With multilayered framebuffer we want to allocate enough tile state for
all layers involved, so te binner can handle layered rendering where
a geometry shader is used to redirect primitives to specific layers by
writing to gl_Layer.
However, we may also have layered framebuffers in cases where layered
rendering won't be used. Typically this will happen for meta copy/clear
operations, where we setup multilayered framebuffers but then we just
load and/or store the tile buffer without ever rendering a primitive,
let alone use a geometry shader to do layered rendering. In these cases
we can reduce the amount of tile state allocated to a sigle layer.
This patch allows us to specify if we should allocate tile state for all
layers when we start a new frame. We will take advantage of this in
later patches targetting the meta copy/clear code paths.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11923>
This change does the following:
- Moves image clearing code from v3dv_meta_copy.c to v3dv_meta_clear.c
where it belongs.
- Renames v3dv_meta_copy.h to v3dv_meta_common.h since now it is required
by the copy and clear code.
- Renames 'struct framebuffer_data' type.
- Merges v3dvx_meta_clear.c and v3dvx_meta_copy.c into v3dvx_meta_common.c.
- Prefixes all "public" meta functions with the 'meta' prefix.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11902>
This was required to handle the case of secondary command buffers that
did not have framebuffer information available from the primary, since
we used to have an implementation that required this information to
be available for the fallback path of vkCmdClearAttachments. Now that
we can handle our our attachment clears in the current subpass by
emitting draw calls, we no longer need the framebuffer information to
be available and we can remove this.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
cl_packet_length depends on the specific hw generation packets, so it
is can't be included directly by main header.
The straight forward solution would be to allocate them dynamically,
based on the current generation. That ended to be complex and
messy. Also, even if that change between hw versions, it will not
change significantly.
So we just add some definition with the size of the packets we
prepack. We just need to be careful that this needs to be the maximum
value considering all the versions supported.
Note that on Opengl v3d does something similar, using hardcoded
values, but without a define, neither a runtime check.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
As part of this, we get rid of the v3dv_xxx_descriptor structs to
v3dv_descriptor. The main reason is that in order to support several
versions, we would need to define them several times. Also, they were
somewhat an overkill even before, as their main advantage was getting
the offset for each data on the combined case. That functionality is
replaced with some new helpers.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
This includes code from:
* v3dv_cmd_buffer
* v3dv_meta_copy
* v3dv_meta_clear
v2: move some of the functions to source files that makes more sense
now (Iago).
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
The idea would be to move all the code that uses cl_emit,
cl_emit_with_prepack, v3dx_pack, and any enum/structure definition
defined on the v3d pack headers.
All those methods would be defined on v3dvx_private (that would be the
equivalent to v3dx_context.h on v3d).
This commit includes the definition of v3dX for the current version
supported (42), a function calling wrapper, and the move for v3dv_queue
methods as a reference.
About the function calling wrapper, I took the idea from anv. We don't
have on v3d, but we added it because we foresee that we will need that
functionality more often. So without that macro, in order to call the
correct version of the method from the general code we would need to
do like we do on v3d, and doing something like this:
if (devinfo->ver >= 42)
return v3d42_pack_sampler_state(sampler, pCreateInfo);
else
return v3d33_pack_sampler_state(sampler, pCreateInfo);
So with the macro we can just do this:
v3dv_X(device, pack_sampler_state)(sampler, pCreateInfo).
Note that as mentioned, that is to be used on the general code, so a
runtime decision. If we are already on version-dependant code (so at
v3dx_queue for example) we just use v3dX, as at that point is a build
time decision.
Also, fwiw, I don't like too much the name of that macro, but I was
not able to think on a better one.
v2: merge job_emit_noop_bin and job_emit_noop_render (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
We initially just copied on v3dv, just in case we needed to modify
it. One year later the code is exactly the same, so let's move it to
common.
