Looks like 3 implementations already have that field in their private
command_buffer struct, and having it at the vk_command_buffer opens the
door for generic (but suboptimal) secondary command buffer support.
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
Just as with all other TLB operations, we can only use the TLB if the render
area is aligned to tile boundaries. If it is not, then the operation would
overwrite pixels outside the render area, which is not allowed.
In this case, we can't even emit a previous TLB load to fix this because the
TLB has the multisampled attachment, not the resolve attachment, which is
just a destination buffer for the tile store.
Because the condition for tile alignment has to be determined for each
subpass, we handle this by storing this information in the attachment
state of the command buffer with the start of each subpass. We store
whether the attachment is to be resolved and whether it can use the
TLB (considering tile alignment restrictions).
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14752>
With multiple semaphore support, we can improve the way we handle
wait semaphores considering different job types and cmd buffer
batch scenarios, that means:
- A GPU job depends on wait semaphores whenever it is the first job
submitted to a queue in this command buffer batch (the `first` flag
for the job's queue type is set).
- For the first CPU job, if there are wait semaphores, we should
wait for the CPU and GPU being idle to process the job.
Signed-off-by: Melissa Wen <mwen@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13178>
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>
v3dv, radv, and turnip are using several C&P format helpers (most of
them wrappers over util_format_description based helpers). methods.
This commit moves the common helpers to the already existing common
vk_format.h. For the case of v3dv we were able to remove the vk_format
header. For turnip and radv, a local vk_format.h header remains, with
methods that are only used for those drivers.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13858>
We had some with unlikely, some without it. Let's just put unlikely to
all of them.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13071>
Switch to using common structure.
Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13000>
When multiview is enabled, queries must begin and end in the
same subpass and N consecutive queries are implicitly used,
where N is the number of views enabled in the subpass.
Implementations decide how results are split across queries.
In our case, only one query is really used, but we still need
to flag all N queries as available by the time we flag the one
we use so that the application doesn't receive unexpected errors
when trying to retrieve values from them.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
The Vulkan spec states that when multiview is enabled the number of
layers in the framebuffer is set to one and that each attachment
must then have at least as many layers as referenced by view masks
in the subpasses in which is used.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
We implement multiview by replicating draw commands for all enabled
views and setting a command buffer state for the currently active
view we are broadcasting to.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
With multilayered framebuffer we want to allocate enough tile state for
all layers involved, so te binner can handle layered rendering where
a geometry shader is used to redirect primitives to specific layers by
writing to gl_Layer.
However, we may also have layered framebuffers in cases where layered
rendering won't be used. Typically this will happen for meta copy/clear
operations, where we setup multilayered framebuffers but then we just
load and/or store the tile buffer without ever rendering a primitive,
let alone use a geometry shader to do layered rendering. In these cases
we can reduce the amount of tile state allocated to a sigle layer.
This patch allows us to specify if we should allocate tile state for all
layers when we start a new frame. We will take advantage of this in
later patches targetting the meta copy/clear code paths.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11923>
This was required to handle the case of secondary command buffers that
did not have framebuffer information available from the primary, since
we used to have an implementation that required this information to
be available for the fallback path of vkCmdClearAttachments. Now that
we can handle our our attachment clears in the current subpass by
emitting draw calls, we no longer need the framebuffer information to
be available and we can remove this.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
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>
This includes code from:
* v3dv_cmd_buffer
* v3dv_meta_copy
* v3dv_meta_clear
v2: move some of the functions to source files that makes more sense
now (Iago).
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
For consistency, as we use use the v3dvx convention to point that it
depends on the hw version. Also on OpenGL the equivalent macro is
v3dx_pack.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
Fix defect reported by Coverity Scan.
Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment deviceMask = 1U
has a side effect. This code will work differently in a non-debug
build.
Fixes: 234e1b7356 ("v3dv: implement VK_KHR_device_group")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11197>
This was added with VK_KHR_device_group and allows users to specify
a base offset that will be automatically added to gl_WorkGroupID.
Unfortunately, V3D doesn't support this natively, so we need to add
the base to the workgroup id generated by hardware manually. For this,
we inject add instructions that source from a QUNIFORM that will
retrieve the actual dispatch base from the compute job when it is
dispatched.
Since a compute shader can be dispatched with CmdDispatch and/or
CmdDispatchBase, we always need to add these additional add
instructions and use a base of (0,0,0) for regular dispatches.
Since we don't support any version of OpenGL with this dispatch
base functionality we can avoid the extra instructions there.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
When a TSY barrier is hit, the entire supergroup will be synchronized.
If the supergoup is large and uses all available QPU threads it would
mean that we would sychronize and stall all running threads until all
of them reach the barrier, which may be inefficient.
This patch makes it so that if the compute shader has any such barriers
we limit the supergroup size so each supergroup only takes half of the
QPU threads available at most, so that if one supergroup hits a
barrier we have at least one other supergroup we can run, reducing
idle QPU time.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
Each supergroup executes a number batches. Each batch has 16 elements
(one per QPU lane), except possibly the last batch which might be
incomplete. Until now, we packed a single workgroup in each supergroup,
which can lead to more incomplete batches and less efficient use
of the QPUs depending on the configuration of workgroups being dispatched.
This patch computes a number of workgroups per supergroup so that
we reduce or completely eliminate incomplete batches if possible.
It should be noted however, that TSY barriers act on supergroups,
so larger supergroups lead to larger syncpoints on barriers too.
A follow-up patch will try to find a good balance for compute shaders
that use such barriers.
This improves performance of the Sascha Willem's computecloth demo
by ~13%.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
As we are not using anymore references to the old VC5, let's rename
definitions from VC5 to V3D in the Vulkan driver.
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/10402>
We were using the pipeline layout to discard uniform updates for
stages that don't use descriptors, but we can do better by keeping
track of the stages used by the specific dirty descriptor sets and
only update uniforms for stages that are included in those.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>