If we have 2 pipelines that consume the same push constant data
but where one of them only uses direct access and the other has
indirect access, a draw with the first pipeline would clear the
dirty flag without updating the UBO and by the time we bind and
draw with the second pipeline we won't upload the constants either
because the first draw cleared the dirty flag.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
Since we allocate this ourselves we can immediately add it to the
job at the time we allocate it.
This also fixes a bug we introduced when we implemented inline
uniforms because since that commit, if we had an inline uniform
buffer at index 1 which happend to have indirect access we would
track it in slot 0 instead of slot 1, potentially overwriting
the push constant buffer reference.
Fixes: ea3223e7a4 ('v3dv: implement VK_EXT_inline_uniform_block')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
We have code in there to allocate various segments of MAX_PUSH_CONSTANTS_SIZE
to handle the case of various draw calls in the same command buffer requiring
different push constants, so we are implicitly expecting it to be larger than
this. In fact, this only works now because when we allocate a BO we are always
at least allocating a full page, so the least we ever allocate is 4096 bytes,
so be explicit about it to avoid confusion.
Also, since we were always mapping MAX_PUSH_CONSTANTS_SIZE and the mapping
always starts at the beginning of the BO, it looks like after the first copy
when the resource offset is not zero, we would be writing outside the mapped
range. Always map the full size of the BO instead to ensure this doesn't
happen.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
We have been always uploading MAX_PUSH_CONSTANTS_SIZE but now that
we track the actual size of the push constant buffer we can use
this instead.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
If the command buffer didn't have any push constants or the meta
operation didn't write any new constants we don't need to restore
the state.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
driFetchDrawable is only ever called from the MakeCurrent path, which
means it has to handle the case of pre-GLX-1.3 Windows being named as
the drawable. When it finds the drawable in the hash, it increments its
refcount before returning it, so for a GLXWindow it would be 2 on first
return, one from glXCreateWindow and one from glXMakeCurrent. But when
it does not find the drawable and creates one for the naked Window, the
reference count on first return would only be 1. As a result, if this
context was then ever bound to a different drawable, the old Window's
DRI drawable state (like the back buffer) would be destroyed.
Fixes piglit's glx-multi-window-single-context and glx-make-current for
a variety of drivers.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6713
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17479>
The compiler has improved significantly since we found this issue
and this is no longer required.
Notice that because we are increasing the number of samplers
supported beyond what we can loop unroll (currently capped at 16),
some piglit tests that test the maximum number of samplers supported
start to fail because they use indirect indexing on a sampler array
and we don't support that (previously the indirect indexing was
removed by loop unrolling). This is a bug in tests which the
GLSL linker detects, failing to compile the shaders.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17509>
Also, remove the FIXME to pre-compute this in images. We only use
this helper from copy/clear operations where we may be working
with a compatible framebuffer format instead of the original image.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17509>
It was checking "mesa's theoretical max attributes" rather than "the
driver's max attributes."
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17449>
This intrinsic is only produced when the compiler is instructed
to handle layer id as a system value, which we don't use. Also,
we have been supporting layered rendering for a while and passing
all the relevant tests which would've failed if we were hitting
this lowering.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17483>
When using the texel buffer copy path to copy a buffer we need to
sample from the buffer and for that we need a texture shader state
record where we specify the base offset of the texture (the buffer).
If the copy operation has a start offset we can't add that offset
to the base address of the buffer because the texture state record
requires the base pointer to be 64-byte aligned, so it would only
work for offsets that are multiple of 64B. Instead, we pass the
offset (in elements) to the shader and we use that to shift the
indices into the buffer when selecting the source texel to copy.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17482>
Over-estimating latency can cause us to delay the critical paths of
the shader unnecessarily, producing larger QPU programs that take more
time to execute as a result (and it also adds register pressure) so
striking a balance is important. The thread switching model in V3D
is quite effective at hiding latency and usuallly we just need to
hint it to delay TMU instructions a little bit to find the best
compromise for performance.
The new latency numbers have been chosen empirically by testing
V3DV with Sponza and a few UE4 samples.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17451>
Based on empirical testing with Sponza and a few UE4 samples this is
consistently slightly benefitial for performance.