This fix an additional issue, as we were not using NEON when building
v3d_tiling.c for v3dv.
v2:
* Add "#include util/u_box.h" at v3d_tiling.h, so we can't avoid
the need to include it on other places. (Juan and Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11121>
This provides most of the implementation, but there are some
things we cannot enable until we improve of kernel submit
interface, namely:
We don't expose capacity to export SYNC_FD, although we do
have the implementation in place. This requires that we
improve our kernel interface and event wait implementation
first so we can cover the corner case where the application
submits a command buffer that includes a VkCmdWaitForEvents
and tries to export a SYNC_FD from its signal semaphores or
fence before it the event is signaled and the command buffer
is sent to the kernel for execution in full.
Likewise, we can't currently import semaphores. This is because
our current kernel submit interface can only take one syncobj.
We have been working around this so far by waiting on the last
syncobj produced from the device whenever we had to wait on any
semaphores (which is obviously suboptimal already), but this
won't work as soon as we allow importing external semaphores,
as those could (and would typically) be produced from a
different device.
Once we address the kernel bits, we should come back and enable
SYNC_FD exports as well as semaphore imports.
Relevant CTS tests:
dEQP-VK.api.external.fence.*
dEQP-VK.api.external.semaphore.*
dEQP-VK.synchronization.cross_instance.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11105>
We can (and should) close the descriptor immediately after the import.
Gets the following CTS test to pass without requiring to increase limits
for open file descriptors:
dEQP-VK.synchronization.basic.binary_semaphore.chain
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11105>
There are some interactions between these two extensions that need to be
implemented when both are supported. Particularly:
1. Applications can create images that will be bound to swapchain memory
by passing a VkImageSwapchainCreateInfoKHR in the pNext chain
of VkImageCreateInfo. In this case we need to make sure that the
created image takes some of its parameters from the underlying
swapchain.
2. Applications can bind memory from a swapchain image to a VkImage
by passing a VkBindImageMemorySwapchainInfoKHR in the pNext chain
of VkBindImageMemoryInfo.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
This was added with VK_KHR_device_group and allows users to specify
a base offset that will be automatically added to gl_WorkGroupID.
Unfortunately, V3D doesn't support this natively, so we need to add
the base to the workgroup id generated by hardware manually. For this,
we inject add instructions that source from a QUNIFORM that will
retrieve the actual dispatch base from the compute job when it is
dispatched.
Since a compute shader can be dispatched with CmdDispatch and/or
CmdDispatchBase, we always need to add these additional add
instructions and use a base of (0,0,0) for regular dispatches.
Since we don't support any version of OpenGL with this dispatch
base functionality we can avoid the extra instructions there.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
We don't have any special restrictions associated with the number
of descriptors in a set other than maybe not exceeding what we can
put in a single memory allocation, so in practice, applications will
be limited by the per-stage contraints defined by other Vulkan limits.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10970>
As we are not using anymore references to the old VC5, let's rename
definitions from VC5 to V3D in the Vulkan driver.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10402>
So one less python generator. Based on anv (MR#8792) and radv
(MR#8900).
With this change v3dv doesn't have any more a custom python code
generator.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10484>
One of the conclusions of our recent clean up on the limits was that
the pipeline limits needed to be the per-stage limits multiplied by
the number of stages.
But until now we only have a set of descriptor maps for the full
pipeline. That would work if we could set the same limit per pipeline
that per stage, but that is not the case. So if, for example, we have
the fragment shader using V3D_MAX_TEXTURE_SAMPLERS textures, and then
the vertex shader, with a different descriptor set, using one texture,
we would get an index greater that V3D_MAX_TEXTURE_SAMPLERS. We assert
that index as an error on the vulkan backend, but fwiw, it would be
also asserted on the compiler.
With this commit we track and allocate a descriptor map per stage,
although we reuse the vertex shader descriptor map for the vertex bin.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10272>
We were using the pipeline layout to discard uniform updates for
stages that don't use descriptors, but we can do better by keeping
track of the stages used by the specific dirty descriptor sets and
only update uniforms for stages that are included in those.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
Dedicated BOs waste memory and are also a significant cause of CPU
overhead when applications use hundreds of them per frame due to
all the work the kernel has to do to page in all these BOs for a job.
The UE4 Vehicle demo was hitting this causing it to freeze and stutter
under 1fps.
