When IndirectParameterEnable==true it's not actually used by the hardware,
but if it's not initialized and INTEL_DEBUG=bat is set, then Valgrind complains.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15850>
Now that we're using 3DSTATE_BINDING_TABLE_POOL_ALLOC to set the base
address for the binding table pool separately from surface states, we
don't actually need to update surface state base address anymore.
Instead, we can just set STATE_BASE_ADDRESS once at context creation,
and never bother updating it again, saving some heavyweight flushes
and freeing us from the need for address offsetting trickery.
This patch was originally written by Jason Ekstrand, with fixes from
Lionel Landwerlin, but was targeting Icelake. Doing it there requires
additional changes (15:5 -> 18:8 binding table pointer formats) which
also involve some trade-offs, whereas the XeHP change is purely a win,
so we'll do it here first.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15616>
The problem is that we missed looking at pipeline changes. Pipelines
hold bits of dynamic states and when it changes we might need to
reemit a packet.
v2: fix comment (Tapani)
Add missing anv_cmd_buffer_needs_dynamic_state() use (Tapani)
Cc: mesa-stable
Fixes: 505d176a8e ("anv: disable baked in pipeline bits from dynamic emission path")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15310>
The Vulkan spec was recently clerified to say that transitions only
happen to the bound layers:
"Automatic layout transitions apply to the entire image subresource
attached to the framebuffer. If multiview is not enabled and the
attachment is a view of a 1D or 2D image, the automatic layout
transitions apply to the number of layers specified by
VkFramebufferCreateInfo::layers. If multiview is enabled and the
attachment is a view of a 1D or 2D image, the automatic layout
transitions apply to the layers corresponding to views which are
used by some subpass in the render pass, even if that subpass does
not reference the given attachment."
This is in the context of render passes but it applies to dynamic
rendering because the implicit layout transition stuff is a Mesa pseudo-
extension and inherits those rules.
For clears, the Vulkan spec says:
"renderArea is the render area that is affected by the render pass
instance. The effects of attachment load, store and multisample
resolve operations are restricted to the pixels whose x and y
coordinates fall within the render area on all attachments. The
render area extends to all layers of framebuffer."
Again, this is in the context of render passes but the same principals
apply to dynamic rendering where the layerCount and renderArea are
specified as part of the vkCmdBeginRendering() call.
Fixes: 3501a3f9ed ("anv: Convert to 100% dynamic rendering")
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15441>
v2: Use CS_STALL instead of FLUSH_ENABLE in Iris (Lionel)
Add missing CS_STALL after SO_BUFFER change in Anv (Lionel)
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> (v1)
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Cc: 22.0 <mesa-stable>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14947>
It's tricky to always get the render area to the viewport code. In
particular, it's not provided to secondary command buffers as part of
the inheritance info so we have to bend over backwards and look for a
framebuffer. With VK_KHR_dynamic_rendering, there is no framebuffer and
this approach won't work and we'll need something better if we want
competent guardbands in secondary command buffers.
The good news is that any client that's sloppily rendering and trusting
the clipper to keep things inside the render area will set a scissor and
that's something they have to set inside the secondary. We can dig
through the scissor state and also include the corresponding scissor (if
any) and use that for our render area. This should give us the same
secondary command buffer performance with VK_KHR_dynamic_rendering.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14961>
There's never been a particularly good reason to stick these in gfx7/8.
We mostly did it to deduplicate the binary a bit but this shouldn't emit
all that much code.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14961>
A new extension allowing the application to use the OpenGL depth
range in NDC, i.e. with depth in range [-1, 1], as opposed to
Vulkan’s default of [0, 1].
v2:
- call gfx8_cmd_buffer_emit_viewport on ANV_CMD_DIRTY_PIPELINE (Jason)
- remove redundant !! operator since negativeOneToOne must be true or
false (Tapani)
- coding style changes (Lionel)
Gitlab: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6070
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15304>
The Vulkan spec for VK_KHR_depth_stencil_resolve allows a format
mismatch between the primary attachment and the resolve attachment
within certain limits. In particular,
VUID-VkSubpassDescriptionDepthStencilResolve-pDepthStencilResolveAttachment-03181
If pDepthStencilResolveAttachment is not NULL and does not have the
value VK_ATTACHMENT_UNUSED and VkFormat of
pDepthStencilResolveAttachment has a depth component, then the
VkFormat of pDepthStencilAttachment must have a depth component with
the same number of bits and numerical type
VUID-VkSubpassDescriptionDepthStencilResolve-pDepthStencilResolveAttachment-03182
If pDepthStencilResolveAttachment is not NULL and does not have the
value VK_ATTACHMENT_UNUSED, and VkFormat of
pDepthStencilResolveAttachment has a stencil component, then the
VkFormat of pDepthStencilAttachment must have a stencil component
with the same number of bits and numerical type
So you can resolve from a depth/stencil format to a depth-only or
stencil-only format so long as the number of bits matches.
