This also fixes a bug where we mis-calculate maximum binding table sizes
and may return true in vkGetDescriptorSetLayoutSupport even for sets too
large to fit in a binding table.
Fixes: ddc4069122 "anv: Implement VK_KHR_maintenance3"
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This is really where they belong; not push constants. The one downside
here is that we can't push them anymore for compute shaders. However,
that's a general problem and we should figure out how to push descriptor
sets for compute shaders. This lets us bump MAX_IMAGES to 64 on BDW and
earlier platforms because we no longer have to worry about push constant
overhead limits.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
pool->next and pool->free_list were reset before their usage in
anv_descriptor_pool_free_set
Fixes: 775aabdd "anv: destroy descriptor sets when pool gets reset"
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
As stated in Vulkan spec:
"Resetting a descriptor pool recycles all of the resources from all
of the descriptor sets allocated from the descriptor pool back to
the descriptor pool, and the descriptor sets are implicitly freed."
This fixes dEQP-VK.api.descriptor_pool.*
Fixes: 14f6275c92 "anv/descriptor_set: add reference counting for..."
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Tested-by: Clayton Craft <clayton.a.craft@intel.com>
Fixes following leak:
==21853== 32 bytes in 1 blocks are definitely lost in loss record 2 of 20
==21853== at 0x483AB1A: calloc (vg_replace_malloc.c:762)
==21853== by 0x4C4DD7F: util_vma_heap_free (vma.c:221)
==21853== by 0x4C4D647: util_vma_heap_init (vma.c:46)
==21853== by 0x4957B9F: anv_CreateDescriptorPool (anv_descriptor_set.c:578)
Fixes: c520f4dec9 ("anv: Add a concept of a descriptor buffer")
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Patch maintains a list of sets in the pool and destroys possible
remaining sets when pool is destroyed.
As stated in Vulkan spec:
"When a pool is destroyed, all descriptor sets allocated from
the pool are implicitly freed and become invalid."
This fixes memory leaks spotted with valgrind:
==19622== 96 bytes in 1 blocks are definitely lost in loss record 2 of 3
==19622== at 0x483880B: malloc (vg_replace_malloc.c:309)
==19622== by 0x495B67E: default_alloc_func (anv_device.c:547)
==19622== by 0x4955E05: vk_alloc (vk_alloc.h:36)
==19622== by 0x4956A8F: anv_multialloc_alloc (anv_private.h:538)
==19622== by 0x4956A8F: anv_CreateDescriptorSetLayout (anv_descriptor_set.c:217)
Fixes: 14f6275c92 ("anv/descriptor_set: add reference counting for descriptor set layouts")
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This buffer goes along side the CPU data structure and may contain
pointers, bindless handles, or any other descriptor information.
Currently, all descriptors are size zero and nothing goes in the buffer
but this commit sets up the framework we will need later.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The descriptor set layout code in our driver has undergone many changes
over the years. Some of the fields which were once essential are now
useless or nearly so. The has_dynamic_offsets field was completely
unused accept for the code to set and hash it. The per-stage indices
were only being used to determine if a particular binding had images,
samplers, etc. The fact that it's per-stage also doesn't matter because
that binding should never be accessed by a shader of the wrong stage.
This commit deletes a pile of cruft and replaces it all with a
descriptive bitfield which states what a particular descriptor contains.
This merely describes the data available and doesn't necessarily dictate
how it will be lowered in anv_nir_apply_pipeline_layout.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is what we're actually storing in the descriptor set and consuming
when we bind surface states. This commit renames image_count to
image_param_count a few places and moves the decision to not count image
params on gen9+ into anv_descriptor_set.c when we build the layout.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Make them all take a device followed by a set. This is consistent
with how the actual Vulkan entrypoint parameters are laid out.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit just puts the free list code together as part of the pool
instead of having it inlined into the descriptor set create code.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We were accidentally not counting those surfaces
Fixes: ddc4069122 "anv: Implement VK_KHR_maintenance3"
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit makes three changes. One is to only walk the descriptors once
and set bind map sizes at the same time as filling out the entries. The
second is to make the pass additive so that we can put stuff in the bind
map before applying the pipeline layout. Third, we switch to using
designated initializers.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Previously, we just hashed the entire descriptor set layout verbatim.
This meant that a bunch of extra stuff such as pointers and reference
counts made its way into the cache. It also meant that we weren't
properly hashing in the Y'CbCr conversion information information from
bound immutable samplers.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Instead of storing a BO and offset separately, use an anv_address. This
changes anv_fill_buffer_surface_state to use anv_address and we now call
anv_address_physical and pass that into ISL.
Reviewed-by: Scott D Phillips <scott.d.phillips@intel.com>
Loop was accessing one more than bindingCount elements from
pBindings, accessing uninitialized memory.