The most likely reason why this helps is that thrsw is probably
already quite effective at hiding latency and we are already trying
to hide latency at NIR scheduling and also via TMU pipelining, so
piling up on this when scheduling QPU typically ends up providing no
benefit at all for latency and is instead possibly preventing us to
unblock critical paths in the shader that depend on the TMU result,
requiring us to execute more cycles to complete the program.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17451>
The hardware doesn't support 3D textures. We had been lying about 3D
texture level support in the past so that we got GL 2.1, but now reporting
levels==0 doesn't disable GL 2.1 (since we don't check for GL2 extensions
any more). But, by not lying, we now fix the majority of the remaining
GLES2 deqp failures.
This regresses a few desktop GL piglits which get GL errors that they
notice instead of what would be silent rendering failures on 3D texturing
operations.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17350>
We can produce slightly better code for these in the backend, so
do that. For this we need to:
1. Fix our implementation of uadd_carry (which wasn't used) to return
an integer instead of a boolean value.
2. Add an implementation of usub_borrow.
Notice these are only used in Vulkan. In GL these instructions are
always unconditionally lowered by the state tracker in GLSL IR so
we never get to see them in the backend.
Shader-db stats from a collection of Vulkan samples:
total instructions in shared programs: 122351 -> 122345 (<.01%)
instructions in affected programs: 196 -> 190 (-3.06%)
helped: 2
HURT: 0
total uniforms in shared programs: 18670 -> 18672 (0.01%)
uniforms in affected programs: 59 -> 61 (3.39%)
helped: 0
HURT: 2
total max-temps in shared programs: 13145 -> 13147 (0.02%)
max-temps in affected programs: 27 -> 29 (7.41%)
helped: 0
HURT: 2
total inst-and-stalls in shared programs: 123052 -> 123046 (<.01%)
inst-and-stalls in affected programs: 197 -> 191 (-3.05%)
helped: 2
HURT: 0
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17372>
This only works if the framebuffer config is exactly the same so
testing both subpasses have the same attachments is not enough,
they also need to be exactly in the same order.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17358>
The postponed spill is predicated using the condition from the
last write, but this is only correct if the register was only
written once in the TMU sequence, or if it is always written with
the same predication.
While we could try to track whether this is the case or not, it
would make the postponed spill path even more complex than it
already is, so let's just avoid predicating these. We are already
discouraging TMU spilling of registers in the middle of TMU
sequences, so this should not be a very common case.
Cc: mesa-stable
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17201>
If we are spilling a register that is used in the middle of a TMU
sequence, we postpone the spill until the TMU sequence finishes,
at which point we inject the spill and rewrite the original
instruction to write to the new temp.
However, this doesn't work if the register is written multiple
times during the TMU sequence. In that scenario, we need to ensure
that all writes are rewritten to use the new temp, not just the last
one.
Cc: mesa-stable
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17201>
We had it set up for arm64 asan already, do it for everyone else too. In
cleaning up the duplication, this fixes a pasteo in rpi3 which had the
"artifacts: false" on the wrong job, causing it to do a slow download of
the mesa build from gitlab.
Doing this required also moving the ".use-debian/arm_test" in as well, so
that its "needs:" didn't overwrite ours if it appeared after us in the
consumer's "extends:"
Should save about 20 seconds on rpi3 jobs.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17146>
This was missing, and the added validation caught it.
Fixes: 708c47e663 ("nir: Validate nir_tex_instr::dest_type bitsize")
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17172>
All 4 jobs had a total of about 26 minutes of runner time, so squish them
onto 3 runners and use gbm for the .shader_tests to avoid X overhead and
hopefully succeed with full concurrency.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17172>
This should help with "marge got stuck for an hour and all I got was this
failed job with no results/" when a system intermittently wedges.
This replaces the BM_POE_TIMEOUT ("did we get something on serial in the
last 3 minutes?") that rpi had, in favor of checking that the whole test
job gets through in 20 minutes.
Acked-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17096>
Right now we had two methods that tries to optimize the nir shader,
nir_optimize and st_nir_opts. The latter is being used when we are
linking, but again, it has basically the same purpose that
nir_optimize.
So this commit adds more lowerings to nir_optimize_nir, add some extra
comments on the method, and replaces st_nir_opts with nir_optimize.
Ideally we would like to just use the already existing
v3d_optimize_nir that we have at the backend But:
* Using it leads to some regressions on Vulkan CTS tests, due some
lowerings that are already there.
* We would need to move to the backend some additional
lowerings/optimizations that are used on the Vulkan
frontend. That would require to check that we are not getting any
regression or performance drop on OpenGL
So for now we are keeping a Vulkan specific nir_optimize method.
