We are currently able to clear any supported format using the TLB, but
this is more consistent with other parts of the code and is what we want
should we add any formats in the future where we can't get away with
TLB clears.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
During a command buffer reset we call cmd_buffer_init(), which will
add the command buffer to the pool, so make sure we remove it first
and that we use a safe iterator when resetting a pool.
Fixes:
dEQP-VK.api.command_buffers.pool_reset_reuse
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
That it is justconvert VkSpecializationInfo to
nir_spirv_specialization and pass it to spirv_to_nir.
The code is also basically the same used by anv, tu, and radv
Eventually it would make sense to move it to a common place.
Note that we are using calloc there to allocate the temporary
spec_entries. Trying to use vk_alloc2 causes some problems with the
nir_validate.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
In order to properly check (and possibly compile) shader variants we
need a pipeline and a compatible descriptor set. So far we were trying
to do that check as early as possible, so we were trying to do it at
CmdBindPipeline or CmdBindDescriptorSets, and a combination of dirty
flags. This showed to not cover all the corners cases, and made the
code complex, as needed to handle cases where the descriptors were not
yet available, and return early. The latter also meant that we were
running several checks that failed in the middle.
This commit moves the variant check to CmdDraw, when we should have a
pipeline and compatible descriptor sets, and simplifies and makes more
strict the existing code.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This reverts a previous half-attempt at an implementation of events
using a BO to hold the event state, and provides a full
implementation. V3D doesn't have any built-in GPU functionality to
wait on any kind of events, so we need to implement this in the driver
an therefore we no longer need to use a BO for the event state.
Instead, we implement GPU waits by using a CPU job for the wait
operation that spawns a wait thread if the wait operation doesn't have
all its events signaled by the time it is processed. To implement the
semantics of the wait correctly, any jobs in the same command buffer
that come after the wait will not be emitted until the wait thread
completes.
If a submit spawns any wait threads for a command buffer we can't
signal any semaphores for it until all the wait threads complete and
we know that all the jobs for those command buffers have been
submitted. The same applies to the submit fence, if present.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This is generally very difficult to handle properly everywhere, but
at least this is good enough to make the few CTS tests for this happy.
Fixes (on Rpi4):
dEQP-VK.wsi.xlib.swapchain.simulate_oom.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
There is a hw bug by which the only way to clear the depth/stencil
tile buffers is to emit a clear of all tile buffers, so if we have
to do any such clears, we just emit a single clear of all tile
buffers and skip doing any per-buffer clears, even for color buffers,
since they would be redundant.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We were declaring the destroy callback function as taking a pointer for the
vulkan object handle and relying on an implicit conversion to the Vulkan
handle type, however that would be incorrect on 32-bit platforms, where
non-dispatchable Vulkan objects (the kind that we may allocate privately during
command buffer recording), are defined as uint64_t, so the signature of the
destry callback type doesn't match the signature of the actual Vulkan
function, leading to bogus results. Fix that by using uint64_t instead.
This fixes compilation warnings and also crashes in some tests when
compiling and executing natively in Rpi4.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We were pre-packing the constants from the pipeline state and then
always emitting that at draw time, ignoring dynamic state. This makes
it so we don't prepack at pipeline creation time and we always emit
the correct constants directly the command buffer dynamic state.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We can now implement all depth/stencil blits as compatible color blits,
so let's just have the blit shader interface simply convert any blit with
a depth/stencil format to a compatible color blit (like we were already
doing for s8d24) and get rid of the depth blitting path. This also allows
us to ignore the blit aspect in the blit pipeline cache key.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Now that our blit shader interface supports color writemasks and swizzles,
users can specify depth/stencil blits as color blits properly when needed,
so let's just do instead, which is more straight forward and less error prone.
Because s8d24 to s8d24 blits always require the same conversion to color blit,
the blit shader will handle these automatically, including blits of just one
aspect, however, for scenarios where there are additional semantics to consider
(particularly, copies from/to buffer), it is still up to the blit shader caller
to specify a proper color blit matching the required semantics.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We implement this by blitting the requested region to a linear image
setup to use the buffer memory store at the requested offset.
Because we can't store linear depth/stencil images, we implement
copies of depth/stencil aspects by using a compatible color blit.
To do this, we also need to account for the fact that when we are
copying depth from a d24 format we need to copy them from the MSB
24-bits of each word as provided by the hardware and store them
in the LSB 24-bit of the buffer (as per Vulkan requirements). This
is achieved by expanding our blit interface to also accept a swizzle
to apply to the source texture.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The page alignment requirement is for UIF images only, and for linear
images it is actually useful to use a 4-byte alignment so we can
use them to write images to linear buffers at arbitrary positions, which
we will need when copying subrects of an image to a buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
An image can be suballocated from a larger memory allocation, in which
case we get a memory offset for the start of the bound region at
vkBindImageMemory. Take that offset into account when doing image
addressing calculations.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
With compressed formats we compute the final height/width dividing by
the block sizes. On some cases the block sizes are bigger that the
original values, or it is not a exact division, so we need to round up
the division.
Fixes tests like:
dEQP-VK.texture.compressed.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
As opposed to returning true only if it can handle the case and it
also successfully processes it.
This is because we expect handled cases to be successfully processed
except in abnormal situations such as out-of-memory errors. If an OOM
is the reason a fallback path fails, we don't want to try another path
(which will likely hit an OOM too): we have already recorded the OOM
error in the command buffer and we just want to stop executing the
command, so just flag the case as handled and move on.
