instead of relying on an implicit value which doesn't make much sense.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33067>
decomposed_attrs and decomposed_attrs_without_w should get from vs->u32
when zink_vs_key->size is 4.
Fixes: 19fbdb9064 ("zink: move shader keys to be persistent on pipeline state")
Signed-off-by: Lu Yao <yaolu@kylinos.cn>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33079>
We actually want to know if the backing memory is the same, it's also
easier to implement than checking on the parent memory object.
This will also allow for more flexibility if more memory types are
supported, e.g. proper SVM allocations.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32581>
This will handle the raw memory operations in the future, mostly focused
on guaranteeing consistency across devices.
It also handles sub allocation because it is the better place of tracking
this.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32581>
Various vkd3d-proton tests run via Turnip exposed an issue with the
a7xx-specific instantiation of the fd_lrzfc_layout struct used to allocate
memory for LRZ fast-clear operations.
The correct layout is quite bigger in size, and the duplicated FC buffers
are positioned at the beginning and the end of it. Smaller part of the area
in the middle is used for metadata, but it already seems to be used more
extensively than how we currently understand it.
Fixes in vkd3d-proton on tu/a750:
test_clear_depth_stencil_view
test_copy_texture
test_early_depth_stencil_tests
Signed-off-by: Zan Dobersek <zdobersek@igalia.com>
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33080>
This job is somehow failing to expand $RUNNER_TAG, and it seems to have
happened around the time that the last entry from the variables list was
removed.
Let's remove this, it's no longer needed anyway. And it seems to fix the
problem, so yay.
Fixes: 61d9c47944 ("ci/lava: Use CI_JOB_TIMEOUT instead of separate variable")
Reviewed-by: Valentine Burley <valentine.burley@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33086>
Export the RESULTS_DIR environment variable in crosvm-script.sh
to ensure it points to the correct directory. Without this,
artifacts are not generated because the results directory is
created in the wrong location after the directory changes in the VM.
Also fix https://www.shellcheck.net/wiki/SC2129 shellcheck error.
Suggested-by: Eric Engestrom <eric@igalia.com>
Signed-off-by: Vignesh Raman <vignesh.raman@collabora.com>
Reviewed-by: Eric Engestrom <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33023>
RadeonSI compiles shader variants with streamout disabled but RADV
doesn't do that. The alternative solution is to set the streamout
buffer size to 0 to indicate that streamout isn't bound.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33058>
Without this, WQM is only used for the lds_param_load like this:
s_wqm_b64 exec, exec
lds_param_load v5, attr0.x wait_vdst:15
s_mov_b64 exec, s[0:1]
v_mov_b32_dpp v5, v5 quad_perm:[0,0,0,0] row_mask:0xf bank_mask:0xf
With this change we get:
s_wqm_b64 exec, exec
lds_param_load v5, attr0.x wait_vdst:15
s_mov_b64 exec, s[0:1]
...
s_wqm_b64 exec, exec
v_mov_b32_dpp v5, v5 quad_perm:[0,0,0,0] row_mask:0xf bank_mask:0xf
s_mov_b64 exec, s[0:1]
This fixes KHR-GL46.shaders.uniform_block.random.nested_structs_instance_arrays.0
and other similar tests with LLVM.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32959>
And to ac_build_dpp because it's used from quad_swizzle.
No functional changes but will be used in the next commit.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32959>
All TTN shaders have the same name ('TTN') and the same empty blake3.
Having a unique name and blake3 makes it easier to distinguish them
when using NIR_DEBUG=print...
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32959>