Bos that will be exported need to be allocated with vm_id = 0 in Xe,
so don't try to get a bo from cache that was allocated with a
valid vm_id.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22060>
Xe KMD requires special handling for exported buffers during creation.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22060>
This lets us provide a vk_device_memory_range helper similar to what's
provided for buffers for dealing with VK_WHOLE_SIZE. We can also handle
flags and some annoyance around Android hardware buffer import.
Reviewed-by: Lina Versace <lina@kiwitree.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22038>
BSpec specifies default value for CFE_STATE.OverDispatchControl
is 2, or 50% overdispatch. No observed performance impact.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22179>
On Gen12.5+, we only need to emit CFE_STATE when scratch space
has changed, not on every pipeline binding. Also, only grow the
scratch space, never shrink it. Need to reset after secondary buf.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22179>
Also fix missing trace point stuff in command buffer begin/end
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Felix DeGrood <felix.j.degrood@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22179>
The CS Stall in cmd_buffer_flush_compute_state is only required
on HW that uses MEDIA_VFE_STATE, gen12 and previous.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22179>
Modify the code path taken in `u_pipe_screen_get_param_defaults`
to call DRM to check if `PIPE_CAP_DMABUF` is supported. This is
required for overriding the behavior in `dri2_init_screen_extensions`
to support importing DMA bufs on drivers that don't support DRM, by
simply changing how `PIPE_CAP_DMABUF` is handled in their driver.
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21654>
Require VK_EXT_provoking_vertex for optimal_keys and always advertize
PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION since it can now be
emulated
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22162>
Can be used as fallback for when VK_EXT_provoking_vertex is missing
Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22162>
Add enum for pv emulation primitives and `lower_pv_mode`
to `zink_gs_key`
The enum contains the possible values of the lower_pv_mode key
This key will be non 0 whenever provoking vertex mode needs to be
emulated and it's exact value encodes relevant information about the
primitive that needs to be emulated
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22162>
The logic had grown to check every primitive indivdually, instead just
check wehether `rast_prim` has changed
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22162>
When turning primitives into line strips this function needs to move
attributes around, but this is not needed in other cases.
Fixes: 1a5bdca2dd ("zink: implement flat shading using inlined uniforms")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22162>
Sample shading can be enabled from the pipeline and from the fragment
shader, in that case we need to re-emit some states.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22215>
Let's bump the binding table value guess to 32 instead of 8 and also stop
decoding the binding table entries as soon as we hit the zero
initialized value in the map.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22221>
Shader model 6.2 was the upper bounds of what *could* be generated
before, but not all devices support it. And other devices support
even more. So, let's pass in the shader model / validator that will
be used by the API caller.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21178>
Currently, we always use a hierarchy mask with all levels enabled. While this is
efficient for geometry-heavy workloads like 3D games, it is wasteful for 2D
applications that draw very few vertices. For drawing just a few textured quads,
the overhead of small bin sizes outweighs any performance advantages, so it's a
bit slower. More problematically, small bin sizes require tremendous amounts of
memory for the polygon lists, leading to significant memory consumption (~10MB)
for the polygon list for even the simplest of 2D blits.
To reduce our memory footprint, we need to choose our hierarchy masks more
carefully. In general, we want to allow small bin sizes for geometry-heavy
workloads but not for geometry-light workloads. We estimate vertex count in the
driver as a proxy for this, and use a simple heuristic to select a bin size
based on the estimated vertex count. None of this is an exact science, and the
heuristic could probably be tuned. Nevertheless, the heuristic used (comparing
framebuffer size to vertex count) works well in practice, significantly reducing
the memory footprint of 2D applications like Firefox without hurting the
performance of 3D applications.
I originally wrote this patch while diagnosing high memory footprints on my
Midgard laptop, which is why only Midgard is in scope here. On Bifrost and
Valhall, we have a similar hiearchy mask selection problem. It seems likely that
the same heuristic would work there too, but it's a different code path that I
have not integrated or tested. I'll leave that for the adventurous reader, to
get the memory footprint win there too.
(It's also possible the win is smaller on newer Malis than on Midgard, since Arm
claims they optimized the tiler data structures on the newer parts. There's
probably still some merit to the idea.)
On Mali-T860, glmark2 -bdesktop frametime decreased by 1.35% +/- 0.91% at 95%
confidence, showing a slight win for 2D workloads No statistically significant
difference for glmark2 -bshading:shading=phong, since 3D workloads continue to
use the same hierarchy masks.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19482>
In the next commit, we will refine our algorithm to select hierarchy masks based
on the vertex count. In preparation, augment the driver to track rough estimates
of the vertex count so we have a "geometry complexity" input for the heuristic.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19482>