CBV resources are supposed to be 256B aligned
(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT).
vkd3d-proton will puts CBV addresses in the push constant data and do
global loads on them. Unfortunately those loads don't have a 256B
alignment value on them. So when looking at what we can promote to HW
push buffers, we can't consider them.
This change introduces a detection pass for CBV resources (according
to vkd3d-proton devs those are 64KiB in size) and realign the loads to
be 256B aligned.
This is only enabled on DX emulation.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Felix DeGrood <felix.j.degrood@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39451>
This commit allows for overriding the normal u_stub's TAIL
implementation (returning -1) with a custom implementation, allowing for
different TAIL implementations to be added without having to create a
new TAIL+ in u_stub.h.
Signed-off-by: Thong Thai <thong.thai@amd.com>
Reviewed-by: David Rosca <david.rosca@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40493>
Move u_stub.h from amd/common, to util, so that it can be used in more
places.
Also, rename u_stub's PROC to MESAPROC, as it conflicts with the PROC
keyword and create a new TAILZ which returns 0.
Add u_stub_gfx_compute.h so that the following:
...can be a single-line:
Signed-off-by: Thong Thai <thong.thai@amd.com>
Reviewed-by: David Rosca <david.rosca@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40493>
The format has 4 x 16-bit words with 10-bit unorm values in bits [15:6]
and 6 padding bits in [5:0]. Since this requires 8 channel slots but the
format system only supports 4, use layout "other" with hand-written
pack/unpack conversion functions.
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40653>
runtime error: left shift of 65535 by 16 places cannot be represented in type 'int'
This fixes nir_opt_algebraic_pattern_test.bf2f.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Fixes: ecd2d2cf46 ("util: Add functions to convert float to/from bfloat16")
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40740>
It is sometimes useful to remove all elements of a bitset while retaining the
backing storage. With a dense bitset, we would just memset everything to 0,
which is O(capacity). With a sparse bitset, previously we would have to free and
reallocate, which is O(capacity) in the dense case and O(cardinality) in the
sparse case. That is the correct asymptoptic behaviour O(cardinality) in the
worst case, but there is an unfortunate constant-factor associated with the
redundant allocation & free in the dense case.
Therefore, we add a new helper to clear all elements of the sparse bitset in one
go, avoiding reallocation in the dense case.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Reviewed-by: Natalie Vock <natalie.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40806>
PC games tend to almost always run far better in SYSMEM due to the
high FS complexity, and so preferring SYSMEM tends to be a winning
policy until profiled mode reaches a state where it can surpass it.
Signed-off-by: Dhruv Mark Collins <mark@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37802>
The default ROUND_DOWN_TO only handles POT alignment values, so
an additional variant was added which handles NPOT alignment too.
Signed-off-by: Dhruv Mark Collins <mark@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37802>
drmGetNodeTypeFromFd and drmGetRenderDeviceNameFromFd will be used in
EGL.
Acked-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Signed-off-by: Valentine Burley <valentine.burley@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40302>
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40318>
We sometimes use this with non-pointer keys.
This removes a footgun at the cost of a larger entry size on 32-bit.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40318>
We can drop RT flush and PS Scoreboard stall if state cache perf fix
disabled is set to 1. If bit is set RCC uses the sum of Binding Table
Pointer and Binding Table Index as tag in state cache instead of just
Binding Table Index.
On DX12 this is a performance win on all workloads we've tested.
On DX11 there are a bunch of performance of regression. We think this
is due to the fact that to avoid trashing the RCC, we need to remove
all but render targets from the binding table, meaning all shader
resource accesses have to go through the bindless HW heap. This leads
to additional register usage due to the need to push the base offset
of descriptor sets. Improvement in the compiler would likely mitigate
this.
This change introduce a DRIRC key we only turn on for DX12.
Also platforms prior to DG2/LSC have a really small bindless heap that
leads to additional register usage, so this optimization is completely
disable there.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10872
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10873
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/14075
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39982>
This trivial change is to improve readability of this header:
1. replaces random tabs to spaces
2. use 3-spaces indent consistently across the header
3. minor clang-format fixes
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40523>
_mesa_sha1_format has a few remaining uses, so it's moved to build_id.c,
which is its last user.
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40383>
Saves about 2k text size.
Before:
text data bss dec hex filename
24817485 456164 27080 25300729 1820ef9 ./lib64/libvulkan_intel.so
After:
text data bss dec hex filename
24815381 456164 27080 25298625 18206c1 ./lib64/libvulkan_intel.so
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40230>
The game uses glGetUniformLocation() but specifies the wrong program id
for one of the uniforms. The shader programs both contain shaders with
a uniform of the same name but because they have a different number of
uniforms the returned uniform location does not match the expected uniform.
Here we add a workaround to force the uniform with the wrong get location
params to always have the location 0 so that it doesn't matter which
shader the application checks for the location.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/14864
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40448>
Allows a uniform name to be passed to force_explicit_uniform_loc_zero
allowing us to set that uniform to an explicit location of zero.
Cc: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40448>
This adds some reusable math to set up YCbCr to RGB color transforms. It
covers ITU BT.601, ITU BT.709 and ITU BT.2020 YUV <-> RGB conversion, as
well as "narrow"" and "full" range.
This code is intended to replace three different implementations of
YUV-transforms already present in Mesa, all of them with different
parameterizations and differences in data-formats. These implementations
are: nir_lower_tex.c, vk_nir_convert_ycbcr.c and vl_csc.c.
None of the exising implementations seems to fully cover all of the needs
of the others. The one that comes the closest is the one in vl_csc.c, but
it has a few issues:
1. It doesn't differentiate between per-channel bit-sizes, which the
Vulkan code needs.
2. It uses enums from p_video_enums.h in Gallium to paremeterize the
behavior.
3. It's written in a monolithic way, handling up to two
range-remappings, which the other implementations doesn't need.
While it could be possible to entangle all of that, that would likely
end up being a more or less a new implementation anyway. So let's instead
try to pick the best of all three implementations into one new one,
that's broken into smaller pieces that can be assembled into either of
the three.
In addition, this implementation has a bunch of unit-tests, to make sure
we don't introduce subtle breakages down the line.
Reviewed-by: Eric R. Smith <eric.smith@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40175>
Having deleted_key be a reserved key probably wasn't useful, because it's
not a constant: it's (uintptr_t)&deleted_key_value.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40196>
Add a method for determining which MESA_MAP_ACCESS_* flag would be
appropriate for a given OwnedDescriptor, based on both access flags and
write seals (since access mode can be RDWR despite the seals!)
This is useful for virtgpu implementations when mapping incoming buffers
from host software into the guest's address space. Previously Rutabaga
relied on basic heuristics like "SHM is always R/O", but with upcoming
extra protocols to be forwarded over virtgpu channels (like PipeWire)
those assumptions no longer hold true.
Signed-off-by: Val Packett <val@packett.cool>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40132>
fp16 has quite the limited value range and with bigger integers
nir_round_int_to_float might return Inf where it shouldn't depending on
the rounding mode.
Fixes conversions half_rt[npz]_(u)?(int|long) CL CTS tests.
Cc: mesa-stable
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Rob Clark <rob.clark@oss.qualcomm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40163>
A fragment shader in Creed: Rise to Glory has `depth_less` set
however comparing the gl_FragDepth written with gl_FragCoord.z
shows that in some cases the depth is greater.
This fixes graphical artifacts on the character's skin.
Signed-off-by: Karmjit Mahil <karmjit.mahil@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40075>