Commit graph

223 commits

Author SHA1 Message Date
Vinson Lee
c897f7a722 v3dv: Fix assert.
Fix defect reported by Coverity Scan.

Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment job->ez_state =
VC5_EZ_DISABLED has a side effect. This code will work differently in a
non-debug build.

Fixes: cec2ed7c80 ("v3dv: fix disabling Early Z for the whole frame")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8666>
2021-01-31 22:28:53 +00:00
Alejandro Piñeiro
a346e1dea0 v3dv: properly handle two different binding points for cmd_buffers
From vkCmdBindPipeline spec:

  "pipelineBindPoint is a VkPipelineBindPoint value specifying to
   which bind point the pipeline is bound. Binding one does not disturb
   the others."

But internally we were only handling one pipeline per command buffer,
so binding a pipeline of one type would override an alredy bound
pipeline of other type.

Note that for push constants, in the same way that we were keeping one
client array and one bo for the values, for all stages, independently
of the stageFlags specified by vkCmdPushConstants, we are keeping the
same idea here, so such client array and bo is still tied to the
command buffer, and used by the two pipeline bind points. That makes
far easier tracking the push constants. We could revisit in the future
if we want a more fine grained tracking.

Fixes the following crashes:
 dEQP-VK.pipeline.push_constant.lifetime.pipeline_change_diff_range_bind_push_vert_and_comp
 dEQP-VK.pipeline.push_constant.lifetime.pipeline_change_same_range_bind_push_vert_and_comp

v2 (from Iago review)
   * Move removal of v3dv_resource definition to a different commit.
   * Use the new v3dv_cmd_pipeline_state on the cmd buffer meta
     sub-struct, call it gfx for consistency

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8613>
2021-01-22 10:50:32 +00:00
Iago Toral Quiroga
cec2ed7c80 v3dv: fix disabling Early Z for the whole frame
The documentation states that if we disable Early Z for the whole
frame in the RCL Tile Rendering Mode packet, then we should not
emit any draw calls with it enabled (which we can do by enabling
it in the CFG_BITS packet).

Since we emit our RCL after recording our draw calls in the BCL
and we were not considering there if any condition for global disable
would be met, it was possible that we end up with an incorrect
configuration when we decide for a global disable in the RCL, which
can cause rendering artifacts. This can be easily observed by simply
forcing the RCL bit to disable early Z in applications that are known
to enable it in CFG_BITS (such as the UE Shooter demo for example).

With this change we keep track of this scenario when we record
draw calls in the BCL and if decide that we need to disable EZ for
the entire job, we make sure we never enable it for any draw calls
in the frame.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
9c97cc37b0 v3dv: enable early Z/S clears
This is an optimization that should make Z/S clears faster. To enable
this we can't have any Z/S loads or stores in the job. Also, it seems
that enabling early Z/S clearing is independent of whether early Z/S
testing is enabled.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
f989d4ce1c v3dv: do not emit full tile buffers clears to handle Z/S clears
There was a misunderstanding regarding the scope of some hardware bugs
that led us to think that:

1. The Clear Tile Buffer Z/S bit was broken
2. The Clear Tile Buffer RTs bit would also clear Z/S.

1) is not really true, what happened was that some other bugs for which
we need workarounds anyway would have that effect. 2) was only true
for V3D 4.1, so it doesn't affect v3dv.

This change makes proper use of the Z/S bit instead of falling back to
clearing all tile buffers every time we have a Z/S clear. This also
allows us to do color clears on the tile store (which is faster) rather
than falling back to the clear all RTs bit every time we have a Z/S clear.

v2: rewrite the original comment about the hardwarebug description to
    include recent discussions with Broadcom instead of keeping it as
    is and amending it with an update note.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
3c19a518c9 v3dv: refactor checks for subpass attachment stores
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
f0ec3d9f6d v3dv: refactor checks for subpass attachment loading
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
7c5d753634 v3dv: refactor checks for subpass attachment clears
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
2021-01-21 14:12:00 +01:00
Iago Toral Quiroga
14651edbab v3dv: use PIPE_TIMEOUT_INFINITE
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8554>
2021-01-19 11:54:22 +01:00
Iago Toral Quiroga
15cf2ab642 v3dv: disable early Z writes if Z writes are disabled
I saw this while inspecting CL dumps from the UE Shooter demo,
where they disable Z writes for occlusion queries. The hardware
is probably doing this internally, but it doesn't hurt
to do this explicitly and make CL traces consistent with intended
behavior.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8571>
2021-01-19 10:08:27 +00:00
Iago Toral Quiroga
a46547671b v3dv: only update uniforms for dirty descriptors if stage has descriptors
If we have dirty descriptor set state we have to update our uniform
data to reference the new resources such as addresses for textures
or UBOs. This is known to have a high CPU cost, so we want to limit
this as much as we can.

