Currently the nir linker resizes the amount of storage needed to hold
uniform information on the fly while linking. As shaders can contain
thousands of uniforms this can be very slow. For example some Godot
shaders can take 30 seconds to compile on some machines.
In this change we count the amount of storage needed before we start
processing the uniforms. This is what the GLSL IR linker does also.
Fixes: 95f555a93a ("st/glsl_to_nir: make use of nir linker for linking uniforms")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2996
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5137>
(cherry picked from commit f1acf492de)
Generally we do not completely stop compilation as soon as we see an error,
instead we continue on to attemp to find any futher errors.
This means we shouldn't be checking state->error to see if any error has
happened during the compilation process, doing so was causing
process_parameters() to fail on completely valid functions if there was
any error found in the shader previously. This then caused the valid
functions not to be found because the paramlist was considered empty,
resulting in the compiler spewing out misleading error messages.
Here we simply add the IR error value to the param list when we have
an issue with processing a parameter, this leads to much better error
messaging.
Fixes: 53e4159eaa ("glsl: stop processing function parameters if error happened")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5205>
(cherry picked from commit f6214750eb)
Fix warning reported by Coverity Scan.
Missing varargs init or cleanup (VARARGS)
missing_va_end: va_end was not called for ap.
Fixes: a0ca1462f3 ("freedreno: add logging infrastructure")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5221>
(cherry picked from commit 755c040060)
Fix warning reported by Coverity Scan.
Useless call (USELESS_CALL)
side_effect_free: Calling v->pin_to_channel() is only useful for its
return value, which is ignored.
Fixes: 5d10e3ec60 ("r600/nir: Pin interpolation results to channel")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5197>
(cherry picked from commit 1241f8cb4c)
This was implemented in version 6 of the VK_ANDROID_native_buffer
extension and we only implement version 5. However, the Android
Vulkan loader only checks whether vkGetInstanceProcAddr for the
function is not NULL.
This all went wrong when we switched to the layer code from ANV.
Because the function may now be different per device, it adds fallback
functions that dispatch to the dispatch table. So if we didn't implement
the function we still returned a pointer to the dispatch function,
which made the Android Vulkan loader believe it was supported.
Dispatch functions:
d555794f30/src/amd/vulkan/radv_entrypoints_gen.py (L328)
Fixes: d555794f30 "radv: update entrypoints generation from ANV"
Gitlab: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2936
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5198>
(cherry picked from commit be784cc77b)
Fix warning reported by Coverity Scan.
Uninitialized scalar field (UNINIT_CTOR)
uninit_member: Non-static class member m_num_clip_dist is not
initialized in this constructor nor in any functions that it calls.
Fixes: f7df2c57a2 ("r600/sfn: extract class to handle the VS export to different stages")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5180>
(cherry picked from commit 73c0f60d8c)
This fixes problems in a number of games, including SuperTuxKart,
OpenMW and RVGL.
v2: Use MALI_READS_ZS | 0x20 instead of MALI_WRITES_Z to match with
the blob. Keep using 0x400 | 0x20 when depth is disabled.
Closes: #2620
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
(cherry picked from commit 0dd24b381c)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5193>
clang warning:
result of comparison of constant 115 with expression of type
'const enum Dim' is always false
Fixes: e3e704c7e7 ("amd/addrlib: Use enum instead of sparse chars to identify dimensions")
Reviewed-by: Michel Dänzer <mdaenzer@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5119>
(cherry picked from commit dddd91eef3)
Some classes use custom new operator which zeroes memory, however gcc does
aggressive dead-store elimination which threats all writes to the memory
before the constructor as "dead stores".
For now we disable this optimization.
The new operators in question are declared via:
DECLARE_RZALLOC_CXX_OPERATORS
DECLARE_LINEAR_ZALLOC_CXX_OPERATORS
The issue was found with lto builds, however there is no guarantee that
it didn't happen with ordinary ones.
CC: <mesa-stable@lists.freedesktop.org>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2977
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/1358
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5104>
(cherry picked from commit 5500a2b7fc)
I got to benchmarking some vulkan compute benchmark and wondered
why my CPUs weren't being saturated, helps if you actually wake up
all the threads in the threadpool.
Fixes: 1b24e3ba75 (llvmpipe: add compute threadpool + mutex)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5138>
(cherry picked from commit 22554e1fbc)
The commit helps to resolve GL_INVALID_OPERATION error returned
during CTS test when Android format RGBX8888 fallback to RGBA8888
and then set color with glTexSubImage2D(format=GL_RGB).
