Instead of checking whether the source and destination are the same,
we should check if the underlying BOs are the same, since we may
be suballocating resources from the same allocation and the kernel
will fail to execute jobs if the BO list has duplicated entries.
Fixes aborts with Unreal Engine due to failed TFU jobs.
Fixes: 30f1fc25ce ('v3dv: implement TFU blits')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8098>
dep_valgrind gives you -I/usr/include/valgrind (or whatever) so if
valgrind/ wasn't in the search path anyway, these includes would fail.
Found in CI when adding valgrind to the build images.
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7936>
Replace mesa's slightly different container_of() with one more aligned
to the linux kernel's version which takes a type as the 2nd param. This
avoids warnings like:
freedreno_context.c:396:44: warning: variable 'batch' is uninitialized when used within its own initialization [-Wuninitialized]
At the same time, we can add additional build-time type-checking asserts
Signed-off-by: Rob Clark <robdclark@chromium.org>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7941>
This adds an enum to the load tile buffer that forces the alpha channel
to be set to 1. This will be required later to load RGBX formats.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7816>
The filter is only relevant to handle blits that invole scaling, but
our TFU path doesn't handle any kind of scaling so we can safely
ignore it.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7845>
The TFU path only activates for blits that are really copies
(no linear filtering, no scaling, same pixel format, etc.), and
we do it slice by slice, so we can easily handle mirroring of the
Z coordinate for 3D images by reversing the order of the layers
as we copy them.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7845>
Same as with other TFU paths, we only handle exact copies without
conversion, so we can rewrite the format to use a compatible TFU format
based on its texel size, which allows us to use this path with more
formats.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7845>
Just like we do for image copies, since we are not doing any pixel
format conversions, we can translate the image format to a compatible
format that is supported by the TFU.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7809>
We were always using baseArrayLayer from the image subresource, but
for 3D images we should use the Z offset of the region.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7809>
We will be using the new parameter in an upcomig change. The TFU
unit has a limited list of supported formats, so for cases where
we don't want to do any pixel format conversions and we are just
copying raw image data, we want to be able to rewrite the underlying
image format to use a compatible format. We will be using this
in a follow-up patch that adds a TFU path for image copies. For this
purpose, we also, move the function definition up in the file
so it is available for that upcoming TFU path without having to
put its prototype earlier in the file.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7809>
When copying multiple regions that have the same image subresource we are
effectively copying various rects across the same layer range, so we can
batch together all the rects to copy for each layer in a single job.
This allows us to significantly reduce CPU overhead when recording the
command, as we need to produce less jobs and allocate less descriptor
sets. It also offers smaller gains in execution time due to the reduced
job count.
A stress test where we copy 10 subrects of an image in a loop 100 time,
choosing regions that will involve the texel buffer path, we get these
results:
| Recording Time | Execution Time |
----------|----------------|----------------|
master | 3.021s | 0.112s |
----------|----------------|----------------|
patch | 0.163s | 0.080s |
----------|----------------|----------------|
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7782>
Halt is like a return for the entire shader or exit() if you prefer to
think of it that way. Once an invocation hits a halt, it's 100% dead.
Any writes to output variables which happened before the halt do,
however, still apply.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7356>
We were allocating twice the size we need for this array. This was
probably caused by a copy and paste error from the GL driver which
grows this dynamically as BOs are added to the job.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7733>
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>
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>
We are already ensuring that we only copy the appropriate pixel
rect via the scissor and viewport state, so there is no need to
do this check in the shader.
Using a stress test with 100 buffer to image copies of a single
layered image with 10 miplevels recorded into a command buffer and
measuring the time it gets to execute the command buffer we get
these results:
| Execution Time |
----------|----------------|
master | 0.142s |
----------|----------------|
patch | 0.071s |
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7671>
We still need a fallback for the case where the application makes
WSI allocations without a surface (Zink), but for the general case,
this is the right way to do this, as it would ensure that we use
the same display connection that was used to create the surface.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7631>
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>
Following a suggestion from Alejandro, since playout is a word on its own
and can be confusing. It also makes it more consistent with other
variable names that use an underscore.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7651>
This avoids redundant per-layer operations that are the same across
layers or that only need to do once. Namely:
- The sampler for the blit source is the same for all layers.
- The decision about whether we need to load TLB contents or not only
needs to be done once.
- Some command buffer state such as the pipeline, the viewport and the
scissor is the same for all layers and should only be bound once.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7651>
This removes the need to lock just to check if we have created them
due to the lazy allocation strategy we had in place.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7651>
This is much faster than the blit fallback (which requires to upload
the linear buffer to a tiled image) and the CPU path.