It is a common rendering pattern in applications to render many objects
using the same pipeline, but modifying the descriptor sets bound to update
textures, UBOs, etc. In this scenario, we would be incurring in unnecessary
uniform stream updates for stages that don't access descriptor sets at all.

This change makes it so we track which shader stages in a pipeline
use descriptor set state and skips updating uniform streams for them
when dirty descriptor set state is the only reason requiring us to
generate new uniform streams for a draw call.

v2: reuse shader stage information from the pipeline set layouts
    to track shader stages that use descriptor state.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8555>
2021-01-19 08:07:57 +00:00
James Park
f86668f487 vulkan/util: Consolidate typed_memcpy
Collapse typed_memcpy definitions into one header.

Use do/while(0) pattern to fix MSVC compilation.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7830>
2020-12-01 07:48:08 +00:00
Alejandro Piñeiro
ce5c23eb00 v3dv/cmd_buffer: missing (uint8_t *) casting when calling memcmp
Caused to return early wrongly on CmdPushConstants with some tests
using several calls to that method. As we are here we are also
replacing the (void *) casting at the memcpy below.

Fixes: e1c8041cde ("v3dv: try harder to skip emission of redundant state")

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7718>
2020-11-23 09:51:24 +01:00
Iago Toral Quiroga
94c00be49f v3dv: only write new uniforms when needed
Writing uniform streams is performance sensitive so we should try our
best to avoid writing new uniforms if they have not changed. Particularly,
if only the vertex buffers have changed, we should not write new uniforms.

This improves performance in vkQuake2 by about 11.15%.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7683>
2020-11-20 08:00:00 +01:00
Alejandro Piñeiro
30b6fbc496 v3dv: use the common base object type and struct
Used as reference Hyujun's commit
5d3fdbc52b, that does the same for
turnip.

This commit also replaces in several cases alloc for zalloc, and adds
checks on more Destroy methods if the object to be free is NULL or
not. Most of them were needed to avoid crashes/weird behaviour due
trying to use un-initialized data. Note that now that vk_object_free
iterates over a array, making it more against un-initialized or just
NULL data.

Additionally, using zalloc we can also remove some memset to 0. In
fact we needed to remove them, as if not, they would override the
vk_object_base object to 0 (the alternative would me doing a memset
computing a pointer offset, but that's is not needed as we can just
use zalloc).

v2:
   * Call memset(0) on reused descriptor sets when calling
     ResetDescriptorPool, not when reallocating them (Iago)
   * Add null check when calling DestroyImageView (detected by a full CTS run)

v3: Fixed rebase conflicts after last meta copy/clear changes

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7627>
2020-11-17 23:55:14 +00:00
Alejandro Piñeiro
1fe52af61a v3dv: cleanup/remove support for pre-generated variants
In preparation to the changes that would allow to not need them.

It is worth to note that it is likely (we have some ideas in mind)
that we would need to bring back pre-generate variants on the
future. The approach is slightly different on v3dv_pipeline vs
v3dv_cmd_buffer:

  * v3dv_pipeline: even after the clean-up, we had code for all the
    functions they have, even if they were doing less things
    (specifically, a second shader variant), so they still make sense
    on their own, and serve as template for adding support of multiple
    pre-generated shader variants in the future.

  * v3dv_cmd_buffer: as we really don't need to fill up the key with
    some after-pipeline data, we would end with some functions empty
    (specifically cmd_buffer_populate_v3d_key). Even as a placeholder,
    that would be odd. Additionally the current code has a lot of
    boilerplate code (functions to fill up vs, cs and fs keys are
    basically the same), and we already have in mind refactor them. So
    it would be better to remove all of them, instead of keeping
    around some code we would not be happy with. If in the future we
    pregenerate more that one variant, hopefully the new code to chose
    between them would be better.

v2: clarify the commit message, and fix typos on the comments (Iago)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
2020-11-14 15:59:02 +00:00
Iago Toral Quiroga
7d6609e70d v3dv: fix occlusion query inheritance in secondary command buffers
If a secondary command buffer has occlusion query inheritance then
draw calls recorded in it should update an active occlusion query
counter started in the primary command buffer.