Fixes android.hardware.nativehardware.cts.AHardwareBufferNativeTests:
#SingleLayer_ColorTest_GpuSampledImageCanBeSampled_R8G8B8X8_UNORM
Cc: <mesa-stable@lists.freedesktop.org>
Fixes: bf576772ab ("dri_util: add driImageFormatToSizedInternalGLFormat function")
Signed-off-by: Nataraj Deshpande <nataraj.deshpande@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5034>
(cherry picked from commit 02a1f95386)
Issue description from Matt's commit e7c376ad:
"var_range_end(v, n) loops over the n components of variable number v and
finds the maximum value, giving the last use of any component of v.
Therefore it expects v to correspond to the variable associated with the
.x channel of the VGRF.
var_from_reg() however returns the variable for the first channel of the
VGRF, post-swizzle.
So, if the last register had a swizzle with y, z, or w in the swizzle
component, we would read out of bounds. For any other register, we would
read liveness information from the next register.
The fix is to convert the src_reg to a dst_reg in order to call the
dst_reg version of var_from_reg() that doesn't consider the swizzle."
Closes: #3003
Fixes: 48dfb30f ('intel/compiler: Move all live interval analysis results into vec4_live_variables')
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Andrii Simiklit <asimiklit.work@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4941>
(cherry picked from commit d1b7462849)
An unknown issue is causing vs push constants to become corrupted
during object-level preemption. For now, restrict to command
buffer level preemption to avoid rendering corruption.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5110>
(cherry picked from commit 81201e4617)
Meson 0.55.0 will set the MESON_EXE_WRAPPER environment variable to the
joined version of that wrapper if it is needed. Our tests that take
compiled targets as arguments can use that information to run cross
built binaries, or if there isn't a wrapper and we get an ENOEXEC, we
can skip the tests gracefully.
We try to use mesonlib.split_args, which handles windows arguments
better than python's builtin shlex module, but fall back to that if the
meson module isn't available for some reason.
Cc: 20.0 20.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5103>
(cherry picked from commit 5580322486)
This tells Mesa to clamp vertex colours in the vertex shader.
This improves rendering in a number of games such as Extreme Tux
Racer and H-Craft Championships.
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5075>
(cherry picked from commit faf28b83fd)
On EGL 1.4, one had to check for the existence of EGL_EXT_platform_base
before querying the eglGetPlatformDisplayEXT() and
eglCreatePlatformWindowSurfaceEXT() symbols, to then use them if the
EGL_EXT_platform_* extension for the given platform was exposed.
Since EGL 1.5, the platform functionality was made core, which means we
can obtain the symbols unconditionally, but we can't know the EGL
version before having created a display, at which point we've already
done a platform selection by passing an EGLNativeDisplay. The
EGL_KHR_platform_* extensions thus are used by clients to know whether
it's safe or not to dlsym() the EGL 1.5 symbols.
This commit adds those extensions when the given platform is enabled.
Acked-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5052>
(cherry picked from commit a3fb064e00)
If this gets run right after something which uses
VK_VERTEX_INPUT_RATE_INSTANCE on its first vertex binding, we could end
up in serious trouble.
Fixes: 3d9747780b "anv: Add a helper for doing buffer copies with..."
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5090>
(cherry picked from commit 164aed6c81)
Since commit 8b8af6d398 there is a
performance regression in dirt 4 on picasso APUs.
The game ends up feeding a large value into this which overflows on the
conversion to 16bit float. With the old implementation (which now lives
in util_float_to_half_rtz) it would be clamped to inf-1, while the new
one returns inf. This causes a performance hit somehow at some point
down the line.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: 8b8af6d398 "gallium/util: Switch util_float_to_half to _mesa_float_to_half()'s impl."
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5062>
(cherry picked from commit 78615dcca1)
If we have a separate render resource, it may contain more up-to-date
data than what is available in the base resource, so we need to retarget
the transfer to this resource. As the most likely reason for the
existence of the render resource is a multi-tiled render layout we need
to allow this transfer to go through the resolve/blit copy path, as we
can't de-/tile those layouts in software.
Fixes: b962776530 (etnaviv: rework compatible render base)
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5051>
(cherry picked from commit 9d1821adf0)
This shuold really have been implemented before starting to use these,
but I guess I missed them.
Fixes a crash when starting a game in Warzone 2100.
Fixes: 7f6a491eec ("zink: lower b2b to b2i")
Reviewed-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5053>
(cherry picked from commit 09ac0350fd)