Persona 3 Reload is largely affected by the way amplification works with
NGG GS and disabling it drastically improve performance.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27518>
SPECviewperf creo-03 needs GL_EXT_shader_image_load_store in order for
its shaders to compile but we don't support a few corner cases that
didn't make it into the ARB variant. It seems to run fine with an
override, so just do that for now.
Cc: mesa-stable
Acked-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27429>
1.2.9 has been released in January 2017, so let's assume
we'll find it everywhere.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27311>
AoE4 samples texture on the edge between texels, which can cause
unexpected texel to be returned, and cause misrenderings. This workaround
enables coordinate rounding even in NEAREST mode, which fixes the problem.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9864
Signed-off-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27337>
except leaving u_endian.h behind to use __ANDROID__ directly to be
consistent with the rest in that file, which deserves a different
refactor
Signed-off-by: Yiwei Zhang <zzyiwei@chromium.org>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27374>
Change force_vk_vendor=-1 for Red Dead Redemption 2 to avoid
pop up driver warning on launch. Warning only applies to Windows
driver.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27364>
The only change in behavior is that setting the affinity mask is skipped
when it has no effect, which happens when the app thread hasn't been moved
under a different L3 cache by the kernel (the sched_state variable tracks
that). This improves performance because setting the affinity mask incurs
measurable CPU overhead even if it has no effect.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27247>
"__ANDROID__ is defined by the compiler. It is defined for
all Android targets."
"ANDROID is set by some build systems, and not in any reliable
manner (in AOSP it actually just means that you're in AOSP; it's
set even when you're building host code for Windows, so it
doesn't mean much of anything)."
https://github.com/android/ndk/issues/407https://github.com/android/ndk/issues/807
Since the toolchain provides __ANDROID__ for actual Android
targets, standalone NDK and Soong builds should work.
The Mesa CI uses a combination of the NDK toolchain, internal
Android stubs and a Debian sysroot when compile testing Android.
Long-term, it should be possible to remove ANDROID and use
DETECT_OS_ANDROID everywhere.
Reviewed-by: Aaron Ruby <aruby@blackberry.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26874>
Game needs strict image count to not crash in non-vsync mode.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27038>
Talos Principle and related games on that engine fail to handle
SUBOPTIMAL properly. Adds an option to ignore SUBOPTIMAL and pretend
it's SUCCESS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27037>
DOOM Eternal builds acceleration structures with inactive primitives and
tries to make them active in later AS updates. This is disallowed by the
spec and triggers a GPU hang. Fix the hang by working around the bug.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27034>
This function ends up getting called an awful lot when loading a large
Fossilize cache db, so let's replace strtol with something more
reasonable.
For a game with 97k shaders, this reduces instance creation time from
203ms to 52ms.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27052>
The name suffix 'NONZERO' matched suffix of util_is_power_of_two_nonzero
IS_POT_NONZERO added for reduce duplicated code and compatible for different size
uintptr_t,uint32_t,uint64_t
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26909>
Although gbm_gralloc has not been maintained for a long time, it is still
used in android-x86, BlissOS and WayDroid. Let's add support so that
x86 drivers no longer need to request tiling flags from the kernel.
Acked-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Tested-by: HMTheBoy154 <buingoc67@gmail.com> # BlissOS 15 & Mesa 23.3.2
Tested-by: Mauro Rossi <issor.oruam@gmail.com> # android-x86 for mesa 24.0.0-devel on Skylake GT2
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25380>
Detroit: Become Human has an optimization issue where the same BO is
mapped and unmapped on a per-frame basis, which leads to massive
overhead in the kernel, both creating the mapping and taking page
faults.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26942>
Adds support for legacy QCOM grallocs that are a part of AOSP:
hardware/qcom/display/*/libgralloc
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Tested-by: tarsin <yuanqingxiang233@163.com>
Acked-by: Chia-I Wu <olvaffe@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25410>
... to reuse it later in QCOM gralloc.
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Tested-by: tarsin <yuanqingxiang233@163.com>
Acked-by: Chia-I Wu <olvaffe@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25410>
If debug string is something like "all,file=..." the all case would
never be executed, this can be fixed by comparing up to strlen("all").
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26882>
Currently the shader cache is broken when running under flatpak-spawn
because the shader cache's parent directory will not exist. For example,
the shader cache directory might be:
/home/mcatanzaro/.var/app/org.gnome.Epiphany.Devel/cache
If /home/mcatanzaro/.var/app/org.gnome.Epiphany.Devel/ does not already
exist, we fail. Let's create the directories recursively, as if by
'mkdir -p', rather than just fail.
Fixes#8294
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25925>
align is a function and when we want use it, the align variable will shadow it
So replace it with other names
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26885>
The default value remains 2048, which is also used for rounding up
any user provided size.
The option is useful in cases where there's a better idea of the
amount of data that's going to be used.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25279>