The best way to tune this value is to test Vulkan
applications. Current somewhat big value (512), was obtained by
testing only vkQuake2. Additionally at that time the bo cache was the
first performance oriented improvement we implemented.
After more improvements were included, and retested with more
applications, the conclusion is that we can reduce the value. More
info on the issue that closes.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7090
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18398>
When meson tests for the compability of some linker flags, not having
the default entry symbol "_start" defined makes the check fail for
a warning unrelated to the linker flag meson is testing.
Since these tests normally just try to compile a C program with a main,
use "main" as the ficticious entry point.
Specifically, this makes "-Wl,--build-id=sha1" recognised as valid
and allows its use for drivers that rely on it.
This is a temporary workaround that is required until Android.mk is
changed to support both shared libraries and executables.
Cc: "22.0" "22.1" "22.2" mesa-stable
Reviewed-by: Roman Stratiienko <r.stratiienko@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17715>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Martin Roukala <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18367>
There is a new packet DISPATCH_MESH_INDIRECT_MULTI which we use
for indirect mesh shader only draws. This packet allows using
a 3D dispatch (however firstTask doesn't work with this packet).
Otherwise everything else works the same way as
the NV_mesh_shader draw calls.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18367>
In EXT_mesh_shader the vertex and primitive counts are set using a
built-in SetMeshOutputsEXT function.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18367>
This is a per-primitive boolean output.
When set to 1, the primitive should be culled.
Implement this by using this boolean as the null primitive
flag for primitive exports.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18367>
In EXT_mesh_shader the indices output is an array of vectors
which is indexed by the primitive index.
(They practically behave like a per-primitive output, although
technically the spec does not treat them as per-primitive.)
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18367>
Vulkan pipeline state sampleShadingEnable and minSampleShading are directly related to GL_SAMPLE_SHADING_ARB.
Track min_samples provided by st and include it in pipeline state.
This was seen as failures in cts cases where per sample shading along with sample interpolation qualifiers are tested:
dEQP-GL45-ES31.functional.shaders.multisample_interpolation.sample_qualifier.*
Cc: mesa-stable
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18314>
To avoid Crosvm bailing out at startup like this:
ERROR - dEQP error: [ERROR:src/main.rs:2826] invalid value "crosvm-14.sock": this socket path already exists
Closes: #7093
Reviewed-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18414>
This fixes a buffer corruption bug with glMultiDrawElementsEXT(): the
offset for the source index buffer is reset for each draw_multi slot,
copying only the first `dr` values to each slot's index buffer.
Cc: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18189>
If a glMultiDrawElementsEXT() call doesn't fit into a single slot, the
same pipe_resource pointer is copied into all following slots, the
completion of each will decrement the reference counter; however, it
was never incremented for all but the first slot.
This fixes a use-after-free bug with glMultiDrawElementsEXT().
Cc: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18189>
There are a pair of flags controlling the stencil test. One enables
stencil testing in general, the other enables two-sided stencil. Compare
the identical "twosided" flag in src/imagination/csbgen/rogue_ppp.xml's
STATE_ISPCTL structure, at the samebit offset even. Evidently this word of
the "Rasterizer" is, in fact, a derivative of STATE_ISPCTL.
Fixes
dEQP-GLES2.functional.fragment_ops.depth_stencil.*
dEQP-GLES2.functional.fragment_ops.interaction.basic_shader.*
dEQP-GLES2.functional.fragment_ops.random.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
There are a bunch of bits we need to set right to get depth/stencil
loads/stores working, including with independent settings for each. The
kernel "helps" us here.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
Just use the bottom 8-bits (we have only 8-bit stencil formats),
otherwise we fail an assertion in GenXML. In this case the wrapping
behaviour is ok.
Fixes:
dEQP-GLES2.functional.depth_stencil_clear.depth_stencil
dEQP-GLES2.functional.depth_stencil_clear.stencil
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
This is still a guess, but a considerably firmer one as it now corrects
handles the clear pipelines emitted by Metal as well as the regular
vertex/fragment shader, and gets rid of the preshader special cases
seen there. Fixes decode of clear pipeline's preshaders.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
As we recently discovered, the layout of level L of a mipmapped 2D image
of size WxH is /not/ the same as the layout of a non-mipmapped 2D image
of size minify(W, L) x minify(H, L). The difference occurs due to
subtleties of the "power of two" miptrees which can force a level to use
a larger tile size than it would have required at root level. To handle
this quirk correctly, the driver must not implement texture views with
address arithmetic -- it must supply instead the base width/height of a
texture and use first/last level fields on the texture descriptor to map
it. Similar issues occur when writing a particular level of a mipmapped
texture, which was handled correctly in the colour case but not the Z/S
case.
Fixes
dEQP-GLES2.functional.texture.mipmap.cube.generate.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
It doesn't exist, but there's a count of mip levels for writeable image
descs. Setting that appropriately matters at high mip levels.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
pot_level can be greater than the number of levels actually included --
don't overallocate. Fix the issue and add a representative unit test.
Fixes:
dEQP-GLES2.functional.texture.size.cube.512x512_rgb888
Fixes: 6ff75da8aa ("ail: Introduce image layout module")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
For cube maps, depth=1 in the hardware (but 6 in Gallium). Likewise for
cube map arrays, depth=n in the hardware (but 6n in Gallium). We need to
divide to compensate. This will be relevant for cube map arrays in the
future -- add the dimension XML for cube map arrays too.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
To avoid flush, use util_blitter_clear to clear with rectangles when
there is already content in the scene. This ~doubles the performance of
Inochi2D, which does frequent stencil clears in the middle of the screen
to implement masking.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
When we save ZSA state with u_blitter, u_blitter just records the
pointer for the state. It doesn't copy it. That requires an extra
indirection on the context (as other drivers do) to fix restores of ZSA
state with u_blitter.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
Add the missing stub in the decoder for it, so we can decode indexed
draws instead of reading back garbage, and fill in some known unknowns
in the structure.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
nir_op_txf maps to AGX's texture_load, which is encoded like
texture_sample. The one outstanding question with this commit is the
rules for the sample required ... in NIR and APIs (including Metal), txf
is samplerless, but the AGX instruction consumes a sampler. Hopefully
any sampler will do, though?
Passes dEQP-GLES3.functional.shaders.texture_functions.texelfetch.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
vb_mask can include garbage vbufs, we can't rely on it. This will
prevent a regression when switching to u_blitter based clears. This is
also simpler and shrinks the VS shader key so all in all a good thing.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>