The hardware allows us to setup groups of 16 queries in consecutive
4-byte addresses, requiring only that each group of 16 queries is
aligned to a 1024 byte boundary. With this change, we allocate all
the queries in a pool in a single BO and we assign them different
offsets based on the above restriction. This eliminates the freezes
and stutters in the Vehicle sample.
One caveat of this solution is that we can only wait or test for
completion of a query by testing if the GPU is still using its BO,
which basically means that we can only wait for all active queries
in a pool to complete and not just the ones being requested by the
API. Since the Vulkan recommendation is to use a different query
pool per frame this should not be a big issue though.
If this ever becomes a problem (for example if an application does't
follow the recommendation and instead allocates a single pool and
splits its queries between frames), we could try to group queries
in a pool into a number of BOs to try and find a balance, but for
now this should work fine in most cases.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10253>
In these cases we know that the BO has not been added to the job
before, so we can skip the usual process for adding the BO where
we check if we had already added it before to avoid duplicates.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
64 was a temporary and conservative "big enough" value, but we can do
better.
Note that as mentioned on the FIXME, we could be even more detailed,
adding a descriptor map allocate method based on the descriptor
type. That would mean more individual allocations, and slightly more
complexity.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10207>
Across every driver...
v2: Add casts to appease -fpermissive used on CI.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9477>
We are providing a BO with the default attribute values for the
GL_SHADER_STATE_RECORD, that contains 16 vec4. Such default value for
each vec4 is (0, 0, 0, 1). As the attribute format could be int or
float, the "1" value needs to take into account the attribute format.
But in the practice, the most common case is all floats. So we create
one default attribute values BO assuming that all attributes will be
floats, and we store it at v3dv_device and only create a new one if a
int format type is defined. That allows to reduce the amount of BOs
needed.
Note that we could still try to reduce the amount of BOs used by the
pipelines if we create a bigger BO, and we just play with the
offsets. But as mentioned, that's not the usual, and would add an
extra complexity,so it is not a priority right now.
This makes the following test passing when disabling the pipeline
cache support:
dEQP-VK.api.object_management.max_concurrent.graphics_pipeline
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9845>
Quoting Jason's commit message (afa8f5892), that also applies here:
"The Vulkan API provides a mechanism for applications to cache their
own shaders and manage on-disk pipeline caching themselves.
Generally, this is what I would recommend to application developers
and I've resisted implementing driver-side transparent caching in the
Vulkan driver for a long time. However, not all applications do this
and, for some use-cases, it's just not practical."
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Until now we were always doing a two-step cache lookup, as we were
using the NIR shaders to fill up the key to lookup for the compiled
shaders. But since we were already generating the sha1 key with the
original SPIR-V shader (or its internal NIR representation) any info
we were collecting from from NIR is already implicit in the original
shader, so we can avoid using the NIR in most cases.
Because the v3d_key that is used to compile a shader is populated with
data coming directly from the NIR shader or produced during NIR
lowerings, we can't use it directly as part of the pipeline cache
entry. We could split them, but that would be confusing, so we add a
new struct, v3dv_pipeline_key used specifically to search for the
compiled shaders on the pipeline cache. v3d_key would be still used to
compile the shaders.
As we are using the same sha1 key for all compiled shaders in a
pipeline, we can also group all of them in the same cache entry, so we
don't need a lookup for each stage. This also allows to cache pipeline
data shared by all the stages (like the descriptor maps).
While we are here, we also create a single BO to store the assembly
for all the pipeline stages.
Finally, we remove the link to the variant on the pipeline stage
struct, to avoid the confusion of having two links to the same
data. This mostly means that we stop to use the pipeline stage
structures after the pipeline is created, so we can freed them.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Mostly the same that main mesa gl_shader_stage, but including the
coordinate shader. This would allow to loop over all the available
stages (for example if we need to free them, compute the max spill
size, etc).
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
We stopped to re-use them after pippeline creation long ago, so let's
reduce the size of both structs, and avoid serialize/deserialize for
the variant case.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
squashed changes from Alejandro Piñeiro <apinheiro@igalia.com>:
Add call to vk_object_base_init on internal shader_module: we have
some cases where internally we have some shader modules that we don't
create through CreateShaderModule, so in this case we need to manually
call base_init. Not sure why this wasn't needed before.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9508>