The lack of this broke scheduled pipelines, because they attempted
to create a meson-windows-vs2019 job, which couldn't work (because the
windows_build_vs2019 job doesn't exist in scheduled pipelines).
Fixes: 84c8a35aa2 "CI: Add Windows source dependency map"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8360>
This fixes a performance regression for games (eg. Youngblood) that
declare all images as concurrent. This is likely buggy for compute
queues but this just restores the previous behaviour for now.
Fixes: f4f096805b ("radv: fix TC-compat HTILE images with DST_OPTIMAL on the compute queue")
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/8351>
It wasn't expected to also enable inside render loops.
Fixes: 4bb92d9145 ("radv: enable TC-compat HTILE in GENERAL on GFX10+")
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/8351>
This was missing, it can be enabled with RADV_PERFTEST=tccompatcmask.
Note that this feature is still experimental.
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/8350>
NTT doesn't handle uniforms, and requires them to have been lowered to
UBOs. But for drivers that don't set
nir_shader_compiler_options::lower_uniforms_to_ubo to true, this won't
have happened yet. Neither Zink nor V3D sets this option, and in the
case of Zink this isn't trivial to change.
So let's lower uniforms to UBOs in this case in NTT instead.
Fixes: 03c60762f5 ("gallium/ntt: Fix load_ubo_vec4 buffer index setup.")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4047
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8365>
In order to handle blitting the stencil aspect of a depth-stencil
resource, use aspect-specific pipe formats in the aspect_mask loop.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
When blitting just the stencil aspect, the source and destination
resources are prepared/setup twice. Move the unconditional resource
setup into the aspect_mask loop to avoid this.
In addition, use the aspect provided by the loop instead of the mask
provided by the info parameter.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Use iris_resource_prepare_texture in iris_blit to avoid partial resolves
for sRGB <-> linear texture views. This affects a trace of L4D2.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Instead of having a depth-specific assertion in a generic portion of
iris_blit, move it into the depth-specific cases of
iris_resource_texture_aux_usage. Since iris_blit calls that function,
the test still occurs.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
Before this change, iris_blit would prepare the depth buffer in a
depth-stencil resource even when only the stencil aspect was used for the
blit. Use the aspect mask to prepare the correct resource.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8340>
These tests should work, and be built, even if you're only building
gallium drivers.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8353>
The table constructor and the table lookup were doing different things
for big-endian. This fixes MesaFormatsTest.FormatFromFormatAndType and
MesaFormatsTest.FormatMatchesFormatAndType failing to round-trip for
GL_RGBA / GL_SHORT, which we're not currently running in CI for s390x,
but which a subsequent commit will enable.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8353>
Compute the number of components of the destination vector from the
bitsize when eg. a 16-bit vec2 vertex fetches is splitted. This is
because the dst will be a v1, so the p_create_vector should be created
from two v2b fro both sizes to match.
This prevents a regression from the next change which will split
typed vertex buffer loads on GFX6 and GFX10+.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8363>
Not sure why I thought this was correct, but we should consider them for
optimization purposes.
Fixes: ce9205c03b ('nir: add a load/store vectorization pass')
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4202>
There is a path to blit stencil buffers reinterpreting the stencil data
as an RGBA8888 or R8 float texture.
This works fine except for the case when the stencil buffer is
multisampled, and the blit operation needs to resolve it: an average of
the samples is done, which is incorrect, as only one sample must be
used.
This can be observed n the piglit test
`ext_framebuffer_multisample-unaligned-blit 2 stencil downsample -auto
-fbo`, specifically in the triangles border.
To avoid this averaging, let's reinterpret the stencil data as RGBA8888
or R8 uint texture.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8361>
This assumption becomes incorrect with RADV_PERFTEST=cswave32.
Games include Detroit: Become Human and Doom Eternal.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7918>
Two main reasons:
As described in the previous commit, sending buffers to the Wayland
compositor as quickly as possible effectively results in mailbox
behaviour.
Also, doing the same as for MAILBOX present mode provides the following
benefits:
* We use more images in the swapchain, which avoids stalls on the client
side if the Wayland compositor directly uses the client buffers for
scanout.
* We wait for fences to signal before submitting a new buffer, which
avoids missing frames in the Wayland compositor due to fences not
signalling in time for a flip.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3673
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8197>
This allows Xwayland to forward buffers to the Wayland compositor ASAP
for fullscreen / undecorated windows, which in turn allows true mailbox
behaviour in the Wayland compositor.
Without this, Xwayland has to emulate the mailbox behaviour itself,
which it cannot do as well as the Wayland compositor by design.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8197>
Increase the scope of atomic operations from GPU to system. This is
required for support of SVM to ensure atomic access is maintained for
memory buffers that are not local to the current GPU.
Signed-off-by: Alistair Popple <apopple@nvidia.com>
Reviewed-by: Ben Skeggs <bskeggs@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7955>
GV100 code generation uses ATOM instructions for compare-and-swap and
RED instructions for other atomic operations. Make the scope consistent
for both types of operations.
Signed-off-by: Alistair Popple <apopple@nvidia.com>
Reviewed-by: Ben Skeggs <bskeggs@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7955>
It didn't do anything useful. GS doesn't use the other user SGPRs.
If we decrease the number of user SGPRs we declare for the GS prolog,
we can remove gfx9_prev_is_vs.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8344>
LLVM expects that exec != 0 when entering loops and generates this code
that becomes an infinite loop if exec == 0:
BB5_1:
vcc_lo = (inverted terminating condition)
s_and_b32 vcc_lo, exec_lo, vcc_lo
s_cbranch_vccnz BB5_3 // jump if vcc != 0 (break statement)
// ... loop body ...
s_branch BB5_1
BB5_3:
For non-monolithic VS before TCS, VS before GS, and TES before GS,
we set exec = (thread enabledmask), which sets 0 for HS-only and GS-only
waves, causing the infinite loop condition above.
Fix it as follows:
- set exec = ~0 at the beginning
- wrap the whole shader (LS and ES) in a conditional block, so that HS-only
and GS-only waves jump over it and never enter such a loop
The TES before GS hang can be reproduced by gfxbench:
testfw_app --gfx egl -w 1920 -h 1080 --gl_api gles -t gl_tess
Fixes: 68d6d097f1 - radeonsi/gfx9: add GFX9 and VEGA10 enums
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8344>