Additionally this fixes the following test:
dEQP-VK.graphicsfuzz.cov-loop-condition-clamp-vec-of-ones
Shaderdb stats, using some well known Vulkan apps (ue4 demos, Quake3e,
etc):
total instructions in shared programs: 124974 -> 125108 (0.11%)
instructions in affected programs: 50328 -> 50462 (0.27%)
helped: 4
HURT: 79
total uniforms in shared programs: 19019 -> 19020 (<.01%)
uniforms in affected programs: 60 -> 61 (1.67%)
helped: 0
HURT: 1
total max-temps in shared programs: 13438 -> 13444 (0.04%)
max-temps in affected programs: 85 -> 91 (7.06%)
helped: 0
HURT: 2
total inst-and-stalls in shared programs: 125715 -> 125849 (0.11%)
inst-and-stalls in affected programs: 50429 -> 50563 (0.27%)
helped: 4
HURT: 79
total nops in shared programs: 8203 -> 8204 (0.01%)
nops in affected programs: 732 -> 733 (0.14%)
helped: 7
HURT: 9
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16986>
That is what most others Vulkan drivers do (radv, anv, turnip at
least).
The origin of this change cames from a CTS test where the loop
unrolling converted a ubo index defined inside a loop from constant to
non constant. That is not desiderable on any driver, but a problem on
v3dv, as v3dv doesn't support that case.
Although we initially tried to fix it on the loop unroll, we discarded
that approach, and focused on the existing nir lowerings/optimizations
as this was not happening with other drivers.
We noted that in other drivers this case of a ubo index going from
const to non-const were also happening with nir_lower_explicit_io, but
in that case it was able to be converted back to a const on following
lowerings. The only difference with other drivers is that we were
calling it before the first nir optimization loop.
So this change helps with fixing the following CTS test (for that we
also need to run additional lowerings, which we do in a later patch):
dEQP-VK.graphicsfuzz.cov-loop-condition-clamp-vec-of-ones
You can get further details on the following issue and RFC merge
request, specially the merge request:
https://gitlab.freedesktop.org/mesa/mesa/-/issues/6051https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15391
We also made some shaderdb stats with our usual Vulkan apps (ue4
demos, quake3, etc):
Total instructions in shared programs: 125014 -> 124974 (-0.03%)
instructions in affected programs: 7544 -> 7504 (-0.53%)
helped: 7
HURT: 4
total uniforms in shared programs: 19026 -> 19019 (-0.04%)
uniforms in affected programs: 514 -> 507 (-1.36%)
helped: 5
HURT: 0
total max-temps in shared programs: 13430 -> 13438 (0.06%)
max-temps in affected programs: 270 -> 278 (2.96%)
helped: 0
HURT: 8
total sfu-stalls in shared programs: 739 -> 741 (0.27%)
sfu-stalls in affected programs: 30 -> 32 (6.67%)
helped: 0
HURT: 2
total inst-and-stalls in shared programs: 125753 -> 125715 (-0.03%)
inst-and-stalls in affected programs: 7685 -> 7647 (-0.49%)
helped: 7
HURT: 4
total nops in shared programs: 8228 -> 8203 (-0.30%)
nops in affected programs: 546 -> 521 (-4.58%)
helped: 9
HURT: 2
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16986>
Since we only consume barriers at the beginning of a new job, if
a command buffer ends with a barrier we will not handle it. Fix
this by emitting a noop job in that case to consume it. Ideally,
we could do better and check the pending barrier state to fine
tune the noop job so we don't wait on all queues, but for now
this fixes flakyness with some CTS pipeline barrier tests that
started to show up after we optimized binning sync barriers. It
is likely that the additional sync we had before that change was
enough to prevent the problem from showing up.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17020>
When we switched to using structs to track barrier state we made a mistake
and started to overwrite barrier state in primary command buffers with
the pending state from secondary command buffers executed inside them, when we
should've been merging the state instead.
Fixes flakyness with some CTS barrier tests.
Fixes: f7ce42636c ('v3dv: use an explicit struct type to track barrier state')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17020>
This is not safe because it may skip regenerating the flags for the
loop condition in the loop continue block and these flags may be
stomped in the loop body by other conditionals.
Fixes: 9909fe6ba ('broadcom/compiler: Skip bool_to_cond where possible')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17020>
The only reason for the wrapper was so that we could dummy signal the
semaphore and fence. Now that the WSI code always dos this for us, we
can drop our wrapper.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4037>