Without additional signalling of modifiers, CRCs cannot possibly in a correct
way work across process boundaries. Since we don't do that signalling, we should
not be allocating private CRCs for imported resources, and we should not be
using our own private CRCs for internal resources.
The entire out-of-bands CRC infrastructure is a hack to let us do CRCs even for
imported/exported BOs, but that can't possibly work. Remove it, and remove a
pile of special cases across the driver.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19576>
If the map doesn't set MAP_DISCARD_RANGE, we do have to copy the existing
contents over. MAP_WRITE on its only gives permission to replace the contents,
unfortunately it does not require that the application actually do so.
Closes: #7640
Fixes: 0b26a9f773 ("panfrost: Don't copy resources if replaced")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reported-by: Roman Elshin
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19576>
Stick to macos-11 to prevent accident broken
always install meson with pip to prevent pull new version of python
Cc: mesa-stable
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19615>
Fixes issue with "is helper invocation" that in recent SPIR-V is mapped to
a volatile Load. The CSE was catching the loads before they were transformed
in the new is_helper_invocation intrinsic (that is not reorderable).
Fixes: 729df14e45 ("nir: Handle volatile semantics for loading HelperInvocation builtin")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: M Henning <drawoc@darkrefraction.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19432>
Vulkan has VkChromaLocation and all drivers suggest
VK_CHROMA_LOCATION_MIDPOINT on Android. The blob also uses MIDPOINT.
Based on my limited tests, the image quality is higher with MIDPOINT.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19514>
This seems to have no effect on a618, but restores linear filtering on
a635 when the texture is yuv. The blob sets it on a635 as well (but not
on a618).
Fixed android.media.cts.DecodeAccuracyTest#* on a635.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19514>
Function device_select_once_init are removed in-favor of SIMPLE_MTX_INITIALIZER
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18493>
Since we expect a limited # of unique border-color entry states, we can
use a global table of border-color entries, rather than constructing the
state at draw time. This shifts all the border-color overhead from draw
time to sampler state CSO creation time. And it's less code!
A hashtable is used to map unique border-color table value to entry so
multiple usages of what maps to the same table entry all re-use a single
slot in the table. This puts an upper bound on the # of unique border-
color plus format value. In practice this shouldn't be a problem, we'll
just size the table to be large enough to not run into problems with
CTS. Note that the border-color table entry is not completely format
dependent (mostly just integer vs float dependent), so for example a
single color with different float formats can map to a single table
entry.
This also fixes the problem that we completely ignored border-color for
GS/tess stages.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7518
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19561>
All defined in the baremetal-test-arm*
Reviewed-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Signed-off-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19548>
With the current scheme, looking at game startup which should be the
worst case (most heavily loaded) time for the compiler threads, and they
seem to be ~10% busy. Furthermore we typically have a mix of "big" and
"LITTLE" cores.. with about half being "big". So sizing the thread pool
to the half the # of CPU cores seems reasonable.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19387>
Android's implementation of the blob-cache get/put funcs do not
implement any compression. And the default cache size is rather small,
at 2MB (!!) per app (although I assume everyone patches android to
increase the size limit).
We don't bother compressing the has_key/put_key path, since that path is
only storing a uint32_t.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19387>
If the surface is already in use by another swapchain, return
VK_ERROR_NATIVE_WINDOW_IN_USE_KHR. The spec states:
> If pCreateInfo->oldSwapchain is VK_NULL_HANDLE, and the native
> window referred to by pCreateInfo->surface is already associated
> with a Vulkan swapchain, VK_ERROR_NATIVE_WINDOW_IN_USE_KHR must
> be returned.
Signed-off-by: Simon Ser <contact@emersion.fr>
Reviewed-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Acked-by: Daniel Stone <daniels@collabora.com>
References: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7467
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19229>
It turns out that this actually is supported. GMEM can hold multiple
layers which are cleared, loaded, and resolved separately. The stride
between layers seems to be implicitly calculated based on the tile size,
and we have to match it when blitting to/from GMEM. One tricky thing is
that now we may realize that we don't have enough space for GMEM only
when computing the tiling config, because we may not know the number of
framebuffer layers until we have the framebuffer and too many
framebuffer layers will exhaust GMEM.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19505>
According to RadeonSI, only GFX10 and GFX10.3 need to emulate.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19319>
__pipe_mutex_assert_locked is not used anymore so remove it from os_thread.h
The remove of "pipe/p_compiler.h" caused compiling failure also fixed
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19557>
Many Intel platforms can only perform 32x16 bit multiplication. The
straightforward way to implement 32x32 bit multiplications is by
splitting one of the operands into high and low parts called H and L,
repsectively. The full multiplication can be implemented as:
((A * H) << 16) + (A * L)
On Intel platforms, special register accesses can be used to eliminate
the shift operation. This results in three instructions and a temporary
register for most values.
If H or L is 1, then one (or both) of the multiplications will later be
eliminated. On some platforms it may be possible to eliminate the
multiplication when H is 256.
If L is zero (note that H cannot be zero), one of the multiplications
will also be eliminated.
Instead of splitting the operand into high and low parts, it may
possible to factor the operand into two 16-bit factors X and Y. The
original multiplication can be replaced with (A * (X * Y)) = ((A * X) *
Y). This requires two instructions without a temporary register.
I may have gone a bit overboard with optimizing the factorization
routine. It was a fun brainteaser, and I couldn't put it down. :) On my
1.3GHz Ice Lake, a standalone test could chug through 1,000,000 randomly
selected values in about 5.7 seconds. This is about 9x the performance
of the obvious, straightforward implementation that I started with.
v2: Drop an unnecessary return. Rearrange logic slightly and rename
variables in factor_uint32 to better match the names used in the large
comment. Both suggested by Caio. Rearrange logic to avoid possibly
using `a` uninitialized. Noticed by Marcin.
v3: Use DIV_ROUND_UP instead of open coding it. Noticed by Caio.
Tiger Lake, Ice Lake, Haswell, and Ivy Bridge had similar results. (Ice Lake shown)
total instructions in shared programs: 19912558 -> 19912526 (<.01%)
instructions in affected programs: 3432 -> 3400 (-0.93%)
helped: 10 / HURT: 0
total cycles in shared programs: 856413218 -> 856412810 (<.01%)
cycles in affected programs: 122032 -> 121624 (-0.33%)
helped: 9 / HURT: 0
No shader-db changes on any other Intel platforms.
Tiger Lake and Ice Lake had similar results. (Ice Lake shown)
Instructions in all programs: 141997227 -> 141996923 (-0.0%)
Instructions helped: 71
Cycles in all programs: 9162524757 -> 9162523886 (-0.0%)
Cycles helped: 63
Cycles hurt: 5
No fossil-db changes on any other Intel platforms.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17718>
This is especially helpful for a*isign(a) generated by idiv_by_const
optimization. On many GPUs, isign(a) is lowered to imax(imin(a, 1),
-1).
There are no changes on fossil-db because ANV uses a different
optimization path for idiv with a constant denominator. A future MR
will change this.
NOTE: This commit used to help a few hundred shader-db shaders, but
now none are affected. I suspect this is due to some change in the
idiv_by_const optimization. This could possibly be dropped.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17718>