spec requires that the number of timeline waits/signals matches the
base number of waits/signals if there are any timeline semaphores
being processed by the submit, so asserting here is in line with what
validation will yield
failure to match these will also hang every driver I've tested, so asserting
here potentially saves some people their desktop session
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14741>
these regions might not have the coords in the correct order, which will
cause them to fail intersection tests, resulting in clears that are never
applied
cc: mesa-stable
fixes:
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_all_buffer_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_color_and_depth_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_color_and_stencil_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_linear_filter_color_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_magnifying_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_minifying_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_missing_buffers_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_nearest_filter_color_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_negative_dimensions_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_negative_height_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_negative_width_blit
GTF-GL46.gtf30.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_scissor_blit
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14867>
8791e831b1 marked imported prime buffers as uncached (useful when prime
buffer is allocated by the display GPU), but they should also be created
as uncached (useful when allocated by the render GPU).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14615>
e9c3dbd046 added PIPE_BIND_DRI_PRIME but it was only set when
importing a prime buffer.
This commit adds handling of this flag in the other codepath = the
one where the prime buffer is allocated by the render GPU.
With this change PIPE_BIND_DRI_PRIME is still only set for the
render GPU - the display GPU will never see this flag; a future
commit will rename it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14615>
To flush the blitter, we need to use MI_FLUSH_DW rather than the usual
PIPE_CONTROL we use on the 3D engine. Most of our code is set up to
suggest flushes via PIPE_CONTROL commands, however, so we hackily just
emit MI_FLUSH_DW when they ask for any kind of PIPE_CONTROL flush.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14912>
Matches radeonsi.
Seems Vulkan CTS doesn't really test cull distances. Removing
VARYING_SLOT_CULL_DIST0/VARYING_SLOT_CULL_DIST1 variables doesn't break
any of dEQP-VK.clipping.*, except for tests which read the variables in
the fragment shader.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5984
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14882>
Graphics Flight Recorder is:
"The Graphics Flight Recorder (GFR) is a Vulkan layer to help
trackdown and identify the cause of GPU hangs and crashes.
It works by instrumenting command buffers with completion tags."
This is a nice little tool which could help quickly identify the call
which hanged. Or if command buffer is executed for too long.
The tiling nature of our GPU shouldn't be a big issue aside from
lower performance.
For non-segfault case, if:
- Hang happens at the same place in cmdbuf and draw/dispatch is not
finished at that point - it is likely that there is an infinite
loop in some of the shaders in this draw.
- Hang happens always in different place - likely there is nothing
wrong and command buffer just takes too long to execute and you
should try increasing hangcheck_period_ms. If it doesn't help
it is likely a synchronization issue.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13553>
If the surface already has a current backbuffer - say through a
buffer_age query - we do not want to replace it in get_buffers, because
it means the result we'd previously returned them is stale.
If we already have a backbuffer set on the surface, keep it locked in no
matter what until we hit SwapBuffers.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14873>
A buffer age of 0 means that the buffer is uninitialised or has unknown
content. We rely on the buffer age initially being 0 through zalloc when
the surface is first created; when they are first used for a swap, we
set their age to 1, and then we increment the age of every buffer in the
chain with a non-zero age when we swap.
Now that we can release buffers, both through dmabuf-feedback as well as
detecting when we're using a deeper swapchain than the compositor needs,
make sure to reset their age as they are released. Without doing this,
the age will stay as it was before it was released and be incremented,
returning the wrong age to the user the first time a previously-released
buffer slot has been reused.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5977
Fixes: 22d796feb8 ("egl/wayland: break double/tripple buffering feedback loops")
Fixes: b5848b2dac ("egl/wayland: use surface dma-buf feedback to allocate surface buffers")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14873>
The most famous RADV revert over the past months. This was an issue
in RADV and not an use-after-free (descriptor set layouts can be
destroyed almost at any time).
This reverts commit b775aaff1e.
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/14621>
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."
Based on ANV.
Gitlab: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5893
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/14621>
If we have batch a + b, and writing to batch b, causes batch a
to flush, all the bo->index get reset, and we try to submit a -1
to the kernel.
Look the bo index up when creating relocations.
