Verify sizes / masks / etc against something logical to cull down the
trace space and automatically guard against a number of potential
hazards.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While the algorithm for computing the header size has been correct for a
while, we used a major hack to conservatively guess the body size. Let's
scrap that and figure out the algorithm we actually need to use to be
bit-identical with what the hardware expects.
We do have to be careful to add the header size to total comptued BO
size.
It's not clear how big the polygon list needs to be in practice -- but
it has to be somewhat bigger than the polygon list itself. This needs
more investigation. If we size the polygon list exactly based on the
polygon_list_size field, we get faults like:
[ 1224.219886] panfrost ff9a0000.gpu: Unhandled Page fault in AS0 at VA 0x000000001BDE8000
Reason: TODO
raw fault status: 0x660003C3
decoded fault status: SLAVE FAULT
exception type 0xC3: TRANSLATION_FAULT_LEVEL3
access type 0x3: WRITE
source id 0x6600
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The other commented lines just add noise/entropy we don't want, and can
in fact crash the trace due to asserts failing.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The polygon sizes are computed from the width/height/flags, so we can
reverse the computation and use our computation to verify the two
computation algorithms are bit-identical. If they are, we can omit the
computed fields.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We have the BOs available; ensure that the bounds specified in the
command stream are actually the correct bounds.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows the caller to call track_mmap multiple times for the same
gpu_va for the purpose of updating the mmap. This is used to trace
invisible BOs with kbase and doesn't apply to native traces.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows us to catch a class of errors (for negative offsets, etc)
automatically.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The on-the-wire representation of workgroups is not 1:1 to the decoded
Gallium-level workgroups (there are multiple valid encodings; see the
previous commit). Nevertheless, since we're now bit-identical in packing
vs the blob, we can check for a canonical form and only print the
verbose trace if we fail the canonical form.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is a blob quirk; in so much as I know, the hardware doesn't care.
But we're trying to be bit-identical to take as much entropy out of
traces as possible, so let's introduce the quirk.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The routines in this file have no dependency on Gallium. Let's share
them so they can be used for a theoretical future Vulkan driver or, more
immediately, consulted when tracing.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's obvious that it's linked by virtue of us printing the struct it
links against. No need to repeat ourselves.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The last remaining stuff was ARB_gl_spirv and ARB_spirv_extensions.
Note that it is really likely that we can enable it for some Gen7 (as
4.5 was), but it was not tested yet.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
To help make sure we are running tests in the ideal number of threads,
print load stats to make obvious when there's a problem with
utilization.
This will be specially useful when we run tests on a wider variety of
devices.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Some runners may be configured such that the qemu binary might not be
available by the time we need to start running commands within the
chroot.
So make sure that it's there to avoid suprising problems in that case.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
There's lots of locking changes going into the Panfrost kernel driver,
so better be prepared.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
A number of things can go wrong when building the rootfs from within a
non-native chroot, so make sure to print the bootstrap.log so we can
tell what's going on.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's able to run tests in parallel, fully utilizing the HW and
shortening considerable the time it takes.
Needed to disable tests in RK3288 for now because Volt doesn't support
armhf yet, though this should be fixed soon.
Tests are now run with --deqp-gl-config-name=rgba8888d24s8ms0, so we are
hitting a few more failures in tests that previously were being skipped.
The time to run the tests decreases from around 8 minutes to 1:45
minutes, allowing for extending coverage without increasing CI times too
much.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Trivial extension that matches PAL.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This gives a nice boost, +20% at this time on my Vega 56. Shader
ballot should be enabled by default at some point but it reduces
performance a bit (-6%) with Wolfeinstein II. Enable it only for
Youngblood at the moment, like what we did for Talos in the past.
As a bonus point, it gets rid of some minor artifacts that only
happens when ballot is disabled for some reasons.
Cc: 19.2 <mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Shader ballot will be enabled by default for Wolfenstein
Youngblood. This follows what we did for sisched.
Cc: 19.2 <mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Loops like:
block block_0:
vec1 32 ssa_2 = load_const (0x00000020)
vec1 32 ssa_3 = load_const (0x00000001)
loop {
vec1 32 ssa_7 = phi block_0: ssa_3, block_4: ssa_9
vec1 1 ssa_8 = ige ssa_2, ssa_7
if ssa_8 {
break
} else {
}
vec1 32 ssa_9 = iadd ssa_7, ssa_1
}
Were treated as having more than 1 iteration and after unrolling
produced wrong results, however such loop will exit during
the first iteration if not unrolled.
So we check if loop will actually loop.
Fixes tests/shaders/glsl-fs-loop-while-false-02.shader_test
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The comments say that we should remove continue if it is the last
intruction in a loop however we remove any kind of jump.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Otherwise hangs are possible. This register was already set for
GS and NGG.
Fixes: 5eaed7ecfc "radv/gfx10: enable support for NAVI10, NAVI12 and NAVI14"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Should take the max of the 2.
Fixes: ea337c8b7e "radv/gfx10: fix VS input VGPRs with the legacy path"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
An application quitting before the destroying its GL context and
binding a NULL context might still have a radeonsi compiler thread
running and potentially still accessing the types.
Therefore take a reference for the duration of the threads' lifetime.
v2: Only ref the glsl types, the builtins should be used by the time
shader data gets to a gallium driver.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The issue we're running into when running CTS is that glsl types are
deleted while builtins depending on them are not.
This happens because on one hand we have glsl types ref counted, but
builtins are not. Instead builtins are destroyed when unloading libGL
or explicitly calling glReleaseShaderCompiler().
This change removes almost entirely any dealing with glsl types
ref/unref by letting the builtins deal with it instead. In turn we
introduce a builtin ref count mechanism. Each GL context takes a
reference on the builtins when compiling a shader for the first time.
It releases the reference when the context is destroyed. It can also
explicitly release those when glReleaseShaderCompiler() is called.
Finally we also take a reference on the glsl types when loading libGL
to avoid recreating glsl types too often.
v2: Ensure we take a reference if we don't have one in link step (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We want to detect invalid refcounting so assert we have at least one
use before creating types.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Much like each driver, tests as standalone entities must take
references on the glsl types.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The script doesn't handle them correctly and D16_UNORM_S8_UINT
isn't supported by the hardware, mark it as invalid.
This fixes warning when generating gfx10_format_table.h.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111393
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The compute paths in vl are a bit AMD-specific. For example, they (on
nouveau), try to use a BGRX8 image format, which is not supported.
Fixing all this is probably possible, but since the compute paths aren't
in any way better, it's difficult to care.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111213
Fixes: 9364d66cb7 (gallium/auxiliary/vl: Add video compositor compute shader render)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
ra_get_best_spill_node is what other users of the mesa register
allocator use.
Switching to it now also fixes an infinite loop issue with ppir regalloc
with the ppir control flow patchset, and also provides a small gain over
the previous herusitic on number of spilled nodes testing with
shader-db.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>