If executing the secondary in a primary required to emit jobs and
not just a branch instruction, then we might need to create a new
job for the primary as well, and in that case we would lose the
occlusion query state, so we need to re-emit it at that point so
any additional draw calls recorded into the secondary that is being
executed continue to update the counter.

Fixes:
dEQP-VK.query_pool.concurrent_queries.secondary_command_buffer

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7373>
2020-11-02 12:02:17 +01:00
Iago Toral Quiroga
12f87b6e7c v3dv: add support for timestamp queries
V3D doesn't provide any means to acquire timestamps from the GPU
so we have to implement these in the CPU.

v2: enable timestampComputeAndGraphics and set timestampPeriod (Piñeiro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7373>
2020-11-02 12:02:17 +01:00
Iago Toral Quiroga
53c6dc504b v3dv: implement vkTrimCommandPool
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7364>
2020-11-02 09:33:32 +01:00
Alejandro Piñeiro
e07c546763 v3dv/format: use XYZ1 swizzle for three-component formats
So far for the formats E5B9G9R9_UFLOAT_PACK32 and
B10G11R11_UFLOAT_PACK32 we were using a XYZW swizzle. But from Vulkan
spec those are three-component, without alpha, formats. So we should
use XYZ1 instead, as we were already doing for other three-component
formats.

Curiously the only case where this raised a problem were when using
clamp to border with transparent black. This change allows us to
remove the code that handled only that specific case.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7355>
2020-10-29 11:06:44 +01:00
Iago Toral Quiroga
666817ce84 v3dv: grow meta descriptor pool dynamically
Our blit shader path allocates a descriptor pool to create
combined image sampler descriptors for blit source images. So
far, we had sized this pool statically and the driver would
fail if we ever need to allocate more descriptors than that.

With this change, we switch to using a dynamic allocation
mechanism instead where we allocate as many pools as we need to
meet descriptor set allocation requirements for the command buffer.

Also, every time a new pool needs to be created, we double its
size (up to a limit), so we can start small and avoid wasting
memory for command buffers that only have a small number of blits,
while trying to keep allocation overhead low for command buffers
that record a lot of blits.

v2: use existing framework for automatic destruction of private
    driver objects to free allocated pools.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7311>
2020-10-27 10:15:28 +00:00
Iago Toral Quiroga
0a4fc19605 v3dv: skip unnecessary tile loads when blitting
If we are blitting to tile boundaries we don't need to emit
tile loads. The exception to this is the case where we are
blitting only a subset of the pixel components in the image
(which we do for single aspect blits of D24S8), since in that
case we need to preserve the components we are not writing.

There is a corner case where some times we create framebuffers
that alias subregions of a larger image. In that case the edge
tiles are not padded and we can't skip the loads.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7247>
2020-10-22 08:00:02 +02:00
Iago Toral Quiroga
24e46f70b9 v3dv: fixes for barriers in secondary command buffers
This patch addresses various issues, mostly from secondary command buffers
that recorded pipeline barriers that are not consumed in the secondary itself,
so they need to be applied to jobs that come right after the execution of the
secondary in a primary command buffer.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Iago Toral Quiroga
376b009104 v3dv: implement workaround for GFXH-1918
Loading depth with odd width/height might cause incorrect loading
of the early-Z buffer.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Iago Toral Quiroga
1e81bb05ae v3dv: implement workaround for GFXH-1461
If a subpass clears one aspect of Depth/Stencil but loads the other
the clear might get lost. Fix this by emitting the clear as a draw
call instead of relying on the TLB clear.

Fixes:
dEQP-VK.renderpass.suballocation.attachment.3.307

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Iago Toral Quiroga
6fb45a04ab v3dv: flag tmu_dirty_rcl in primaries when linking secondaries that have it set
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Alejandro Piñeiro
7620a1b13f v3dv/cmd_buffer: set instance id to 0 at start of tile
PTB assumes that instance id to be 0 at start of tile, but hw would
not do that, we need to set it.

This fixes some Vulkan CTS tests that start to fails after some other
tests used an instance id.

So for example, before this commit for the following tests, executed
in that order, we got the following behaviour:

dEQP-VK.pipeline.vertex_input.multiple_attributes.binding_one_to_many.attributes.float.mat2.mat3 => Pass
dEQP-VK.draw.indexed_draw.draw_instanced_indexed_triangle_strip => Pass
dEQP-VK.pipeline.vertex_input.multiple_attributes.binding_one_to_many.attributes.float.mat2.mat3 => Fails

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Alejandro Piñeiro
fa7fbdb088 v3dv/pipeline: set 16bit return_size for shadows always
So far we were pre-generating two variants, an all 16 bit return_size
and an all 32-bit return_size, as at pipeline creation time we don't
know the texture format that it would be used finally used.