Unfortunately, this has never been tested because the CTS tests which
purport to test this are broken and actually test with a destination
combined depth/stencil format.
Fixes: 5e4f9ea363 ("anv: Implement VK_KHR_depth_stencil_resolve")
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15333>
in the initial implementation, a stream like:
* CmdBeginTransformFeedbackEXT
* CmdSetRasterizerDiscardEnableEXT
* CmdDraw
* CmdEndTransformFeedbackEXT
* CmdBeginTransformFeedbackEXT
* CmdDraw
* CmdEndTransformFeedbackEXT
would never enable transform feedback, as it only checked for the change
in rasterizer_discard state
Fixes: 4d531c67df ("anv: support rasterizer discard dynamic state")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15269>
This workaround is needed on all Gfx12.0 parts, but doesn't appear to be
necessary on XeHP. The other drivers do not appear to be applying this
workaround on those parts. As further evidence, we accidentally added
the 3DSTATE_BINDING_TABLE_POOL_ALLOC commands after switching back to
GPGPU mode, which would be an incorrect way to implement the workaround,
and things seem to be working.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14507>
Disable fast clear if not supported by the external modifier.
v2: Set fast_clear value to NONE in case of import/export from/to external
v3: Move logic next to existing acquire/release checks (Nanley)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6056
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15096>
Share values of some expressions instead of duplicating the same logic.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15079>
If a secondary command buffer is used and the client provides a
framebuffer and that framebuffer has a stencil-only attchment, we would
try to get the aux usage for the depth component of that attachment and
crash. Check the aspects of the image before looking at aux usage.
This fixes at least the following SkQP tests on my Tigerlake:
- vk_circular-clips
- vk_filterfastbounds
- vk_innershapes_bw
- vk_lineclosepath
- vk_multipicturedraw_rrectclip_simple
- vk_pathinvfill
- vk_quadclosepath
- vk_rrect_clip_bw
- vk_windowrectangles
Fixes: 0d8b9c529c ("anv: Allow PMA optimization to be enabled in secondary command buffers")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Tested-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15048>
Looks like 3 implementations already have that field in their private
command_buffer struct, and having it at the vk_command_buffer opens the
door for generic (but suboptimal) secondary command buffer support.
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
When enabling the caching of index,vertex data in the L3 RO Cache
(L3BypassDisable), we need to use L3ReadOnlyCacheInvalidationEnable
to invalidate cache when buffer is modified by CPU/GPU.
Ref: bspec 46314
Fixes: 6c345ddbe4 ("anv: Cache VB/IB in L3$ for Gfx12")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5941
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14815>
Refactor descriptor copies to use the existing helper functions instead
of rolling our own. In order to facilitate this, we need to store the
appropriate buffer views for the relevant descriptors internally and
reuse them in the helpers.
Signed-off-by: Rohan Garg <rohan.garg@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14909>
We just forgot about conditional render for this entry point.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 2be89cbd82 ("anv: Implement vkCmdDrawIndirectByteCountEXT")
Tested-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14891>
Only on platforms that support it.
v3: Split out code setting up ray query shadow buffer (Caio)
Don't forget to setup ray query globals even when no shadow buffer
is used (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13719>
The Mesh pipeline is implemented as a variant of the
regular (primitive) Graphics Pipeline.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13662>
Per primitive & attachment shading rate support added.
v2: Rebase on KHR_dynamic_rendering
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13739>
For instance, the current code in genX_cmd_buffer.c assumes that the
depth/stencil attachments & resolves will be at the end of all
attachments, but that won't be the case anymore with fragment rate
shading.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13739>
Includes a fake framebuffer allocation that's necessary for the code we
still use from the regular render passes.
v3: (Lionel)
- Reuse the attachment count from the faux render pass, remove now
unused function
- Add a cmd_buffer_end_rendering function to match begin_rendering,
making use of the split stuff from end_subpass
v4: (Lionel)
- Don't bother with mark_images_writen or resolves on suspend case
- Remove flush at the end of end_rendering, it's not needed
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13980>
AUX and clear state is stored in the VkDevice private binding
Signed-off-by: Renato Pereyra <renatopereyra@google.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14416>