because interface blocks are lowered before this new nir linker
sees them we must explicitly skip them (they are validated
elsewhere) to avoid errors.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25371>
This is actually wrong. For example, if there is a DCC decompress
draw followed by a draw without any color attachments,
CB_COLOR_CONTROL.MODE is still CB_DCC_DECOMPRESS but it should be
CB_DISABLED. For some reasons, this hangs on RDNA3 (VM faults are also
reported through dmesg).
This fixes GPU hangs with Resident Evil 6, Star Wars The Old Republic
and probably more games on RDNA3.
Strictly speaking, I don't think this dynamic state optimization is
worth a try, even for other states, and I think it would be safer to
remove it completely.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9335
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8327
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9878
Fixes: c08082e861 ("radv: ignore all CB dynamic states when there is no color attachments")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25402>
This patch resolves the problem by modifying the for loop condition
to ensure that it stays within the bounds of the array (i.e., i < 4)
Signed-off-by: Cong Liu <liucong2@kylinos.cn>
Reviewed-by: Pavel Ondračka <pavel.ondracka@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25419>
Includes a modified version of using extract/insert for OpLoad/OpStore
from Ian.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (earlier version)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (earlier version)
Acked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23825>
In certain cases, we have complex opaque objects that are loaded
into (SPIR-V) SSA values. To represent these, we now can store a
reference to a variable in vtn_ssa_value.
Also implements a few operations we know will have to be supported,
like Select and Copy.
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23825>
This of course only applies to xe.ko. There is no reason to keep it
disabled by default.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
This pollutes stderr a lot, but I've used it countless times while
developing this code.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
Game testing shows it's common for this operation to result in
multiple bind regions, so try to use a single ioctl when we can.
Actual testing reveals 136 shader-related tests fail when we actually
do this, so for now keep doing a single bind per ioctl while leaving a
very easy way to the desired behavior when we figure this out.
It should also be possible to go even higher-level and do this at the
anv_queue_submit_sparse_bind_locked() layer, but that should happen in
future commits.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
This giant patch implements a huge chunk of the Vulkan Sparse
Resources API. I previously had this as a nice series of many smaller
patches that evolved as the xe.ko added more features, but once I was
asked to squash some of the major reworks I realized I wouldn't be
able easily rewrite history, so I just squased basically the whole
series into a giant patch. I may end up splitting this again later if
I find a way to properly do it.
If we want to support the DX12 API through vkd3d we need to support
part of the the Sparse Resources API. If we don't, a bunch of Steam
games won't work.
For now we only support the xe.ko backend, but the vast majority of
the code is KMD-independent and so an i915.ko implementation would use
most of what's here, just extending the part that binds and unbinds
memory.
v2+: There's no way to sanely track the version history of this patch
in this commit message. Please refer to Gitlab.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
The only thing that changes between these 3 checks is the size.
This entire patch was suggested by Kenneth Graunke, I just converted
his gitlab comment to a git commit.
Credits-to: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
Vulkan Sparse resources have their own set of rules, so here we try to
make ISL aware of them through ISL_SURF_USAGE_SPARSE_BIT.
The big deal here is when some image ends up not using Tile64 nor
TileYs. Previously Ys was not supported on TGL at all, and Tile64 did
not have support for 3D. Now we still have some formats that end up
not being used with either Tile64 and Ys, but need to support Sparse
on them (e.g., YUV on Tile64). In the future we may have new tiling
formats or hardware restrictions that would force this case to happen
again.
So here we do some adjustments so we can make sparse work with other
tiling formats, although with limited functionality (e.g., those
formats may be restricted to opaque binds, and certainly don't support
the standard block shapes).
v2: before we had Ys support, we had defined TGL's block size as 4k.
v3: move the size_B chunk to before nte notify_failure() checks (Ken).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>
Some WSI objects don't extend `vk_object_base` therefore they need
special handling.
Fixes: 3c87618d35 ("vulkan: Handle vkGet/SetPrivateDataEXT on Android swapchains")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24752>
VkSurface is handled by WSI and it doesn't extend `vk_object_base` so it
needs special handling.
Fixes: 3c87618d35 ("vulkan: Handle vkGet/SetPrivateDataEXT on Android swapchains")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24752>
Non-android platforms use mesa WSI, however some WSI object still don't
extend `vk_object_base` so they still need special handling.
Fixes: 3c87618d35 ("vulkan: Handle vkGet/SetPrivateDataEXT on Android swapchains")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24752>