Fixes: ddc4069122 ("anv: Implement VK_KHR_maintenance3")
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This requires us to rename any Vulkan API entrypoints which became core
in 1.1 to no longer have the KHR suffix.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
The spec states that descriptor set layouts can be destroyed almost
at any time:
"VkDescriptorSetLayout objects may be accessed by commands that
operate on descriptor sets allocated using that layout, and those
descriptor sets must not be updated with vkUpdateDescriptorSets
after the descriptor set layout has been destroyed. Otherwise,
descriptor set layouts can be destroyed any time they are not in
use by an API command."
v2: allocate off the device allocator with DEVICE scope (Jason)
Fixes the following work-in-progress CTS tests:
dEQP-VK.api.descriptor_set.descriptor_set_layout_lifetime.graphics
dEQP-VK.api.descriptor_set.descriptor_set_layout_lifetime.compute
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The Vulkan spec says:
"pipelineBindPoint is a VkPipelineBindPoint indicating whether the
descriptors will be used by graphics pipelines or compute pipelines.
There is a separate set of bind points for each of graphics and
compute, so binding one does not disturb the other."
Up until now, we've been ignoring the pipeline bind point and had just
one bind point for everything. This commit separates things out into
separate bind points.
Tested-by: Józef Kucia <joseph.kucia@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102897
Cc: "18.0" <mesa-stable@lists.freedesktop.org>
From Vulkan spec:
"descriptorCount is the number of descriptors contained in the binding,
accessed in a shader as an array. If descriptorCount is zero this
binding entry is reserved and the resource must not be accessed from
any stage via this binding within any pipeline using the set layout."
Fixes:
dEQP-VK.binding_model.descriptor_update.empty_descriptor.uniform_buffer
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Rather than having an extra memory allocation [that we currently do not
and act accordingly] just make the API take an pointer to a stack
allocated instance.
This and follow-up steps will effectively make the _mesa_sha1_foo simple
define/inlines around their SHA1 counterparts.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Grazvydas Ignotas <notasas@gmail.com>
We have a performance problem with dynamic buffer descriptors. Because
we are currently implementing them by pushing an offset into the shader
and adding that offset onto the already existing offset for the UBO/SSBO
operation, all UBO/SSBO operations on dynamic descriptors are indirect.
The back-end compiler implements indirect pull constant loads using what
basically amounts to a texelFetch instruction. For pull constant loads
with constant offsets, however, we use an oword block read message which
goes through the constant cache and reads a whole cache line at a time.
Because of these two things, direct pull constant loads are much faster
than indirect pull constant loads. Because all loads from dynamically
bound buffers are indirect, the user takes a substantial performance
penalty when using this "performance" feature.
There are two potential solutions I have seen for this problem. The
alternate solution is to continue pushing offsets into the shader but
wire things up in the back-end compiler so that we use the oword block
read messages anyway. The only reason we can do this because we know a
priori that the dynamic offsets are uniform and 16-byte aligned.
Unfortunately, thanks to the 16-byte alignment requirement of the oword
messages, we can't do some general "if the indirect offset is uniform,
use an oword message" sort of thing.
This solution, however, is recommended for a few of reasons:
1. Surface states are relatively cheap. We've been using on-the-fly
surface state setup for some time in GL and it works well. Also,
dynamic offsets with on-the-fly surface state should still be
cheaper than allocating new descriptor sets every time you want to
change a buffer offset which is really the only requirement of the
dynamic offsets feature.
2. This requires substantially less compiler plumbing. Not only can we
delete the entire apply_dynamic_offsets pass but we can also avoid
having to add architecture for passing dynamic offsets to the back-
end compiler in such a way that it can continue using oword messages.
3. We get robust buffer access range-checking for free. Because the
offset and range are baked into the surface state, we no longer need
to pass ranges around and do bounds-checking in the shader.
4. Once we finally get UBO pushing implemented, it will be much easier
to handle pushing chunks of dynamic descriptors if the compiler
remains blissfully unaware of dynamic descriptors.
This commit improves performance of The Talos Principle on ULTRA
settings by around 50% and brings it nicely into line with OpenGL
performance.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This allows us to allocate surface states from the command buffer when
pushing descriptor sets rather than allocating them through a
descriptor set pool.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The size of the pool is slightly smaller than the size of the
structure containing the whole pool. We need to take that into account
on when setting up the internals.
Fixes a crash due to out of bound memory access in:
dEQP-VK.api.descriptor_pool.out_of_pool_memory
v2: Drop debug traces (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.0 13.0" <mesa-stable@lists.freedesktop.org>
This commit adds the last remaining bits to support input attachments in
the Intel Vulkan driver. For color and depth attachments, we allocate an
input attachment surface state during vkCmdBeginRenderPass like we do for
the render target surface states. This is so that we can incorporate the
clear color and aux information as used in rendering. For stencil, we just
treat it like a regular texture because we don't there is no aux. Also,
only having to worry about at most one input attachment surface for each
attachment makes some of the vkCmdBeginRenderPass code simpler.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This fixes a bunch of new CTS tests which look for exactly this. Even in
the cases where we just call vk_free to free a CPU data structure, we still
handle NULL explicitly. This way we're less likely to forget to handle
NULL later should we actually do something less trivial.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
When Kristian reworked descriptor set allocation, somehow he forgot to
actually store the offset in the free list. Somehow, this completely
missed CTS testing until now... This fixes all 2744 of the new
'dEQP-VK.texture.filtering.* tests in the latest CTS.
Cc: "12.0 13.0" <mesa-dev@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This moves all the alloc/free in anv to the generic helpers.
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>