A simple stress test involving 100 buffer to image copies of a
single layer image with 10 mipmap levels provides the following
results:
Path | Recording Time | Execution Time |
-------------------------------------------------|
Texel Buffer | 2.954s | 0.137s |
-------------------------------------------------|
Blit | 10.732s | 0.148s |
-------------------------------------------------|
CPU | 0.002s | 1.453s |
-------------------------------------------------|
So generally speaking, this texel buffer copy path is the fastest
of the paths that can do partial copies, however, the CPU path might
provide better results in cases where command buffer recording is
important to overall performance. This is probably the reason why
the CPU path seems to provide slightly better results for vkQuake2.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7651>
By default we are using 32bit output type for texture operations,
16bit for shadow.
With this commit we also use the precision info from the sampler (that
is assigned if SPIR-V uses RelaxedPrecision decorator), in order to
use 16bit.
This is a first step as only take into account the precision of the
deref_vars used on the texture operation.
But the decoration can be also applied to other cases, like the result
of the operation. That means that there are ways to infer that the
texture operation can operate at relaxed precision. Those cases would
be handled on following patches.
v2:
* Add directly the return_size on the descriptor_map, instead of
shadow/relaxed_precision.
* Check relaxed precision for images too (Iago)
* Handle the return size for the default sampler
v3:
* Handle different output size for the case of not having a sampler.
* Comment fixes (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
Now that the v3d compiler has support for separated texture and
sampler indices, we can stop to combine them. Again, that's what
Vulkan allows after all.
As we are doing this we can't use anymore the texture format (coming
from the texture) to chose the return size (that is a sampling
parameter). We default for 32, and just go to 16 for shadow. We plan
to use SPIR-V RelaxedPrecision to use in more cases 16 bit. We would
do that on following patches.
v2 (from Iago feedback):
* Fix typos/bad grammar on comments.
* Move tex/sampler number assert to before the loop that fills
tex/sampler info.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
So far the v3d compiler has them combined, as for OpenGL both are the
same. This change is intended to fit the v3d compiler better with
Vulkan, where they are separate concepts.
Note that NIR has them separate for a long time, both on nir_variable
and on some NIR lowerings.
v2: (from Iago feedback)
* Use key->num_tex/sampler_used to iterate through the array
* Fill up num_samplers_used on v3d, assert that is the same that
num_tex_used if possible.
v3: (Iago)
* Assert num_tex/samplers_used is smaller that tex/sampler array size.
v4: Update assert mentioned on v3 to use <= instead of < (detected by CI)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
squash! broadcom/compiler: separate texture/sampler info from v3d_key
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
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>
index is of type uint32_t.
Fix defects reported by Coverity Scan.
Macro compares unsigned to 0 (NO_EFFECT)
unsigned_compare: This greater-than-or-equal-to-zero comparison of
an unsigned value is always true. index >= 0U.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7518>
So far, we have only been supporting X11, so we assumed that we were running
inside X11 and would always try to get an authenticated fd from Xorg during
device initialization. While this works for desktop Raspbian, it is not
really correct and it is not what we want to do when we start considering
other WSIs.
Initially, one could think we can still do this by guarding the WSI code
under the proper instance extension check. This, however, doesn't work
reliably, as the Vulkan loader can call vkEnumerateDevices without enabling
surface extensions on the instance, which then can lead to us not
initializing any display_fd and failing with VK_ERROR_INITIALIZATION_FAILED,
which is not correct, so while we can try to acquire the display_fd here,
it might not always work, and we should definitely not fail initialization
of the physical device for that.
Instead, with this change we move acquisition of display_fd to swapchain
creation time where required extensions need to be enabled in the instance.
This was also suggested by Daniel Stone during review of a work-in-progress
implementation for the Wayland WSI.
There is a special case to consider though: applications like Zink that
don't use Vulkan's swapchains at all but still allocate images that they
intend to use for WSI. We need to handle these by checking that we have
indeed acquired a display_fd before doing any memory allocation for WSI,
and acquiring one at that time if that's not the case.
This change also removes the render_fd and display_fd fields from the
logical device (which we were copying from the physical device), because
now there is no guarantee that we have acquired a display_fd at the
time we create a logical device. Instead, we now put a reference to the
physical device on the logical device from which we can access these.
Finally, this also fixes a regression introduced with VK_KHR_display, where
if that extension is enabled but we are running inside a compositor, we would
acquire a display_fd that is not authenticated and try to use that instead
of acquiring an authenticated display_fd from the display server.
Fixes: b1188c9451 (v3dv: VK_KHR_display extension support)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7546>
This cleans up a bunch of gross sprintfs and keeps the caller from needing
to remember to ralloc_strdup. I added a couple of '"%s", name ? name :
""' to radv where I didn't fully trace through whether a non-null name was
being passed in.
I also took the liberty of adding a basic name to a few shaders (pan_blit,
unit tests)
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7323>