We'll want to have only hashes in vk_pipeline_stage so the
vk_pipeline_stage_is_null() helper won't work.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36647>
In order to implement VK_KHR_pipeline_binary, we need to be able to
build hash from pipeline creation structures without looking at the
cache.
The blake3 hash on precomp shaders prevents that as its loading from
cache and potentially apply transformation to NIR.
Let's stick to the hash generated by vk_pipeline_hash_shader_stage(),
it does not look at NIR (except for internal shaders) and already hash
the same information :
* shader code (SPIR-V, identifier, hash)
* robustness state
* specialization constants
* pipeline flags
* entry point name
* subgroup information
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36647>
Following bc64ea2815 ("vulkan: fix shader linking with common
pipelines") we're always linking pre-rasterization shaders together
and the shader hashes are hashed together, so there is no point
hashing :
- a bitfield of active shaders
- merged tesselation information
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36647>
We're doing the same in vk_pipeline_precomp_shader_create().
Also fixes valgrind warning due to uninitialized fields
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36647>
Panvk calls pan_preprocess_nir() from its preprocess hook that it hands
off to the Vulkan pipeline code. That hook gets called before we have
the opportunity to lower geometry shaders. This means that we get our
viewports lowered for the VS and then the geometry shader is trying to
work on lowered viewports, which is wrong. Instead, we want to lower
later and only apply the viewport transform in the shader that runs as
the hardware VS.
Reviewed-by: Olivia Lee <olivia.lee@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38265>
This is more robust because it ensures that we only ever check the
location on something that we know is an outupt. Also, if it's an
output then we know (thanks, validation!) that it's a variable.
Reviewed-by: Olivia Lee <olivia.lee@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38265>
While we're here, make the variable handling a little more robust by
checking the deref mode before assuming there's a reachable variable.
Reviewed-by: Olivia Lee <olivia.lee@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38265>
The comment explicitly calls out pan_nir_lower_store_component(), which
is in a different function call so it's a bit weird to have it in the
caller. Also, we already do this in postprocess() on midgard so it
makes more sense to just move it into bifrost.
Reviewed-by: Olivia Lee <olivia.lee@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38265>
Every caller of pan_shader_lower_texture() immediatly called
pan_shader_postprocess() and every caller of pan_shader_postprocess()
lowered textures except blend shaders and those don't texture anyway.
Reviewed-by: Olivia Lee <olivia.lee@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38265>
This started failing at some point between a35a12dd38 and 2f7b1e8453,
but the nightly CI was out for a long time in between, so it's hard to
tell what commit it to blame without bisecting. I'm going to leave that
up to someone else for now.
To complicate things further, it seems like this one only fails in the
nightly runs, but not in pre-merge. So we list it as a flake instead of
a consisten failure.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38279>
These are helper instructions for the spill_preserved pass to insert
reloads for registers that are preserved by the ABI, yet
clobbered by the callee shader.
There is one p_reload_preserved instruction at the end of each block.
This allows us to insert reloads early, to alleviate the high latency of
scratch reloads.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37381>
For intra only we need to allocate internal dpb.
This was previously implemented for VP9 decode only, using a buffer.
Change it to image so that we don't have to handle it as special
case everywhere.
Reviewed-by: Benjamin Cheng <benjamin.cheng@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38158>
Always copy parameters that are not guarded by a flag, zero init
the structs if not provided by application.
Fixes vk_layer_validation_tests PositiveVideoEncode*.GetEncodedSessionParams
Cc: mesa-stable
Reviewed-by: Benjamin Cheng <benjamin.cheng@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38158>