We don't do anything for input attachment aspects read by a subpass
since it doesn't have performance implications for us.
We also ignore the the new depth stencil layouts because they don't
have practical implications for our implementation.
We also ignore the new usage info for views since we are not currently
making decisions about views based on their usage.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
The uniform data for the texture size as produced by the compiler
contains the texture index directly and is not packed with
v3d_unit_data_create, so using v3d_unit_data_get_unit is not
correct.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10951>
This is the combination of two simplifications I spotted while
researching some other issue:
1. We can use nir_const_value_as_uint to save some conditionals
2. We can unify the vector and scalar code-paths to reduce some
duplicated logic.
While we're at it, switch to using NIR_MAX_VEC_COMPONENTS rather than a
dynamic array size on the stack, because that tends to generate better
code.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10956>
A successful AHardwareBuffer_allocate itself will increase a refcount on
the newly allocated AHB. For the import case, the implementation must
acquire a reference on the AHB. So if we layer the exportable allocation
on top of AHB allocation and AHB import, we must release an AHB
reference to avoid leak.
Signed-off-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10940>
A successful AHardwareBuffer_allocate itself will increase a refcount on
the newly allocated AHB. For the import case, the implementation must
acquire a reference on the AHB. So if we layer the exportable allocation
on top of AHB allocation and AHB import, we must release an AHB
reference to avoid leak.
Signed-off-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10940>
If the varying descriptors will always be the same for a given shader
variant (certainly true if none of separable shaders, transform
feedback, or point sprites are used), we only need to link once. Now
that pan_pool supports both owned and unowned modes, we have the
flexibility to reuse the code path for both allocation strategies.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10954>
In general gallium shaders are all SSO and it's up to the driver to handle
lining up varying storage between stages at draw time. However, there's a
NIR option "unify_interfaces" that iris uses which applies to non-SSO (as
indicated by nir->info.separate_shader) shaders and makes the inputs_read
and outputs_written match up at GLSL-to-NIR link time, and then iris then
avoids any lowering passes that would add new varyings.
By introducing info gathering after variant creation (because all I knew
was "gallium is always SSO"), I broke the unify_interfaces link-time setup
on iris. Just skip that when the unify_interfaces flag is set, and add
some asserts to catch anyone trying to mix unify_interfaces with known
varying-adjusting lowering passes.
Closes: #4450
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10876>
This way people have a fighting chance of figuring out what's wrong.
v2: add gbm: prefix to the warning (Simon Ser)
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Simon Ser <contact@emersion.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10732>
Panfrost has two compilers, one for Midgard GPUs and one for Bifrost
GPUs. The respective compilers are src/panfrost/midgard and
src/panfrost/bifrost. Changes internal to just one compiler (or
disassembler) cannot affect the other hardware, so there's no need to
run extra jobs in these cases.
Also split out common vs Gallium panfrost so we can do the right thing
for panvk builds in the imminent future.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10924>
To avoid having to download the same traces again and again in each job,
use the caching proxy configured in the Collabora lab.
We can currently hardcode it like this because we don't test the same
driver in more than one lab, but when that changes we will need a more
flexible approach.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10949>
The GS copy shader should only be built if GS and without NGG.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10908>
Fallback to a slow clear, this could be improved by splitting the
clear into two parts (one fast and one slow) but that's complicated.
Cc: 21.1 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10516>
Run part of the VK CTS in 3 devices with Stoney Ridge graphics.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Rohan Garg <rohan.garg@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10853>
The glk boards are particularly slow, and we've had the lab get backed up,
causing many spurious failures in the last day due to #4819. Just disable
this board by default for now until that can get sorted out.
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10932>
With display on iGPU and render on dGPU, VRR is not working. To fix
this set RADEON_FLAG_GTT_WC flag when allocating memory for prime. This
allows kernel function amdgpu_display_user_framebuffer_create() to
allocate GTT memory with USWC flag making the buffer scanout for iGPU.
This helps the ddx amdgpu_present_check_flip() function to return
true. Now, xserver will flip the framebuffer instead of blit. Due
to this VRR feature will work where iGPU supports USWC flag.
v2: modify commit message with use case (Michel Dänzer)
v3: allow GTT_WC flag only if VRAM_DOMAIN and NO_CPU_ACCESS (Bas Nieuwenhuizen)
v4: add check for wsi_info is NULL
v5: use wsi_info pointer to check for prime alloc (Bas Nieuwenhuizen)
v6: set _GTT_WC flag when wsi_info pointer is not NULL (Bas Nieuwenhuizen)
Signed-off-by: Yogesh Mohanmarimuthu <yogesh.mohanmarimuthu@amd.com>
Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10657>
On XeHP there are restrictions on types of source and destinations
with float types. As shuffle is implemented using MOV we need to make
sure we lower it to supported types.
This fixes tests like :
dEQP-VK.subgroups.arithmetic.framebuffer.subgroupexclusivemax_vec4_vertex
dEQP-VK.subgroups.arithmetic.framebuffer.subgroupexclusivemul_f16vec3_vertex
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Suggested-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10902>
trace needs to follow the tc rules for queries a little in order to avoid
crashing and provide drivers with the same behavior they expect
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10899>
this is only useful for unit testing (and is it really useful even then?),
and does nothing but explode trace dumps and demolish performance otherwise
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10899>
After a7c0cf500b ("radv: Enable DCC for image stores on GFX10.")
some checksums for the radv driver remained to be updated.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Martin Peres <martin.peres@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10856>
After 524848707b ("radv: don't set sx_blend_opt_epsilon for V_028C70_COLOR_10_11_11")
some checksums for the radv driver remained to be updated.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Martin Peres <martin.peres@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10856>
Fixes perf regression introduced from tileY LID order for CS
shaders that access both textures and buffers. Walks LIDs in
X-major fashion, but with blocks of height 4. This maps LIDs per
HW thread for SIMD8/16/32 as (2x4/4x4/8x4), which is always good
for tileY resources and usually good for linear resources.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10733>
Computer shaders that access tileY resources (textures) benefit
from Y-locality accesses. Easiest way to implement this is walk
local ids in Y-major fashion, instead of X-major fashion. Y-major
local ids will reduce partial writes and increase cache locality
for tileY accesses since tileY resources cachelines progress in
Y direction.
Improves performance on TGL:
Borderlands3.dxvk-g2 +1.5%
Y-major can introduce a performance drop on CS that use mixture
of buffers and images. This should be fixed in next commit.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10733>