But it is possible to override or at least refine the 32bit case, as
we know in advance that all shadow textures can (and in fact should)
use return_size 16bit.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:33 +00:00
Iago Toral Quiroga
29ef4ddcf9 v3dv: handle multisample rasterization with empty framebuffers
If the framebuffer has no attachments then multisample rasterization
is enabled based on the rasterizationSamples multisample state of
the pipelines. It should be noted that since we don't support
the variableMultisampleRate feature, all pipelines in the same
subpass must have matching number of samples.

V3D requires that we specifically setup our frames to enable
multisampling or not, and we do this when we create jobs inside
a subpass. Since we create the first job for a subpass as soon as
the subpas starts, this is problematic: if we don't have any
attachments, we don't won't enable MSAA at this point, but later
on we might bind an MSAA pipeline, since pipelines can be bound
at any point in the lifespan of a command buffer.

Here, we fix this by testing if the first draw call in a job uses
an MSAA pipeline but the job the was setup to not use MSAA, and in
that case we re-start the job with MSAA enabled.

We also take care of a corner case that seems to be tested by CTS
where a framebuffer with no attachments doesn't bind any pipelines
with MSAA enabled (so according to the Vulkan spec, multisample
rasterization must be disabled) but the fragment shader in use
reads gl_SampleID (which enables per-sample shading). This would
lead to enabling per-sample shading with single-sample rasterization,
which doesn't make sense and makes the simulator complain, so we just
disable per-sample shading in that case.

Fixes:
dEQP-VK.pipeline.multisample.mixed_count.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
4a63b1ae87 v3dv: handle multisample resolves for formats that don't support TLB resolves
The TLB multisample resolve feature is only limited to specific format types.
For everything else, including sfloat and integer formats, we need to
fallback to a blit resolve. This needs to be handled both for in-pass
resolves as well as for vkCmdResolveImage.

Because these blits would happen after the tile store operations, we need
to make sure we store the multisampled buffers so we can then read them for
the blit resolve.

Fixes the remaining test failures in:
dEQP-VK.renderpass.suballocation.multisample_resolve.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
7bbce22d7b v3dv: amend tile size tables with smallest tile sizes available
We'll need this for some cases involving maximum number of multisampled
color targets.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Alejandro Piñeiro
81b713e341 v3dv/descriptor: support for UNIFORM/STORAGE_TEXEL_BUFFER
This gets passing most uniform/storage_texel buffer tests.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
8a1f6717e8 v3dv: implement vkCmdResolveImage for whole images
For partial resolves we will need a shader blit & resolve fallback.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
b48e01e0cd v3dv: implement subpass multisample rendering and resolve
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
d953eab5af v3dv: process VkPipelineMultisampleStateCreateInfo properly
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
d87941cb3a v3dv: consider MSAA when computing frame tiling
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Alejandro Piñeiro
d64ff26563 v3dv/pipeline: pre-generate more that one shader variant
In order to reduce the number of shader builds after pipeline creation
(that ideally shouldn't happen) we pre-generate two shader variants at
pipeline creation time. In addition to the default one, that set the
return size for all texture to 16 bit, we build another variant
setting the return size for all textures to 32-bit. cmd buffer selects
the latter if any of the textures requires 32bit.

So we are using an all 16-bit return size or an all 32-bit return size
variants. This could be slightly improved by pre-generating return
size combinations if the texture number is below a threshold. But that
would require more space, and bigger pipeline creation time, so would
need to be evaluated.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Alejandro Piñeiro
a00fe4cb0c v3dv/pipeline_cache: cache v3dv_shader_variants
This also includes being able to serialize them as part of
GetPipelineCacheData and to deserialize it as part of
CreatePipelineCache.

So now we can also upload the assembly of the variant as part of the
PipelineCache creation.

Note that from all this the tricky part was the prog_data
serialization. v3d_compile allocates and fill a new prog_data, with
rzalloc. Among other things because it also allocates internally the
uniform list. So we needed to replicate that when deserializating the
prog_data. Ideally we would like to avoid that, and allocate as much
resources as possible using vk_alloc, but that would mean a somewhat
deep change on the v3d_compiler, that we want to avoid as much
possible for now.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Alejandro Piñeiro
63b6b633e9 v3dv/pipeline: add basic ref counting support for variants
As soon as we start to cache variants on pipeline caches, the same
variant could be used by different pipelines and pipeline caches.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
a2723154c5 v3dv: fix dynamic state after meta operation
We should always save state on a push before starting a meta operation,
even if we don't have a pipeline, since dynamic state can be set at any
time directly on the command buffer. Similarly, we should always restore
it if the pop after the meta operation signals that it has written any
state, not only if we have a graphics pipeline to restore.