Also, if we don't do this, in an OOM scenario we'll likely end up running
out of fallback paths and end up asserting (on debug builds), which makes
some CTS tests unhappy because they expect OOM to be handled more
gracefully, so this allows us to make CTS happy also in debug builds,
which is convenient.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
In "v3dv: implement stencil aspect blits for combined depth/stencil format"
we only implemented the support we needed to implement partial copies.
Copies only allow to copy a single aspect, so we really only supported blitting
either the depth aspect or the stencil aspect, but not both, however,
actual blits (as per vkCmdBlitImage) allow to blit both stencil and depth
aspects at the same time, so this adds support for that.
Finally, this also fixes the fact that we were not really masking color writes
effectively for stencil-only blits, since create_blit_pipeline() would check
the requested aspect to see if it would need to mask writes, but by the time
we called this, we had already switched the aspect to color. The reason this
was not caught before is that for copies this would only mean that when we
copied stencil we would also copy depth, and the image copy CTS tests are
probably copying both aspects anyway.
Fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.depth_stencil.*d24_unorm_s8_uint*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The idea is that we also want to use the blit mechanism to implement
the copy, like we do for partial image copies. Unfortunately, we can't
sample from a linear image, so we first need to upload the buffer
contents to a tiled image, and then blit from that image to the
destination, which is not great for performance or memory usage.
In the future, we mihgt be able to do better by using a specialized
shader for these copies that takes a UBO as input instead of a texture.
The shader would then be able to access the linea buffer through the
UBO directly without having to copy the buffer contents to a tiled
image first.
This only supports color images for now, we will add support for
depth/stencil images separately.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Since we don't support rendering to compressed formats, we implement this
by using a compatible format with the same bpp as the compressed format.
However, we need to take into account that the underlying compressed image
bpp is computed for a full block, so when we specify regions on the
compressed image, we need to divide offsets and dimensions by the block
size.
This works well for anything that copies to a compressed format using
the TLB, but it doesn't specifically address copies from compressed
formats to other compatible images. These go through the blit path
and require to copy by blitting (texturing) from the compressed format
to another format. In this case, we choose a comptible format with
the per-texel bpp (not the block bpp) of the compressed format so it
matches the setup for the blit operation.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
To do this we just implement the stencil blit as a masked color bit
with uint8 format. This allows us to support blitting on combined
depth/stencil formats, and therefore, also partial image copies
for these formats.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
For this we use blits with nearest filtering and choose a compatible
format for the render target if the copy format is not renderable.
This works for all supported formats except combined depth/stencil
(for which we don't support blitting for now) and compressed formats.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
So far we were just asserting or aborting if any of the internal
method used during the pipeline creation failed.
We needed to change the return value of several methods, in order to
bubble up the proper memory allocation error.
Note that as the pipeline creation is complex and splitted in several
methods, if an error happens in the middle, it returns back, and rely
on the higher level to call PipelineDestroy. This method needs to take
into account that some of the resources could have not been allocated
when freeing it.
Also note that v3dv_get_shader_variant is used during the pipeline
bind, as with the new resources bound, we need to check if we need to
recompile a new variant. At that moment we are not creating a new
vulkan object so we can really return a OOM error. For now we just
assert on that case.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This was allocating image views in the stack, which was kind of
hackish, and of course was expecting that allocated Vulkan objects
could be immediately freed after being recorded in the command buffer
which is not always safe to do in the general case (even if it was
here). This makes things more consistent and reliable.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This uses the framework to register private commmand buffer objects
that get freed automatically when the command buffer is destroyed by
the application.
This change also moves the descriptor set pool that the meta blit path
uses to allocate descriptors for the blit source textures, from the
device to the command buffer, so we can have a descriptor pool per
command buffer. This is necessary to ensure correct behavior when
doing multi-threaded command buffer recording (alternatively, we would
have to lock around the descriptor set allocation code, which would be
undesirable).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This allows the driver to register private Vulkan objects it creates as part
of command buffer recording (usually for meta operations) in the command
buffer, so they can be destroyed together with it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The hardware can't do sampling from raster depth/stencil textures and
1D images are always raster, even if the user requested optimal tiling.
Using an image as the source of a blit is a transfer source operation,
so we can't expose that either, as blitting involves sampling.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
In this case the hardware seems to copy the bits that actually fit
in the destination instead of clamping to the maximum value allowed
by the bit size of the destination components like Vulkan expects.
Fix this by adding code to clamp the color results to the bit size
of the destination components.
It should be noted that this is a general issue with the hardware,
and while we can fix it here for blits done by the driver, user
shaders writing outside the range of the destination bit size will
have the same issue and we probably don't want to add code to clamp
every single render target write in every shader with integer format.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The pipeline stages have a reference to the NIR code produced from
the SPIR-V shader modules, but they never destroy it.
It should also be noted that our coordinate shader stage was sharing
the NIR with the vertex shader stage, which is kind of tricky to handle
and probably very error prone. Just make sure each pipeline stage has
owns it NIR shader and that we always free it when the stage is
destroyed.
Also, for the case of NIR modules created by the driver internally,
we always need to clone them, since the driver will destroy the NIR
as soon as it is done creating pipelines with it. We could also not
clone it and let the pipeline stage take ownership of the NIR code for
NIR modules, but that would be inconsistent with how ownership works for
SPIR-V modules.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This needs to be updated everytime we bind a new pipeline, but we can
bind a pipeline and not have an actual job yet, so we want to postpone
this until we actually need to emit CFG_BITS, during the pre-draw
setup.
Also, rename the update helper to be about the job rather the command
buffer, since it is updating state that we track per job.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>