Fixes crash seen in KHR-GL46.compute_shader.pipeline-post-fs
and a trace from Wasteland 3
Fixes: f3630548f1 ("crocus: initial gallium driver for Intel gfx 4-7")
Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14905>
The type is wrong, masked by a void*, meaning the free is completely
wrong. ASan is rightfully unhappy. Fixes crashes destroying the context.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14901>
Like explicit LODs, biases must be 16-bit, so add a lowering rule for
this. With the LOD mode selection updated for txb, we can then ingest
biases like explicit LODs and allowlist txb. Passes:
dEQP-GLES2.functional.shaders.texture_functions.fragment.texture2d_bias
dEQP-GLES2.functional.texture.mipmap.2d.bias.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14899>
In cases where the to-be-allocated node size with padding exceeds BLOCK_SIZE
but without padding doesn't, a new block is not created and no padding is done
to the previous instruction, causing a misaligned pointer to be returned.
v2: Per Ilia Mirkin's suggestion, remove the extra condition in the first
if statement, let it unconditionally pad the last instruction if needed.
The updated currentPos will then be taken into account in the
block size checking.
This fixes crash seen with lightsmark and Optuma apitraces
Fixes: 05605d7f53 (' mesa: remove display list OPCODE_NOP')
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
Tested-by: Neha Bhende <bhenden@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14871>
When new context was created, shared_mem_size was getting overwritten.
This fixes glretrace failure seen with manhattan, aztec and BASS2_intro
apitraces
Fixes: 247c61f2d0 ('svga: Add support for compute shader, shader buffers and image views')
Tested with glretrace, piglit
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
(cherry picked from commit dd6793ec9218782b1b716a87582d7219bae4e75f)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14870>
The limit here is from the RENDER_SURFACE_STATE height/width/depth
fields - it's 2^30 for ISL_FORMAT_RAW buffers, and 2^27 otherwise.
anv_isl_format_for_descriptor_type() uses ISL_FORMAT_R32G32B32A32_FLOAT
for uniform buffers when compiler->indirect_ubos_use_sampler is set
(Icelake and earlier), but ISL_FORMAT_RAW when it isn't (Tigerlake+).
So we can increase the limit on Tigerlake and later.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14892>
We are updating the deadcode state while walking the program backwards.
When encountering ENDLOOP, we scan the loop, mark everything in the loop
as used and than continue as usuall. We were previously trying to be
smart with the breaks. This was however not working as expected.
Instead, save the most pesimistic deadcode state from the ENDLOOP and
just restore it anytime we see a break.
This keeps the code simple and more importantly does not touch the flat
and IF(-ELSE)-ENDIF paths at all so reduces the chances of regression.
No changes with my shader-db.
Fixes piglits on RV530:
shaders/ssa/fs-if-def-else-break.shader_test
spec/glsl-1.10/execution/vs-loop-array-index-unroll.shader_test
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5832
Signed-off-by: Pavel Ondračka <pavel.ondracka@gmail.com>
Acked-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14661>
Compute shaders might do vec3(Xbits) loads which are translated
to LD.<next_pow2(3 * X)> by the midgard compiler. This might cause
out-of-bound accesses potentially leading to pagefaults if the
access is at the end of a BO. One solution to avoid that (maybe not
the best) is to split non-log2 loads to make sure we only read what's
requested.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14885>
In that case, the mask is specified on 32bit lanes, so we need to shift
it if it's > 0x3. The expand modifier will take care of selecting the
right side of the 32bit vector.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14885>
Swizzling happens in 2 steps on Midgard:
1. Vector expansion/shuffling
2. Swizzling at the instruction-size granularity, but defined using
the source size. Those size are different if the source is expanded.
So, when we print 64 bit swizzles on an expanded source, we first need
to apply an offset if the high part of the 32bit vector was selected,
and then divide the result by 2 to account for vector expansion.
To sum-up, swizzling on midgard is complicated, and I'm not sure I got
it right, but it seems to print what I expect on the few compute
shaders using 64bit arithmetic I debugged.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14885>
Even though 8-bit ALUs are not supported, we can have [un]pack_32_4x8
instructions which translate to IMOVs, and those operate on 8-bit
vectors. The problem is, the swizzling granularity is 16 bit, which
means we don't support
MOV.i8 R0.xyzw, TMP0.xxxx, R1.zyxw
and the compiler doesn't even complain, it just applies 8 bit
swizzling directly, which obviously doesn't work.
This is probably not the right way to fix that, but I thought I'd
raised the issue with a hack to fix, so we can get the discussion
started.
(Found while debugging FB store lowering on Midgard).
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14885>