Fixes a rendering artifact in VkQuake.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
47e02a2ef1 v3dv: add a fast path for vkCmdClearAttachments
Since vkCmdClearAttachments executes inside a render pass, we would
benefit from converting it to a draw within the current subpass job to
improve batching and avoid expensive tile load/store operations.

This can dramatically improve performance for applications using this
command, however, we can only use this if we are clearing the base
layers of framebuffer attachments, since otherwise we would need to
use layered rendering, which we don't support yet.

This improves vkQuake3 performance dramatically (almost 100%
performance improvement at 1080p), which calls this twice per frame.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
c5d07802dc v3dv: only clear depth/stencil attachments if any aspect needs clearing
When we can't perform the clears using the TLB and fallback to
vkCmdClearAttachments make sure we only emit the clear if any of
the depth/stencil aspects actually needs it.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
c4564f62aa v3dv: emit new shader state if viewport is dirty
If we have a dirty viewport then we need to re-emit our uniforms
to update QUNIFORM_VIEWPORT_*.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
e7678f7c7f v3dv: only care about barriers between GPU jobs
We don't need to do anything special for host/gpu synchronization.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
97891898c3 v3dv: only use per-buffer clear bit for cases were we are already storing
This bit is helpful if we already need to store the buffer, but otherwise
we should not emit the store only to get the clear, we can use the global
clear packet for that and save us an expensive tile buffer store operation.

Also, we have not been using the per-buffer clear bit for depth/stencil
stores since "v3dv: fix depth/stencil clears on hardware", so we should
never been considering clearing needs to flag stores.

This improves vkQuake performance somewhere between 5%-15% by allowing
us to skip the store of the depth attachment.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
add8778638 v3dv: ignore stencil load operation if attachment format doesn't have stencil
This gets vkQuake to render correctly, which creates render passes with
stencil load operations even when the depth/stencil attachment format
doesn't have a stencil aspect. While this is a bit weird, it seems to
be allowed by the spec:

   "If the format has depth and/or stencil components, loadOp and storeOp
    apply only to the depth data, while stencilLoadOp and stencilStoreOp
    define how the stencil data is handled."

In our case we were not ignoring it and this was causing that we emitted a
Z buffer load that seemed to clobber the Z clear, preventing all draw calls
from passing the depth test.

While we are at it, also change the depth/stencil store operation (which
was already handling this scenario correctly) to use the format of the
render pass attachment description rather than the underlying image
format.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
0db95de577 v3dv: improve pipeline barrier handling
So far we have been getting away with finishing the current job in the
presence of a pipeline barrier and relying on the RCL serialization,
but of course this is not always enough.

This patch  addresses synchronization across different GPU units
(i.e. draw indirect after compute), as well as cases where we need to
sync before binning.

Fixes CTS failures in:
dEQP-VK.synchronization.op.single_queue.barrier.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Iago Toral Quiroga
a2538b2520 v3dv: make sure we emit vertex attributes in location order
The order in which we emit the attributes is relevant, since
GL_SHADER_STATE_ATTRIBUTE_RECORD packets don't include an explicit
attribute index. This means that we need to emit them in driver
location order, since the compiler uses that location to compute
attribute offsets in the VPM.

Fixes ~1300 CTS tests in:
dEQP-VK.pipeline.vertex_input.multiple_attributes.out_of_order.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Iago Toral Quiroga
3bd02a729a v3dv: fix color border clamping with specific formats
For some reason, CTS expects E5B9G9R9 and B10G11R11 with
transparent black border clamping produce alpha 1 instead of 0.

Since border color takes precedence over the texture state swizzle,
the only way to fix this is to lower the texture swizzle in the shader
to set alpha to 1.

Fixes:
dEQP-VK.pipeline.sampler.view_type.*b10g11r11*clamp_to_border_transparent_black
dEQP-VK.pipeline.sampler.view_type.*e5b9g9r9*.clamp_to_border_transparent_black

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Iago Toral Quiroga
bf20a5e7b7 v3dv: fix srcSubresource description for image to buffer blits
We are emitting a loop copying layer by layer here.

Fixes:
dEQP-VK.pipeline.render_to_image.core.*.huge.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00