This title incorrectly tries to allocate descriptor sets larger than
the number of sampler items in the descriptor pool.
Workaround by taking other largest item count in the descriptor pool
and use that for samplers.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11795
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Lina Versace <lina@kiwitree.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32285>
This has the best fossil-db results across in a sweep from 0..15.
fossil-db results on Alderlake:
Instructions in all programs: 152849904 -> 152824116 (-0.0%)
SENDs in all programs: 7677830 -> 7677830 (+0.0%)
Loops in all programs: 48470 -> 48470 (+0.0%)
Cycles in all programs: 11988670382 -> 11987530942 (-0.0%)
Spills in all programs: 42863 -> 41777 (-2.5%)
Fills in all programs: 77114 -> 73044 (-5.3%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31990>
This avoids massively long shader compile times when there is lots of
spilling, at a minor cost of a few more spills/fills. Choose 15 as it is
already the default used by the Cyberpunk 2077 driconf workaround.
Surprisingly the number of additional spills/fills are miniscule in
fossil-db:
Instructions in all programs: 152680595 -> 152681525 (+0.0%)
SENDs in all programs: 7672789 -> 7672789 (+0.0%)
Loops in all programs: 48469 -> 48469 (+0.0%)
Cycles in all programs: 11981743456 -> 11984228708 (+0.0%)
Spills in all programs: 42989 -> 42779 (-0.5%)
Fills in all programs: 76380 -> 76776 (+0.5%)
partly because of the chaotic unpredictability that the choice of
registe to spill has on a shader. For example, this patch massively
helps some shaders in terms of spills/fills:
Spills helped fossils/fossil-db/steam-native/red_dead_redemption2.vk-g6.foz/4101ff9c9b83bf22/SIMD8 fragment: 3208 -> 2894 (-9.8%)
Fills helped fossils/fossil-db/steam-native/red_dead_redemption2.vk-g6.foz/4101ff9c9b83bf22/SIMD8 fragment: 7258 -> 6795 (-6.4%)
Spills helped fossils/q2rtx/q2rtx-rt-pipeline.976f4ab1c0fee975.1.foz/c496e8a549f6b4bf/compute: 109 -> 92 (-15.6%)
Related: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31133
Related: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9241
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11709
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11844
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31269>
When barriers are used in invalid shaders with non-uniform control flow
we might get a hang. Forcing 32-wide group can help by making it more
probable that barrier instruction is executed by at least one channel
in each thread, and thus hang will be avoided. This shouldn't affect
Xe2+, where active-thread-only barriers are used anyway.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11497
Signed-off-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30581>
Dota 2 and Counter-Strike 2 really want to be able to allocate memory
for both VkImages and VkBuffers from the same memory type. Xe2's
special compression-only memory type does not support buffers, which
makes these games crash. Disable CCS on these games as a workaround.
This is a temporary workaround as we're still working towards a
long-term solution (either by fixing the engine or finding a way
better expose our memory types).
Backport-to: 24.2
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11520
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11521
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30481>