Double buffer mode splits the tile buffer size in half so we can
start processing the next tile while the current one is being
stored to memory. This mode is available only if MSAA is not enabled
and can, in theory, improve performance by reducing tile store
overhead, however, it comes at the cost of reducing the tile size,
which also causes some overhead of its own.
Testing shows that this helps some cases (i.e the Vulkan Quake
ports) but hurts others (i.e. Unreal Engine 4), so for the time
being we don't enable this by default but we allow to enable it
selectively by using V3D_DEBUG.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14551>
We are using the same definitions for both OpenGL and Vulkan, so let's
move it to common.
As we are here we are also adding versioning on the TFU register
definition. Those are basically register bit places, so really likely
to change between versions.
Adding 33 as it is the first version they got defined.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13832>
Dumps the command list, excluding the binary resources.
v2 (Juan):
- Make this option independent from `cl`
v3 (Iago):
- Rename option name
- Fix style issues
- Do not print BO ranges
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12803>
Switch from using debug_control structure to debug_named_value
structure.
The main nice feature is that it provides a "help" option, so using
"V3D_DEBUG=help" will print all the debug options with a brief
description.
Useful to avoid going to https://docs.mesa3d.org/envvars.html everytime
we need to know the available options.
v1:
- Modify a couple of debug option documentation (Alejandro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12036>
When using subgroups there are additional restrictions to consider,
so for now we keep it simple and disable supergroup packing in that
scenario.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11620>
We initially just copied on v3dv, just in case we needed to modify
it. One year later the code is exactly the same, so let's move it to
common.
This fix an additional issue, as we were not using NEON when building
v3d_tiling.c for v3dv.
v2:
* Add "#include util/u_box.h" at v3d_tiling.h, so we can't avoid
the need to include it on other places. (Juan and Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11121>
It is possible to compile pipelines in multiple threads, but when we
are dumping debug information for shaders, we want all the outputs
serialized so we can make sense of it.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8913>
The basic to get the spirv built to nir, including calling some common
nir passes. Pending deep review if all those are needed or if we miss
some, but for that it would be better to be able to run existing
tests.
Enough to get assembly generated for simple tests.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
To ask to debug a registr allocation failure
(V3D_DEBUG_REGISTER_ALLOCATION seemed too long to me).
When a fallback register allocation algorithm was added, if the
register allocation fails, it only dumpg the current vir with the
register pressure info with the failed fallback. But if we want do
debug the problem, we would be interested on both.
Additionally, it was strange that we got the full vir dump with the
failure even if no debug option was set.
Additionally we add shaderdb like stats for those failures, to make
easier to compare one and the other.
v2: keep a small warning message in case both register allocation
algorithms fails (Neil)
Reviewed-by: Neil Roberts <nroberts@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6999>
This is needed due Vulkan because by spec (31.1. Limit Requirements)
the minimum value for the following limits are the following ones:
maxPerStageDescriptorSampledImages 16
maxPerStageDescriptorStorageImages 4
maxPerStageDescriptorInputAttachments 4
And we are using v3d textures for all of them, so current limit would
not be enough for some cases.
Note that as the current comment explains there is not exactly a HW
limit for it, so we could bump to 32 for example, but let's just be
conservative and ask the minimum required.
It is worth to note that we needed to maintain the same value for the
OpenGL case, as it gets a register allocation failure on some GL
cases. We tried to fix that with small changes on the nir scheduler,
but we found that it would require some non-trivial effort to get it
done (that eventually we would need to).
Fixes tests like:
dEQP-VK.binding_model.descriptorset_random.sets16.constant.ubolimitlow.sbolimitlow.imglimitlow.noiub.uab.comp.noia.0
v2: keep the previous limit for Opengl (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6999>
Most of the relevant work happens in the v3d_nir_lower_io. Since
geometry shaders can write any number of output vertices, this pass
injects a few variables into the shader code to keep track of things
like the number of vertices emitted or the offsets into the VPM
of the current vertex output, etc. This is also where we handle
EmitVertex() and EmitPrimitive() intrinsics.
The geometry shader VPM output layout has a specific structure
with a 32-bit general header, then another 32-bit header slot for
each output vertex, and finally the actual vertex data.
When vertex shaders are paired with geometry shaders we also need
to consider the following:
- Only geometry shaders emit fixed function outputs.
- The coordinate shader used for the vertex stage during binning must
not drop varyings other than those used by transform feedback, since
these may be read by the binning GS.
v2:
- Use MAX3 instead of a chain of MAX2 (Alejandro).
- Make all loop variables unsigned in ntq_setup_gs_inputs (Alejandro)
- Update comment in IO owering so it includes the GS stage (Alejandro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Until now this made sense because we always paired vertex shaders
with fragment shaders, but as soon as we implement geometry and
tessellation shaders that will no longer be the case, so rename
this to (num_)used_outputs.
v2: Use 'used_outputs' instead of ns_outputs, which is more explicit (Eric).
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in
the CTS at 8k and 16k. 4k at least lets us get one 4k display working.
Cc: mesa-stable@lists.freedesktop.org
Earlier commit addressed 7 of the 8 instances available.
v2: Rebase patch back to master (by anholt)
Cc: Carsten Haitzler (Rasterman) <raster@rasterman.com>
Cc: Eric Anholt <eric@anholt.net>
Fixes: 300d3ae8b1 ("vc4: Declare the cpu pointers as being modified in NEON asm.")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Otherwise, the compiler is free to reuse the register containing the input
for another call and assume that the value hasn't been modified. Fixes
crashes on texture upload/download with current gcc.
We now have to have a temporary for the cpu2 value, since outputs must be
lvalues.
(commit message by anholt)
Fixes: 4d30024238 ("vc4: Use NEON to speed up utile loads on Pi2.")
This is the GLES 3.2 minmax, and also what the closed source driver does.
Avoids hitting OOMs in the CTS's
dEQP-GLES3.functional.texture.units.all_units.only_cube.1.
I've been using my apitrace-based shader-db so far, but it's slow
(apitrace decompression), intrusive (apitrace windows spamming the
screen), and doesn't have much coverage. The original shader-db provides
a lot more coverage and compiles faster, at the expense of not having the
actual runtime variant key. As v3d has a lot less runtime variation than
vc4 did, this tradeoff makes more sense.
A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
There is a compile warning from Android 8 (API version 26) from "include cutils/log.h"
warning: "Deprecated: don't include cutils/log.h, use either android/log.h or log/log.h"-W#warnings,
Change to include "log/log.h" on Android 8 or later major version to avoid this warning
Signed-off-by: jenny.q.cao <jenny.q.cao@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Unlike vc4, where the compiler and gallium driver live together, for vc5
the compiler will live up in the shared broadcom directory, and need
access to the debug flags. Define a set of debug flags and helpers there,
so it can be shared between compiler, vc5, and vulkan.