On 32 bits, virtual memory is sometimes too short for apps.
Textures can hold virtual memory 3 ways:
1) MANAGED textures have a RAM copy of any texture
2) SYSTEMMEM is used to have RAM copy of DEFAULT textures
(to upload them for example)
3) Textures being mapped.
Nine cannot do much for 3). It's up to driver to really unmap textures
when possible on 32 bits to reduce virtual memory usage.
It's not clear whether on Windows anything special is done for
1) and 2). However there is clear indication some efforts have
been done on 3) to really unmap when it makes sense.
My understanding is that other implementations reduce the usage
of 1) by deleting the RAM copy once the texture is uploaded
(Dxvk's behaviour is controlled by evictManagedOnUnlock).
The obvious issue with that approach is whether the texture is
read by the application after some time. In that case,
we have to recreate the RAM backing from the GPU buffer.
And apps DO that. Indeed I found that for example Mass Effect 2
with High Texture mods (one of the crash case fixed by this patch serie),
When the character gets close to an object, a high res texture and replaces
the low res one. The high res one simply has more levels, and the game seems
to optimize reading the high res texture by retrieving the small-resolution
levels from the original low res texture.
In other words during gameplay, the game will randomly read MANAGED textures.
This is expected to be fast as the data is supposed to be in RAM...
Instead of taking that RAM copy eviction approach, this patchset
proposes a different approach: storing in memfd and release the
virtual memory until needed.
Basically instead of using malloc(), we create a memfd file
and map it. When the data doesn't seem to be accessed anymore,
we can unmap the memfd file.
If the data is needed, the memfd file is mapped again.
This trick enables to allocate more than 4GB on 32 bits apps.
The advantage of this approach over the RAM eviction one,
is that the load is much faster and doesn't block the GPU.
Of course we have problems if there's not enough memory to map the
memfd file. But the problem is the same for the RAM eviction approach.
Naturally on 64 bits, we do not use memfd.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9377>
We should only pass in a new indirect_info object if we actually set valid
values in it.
Fixes: abe8ef862f "gallium: make pipe_draw_indirect_info * a draw_vbo parameter"
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9425>
In order for shader viewport index to be calculated correctly,
the cliptest code needs proper primitive lengths to work out
the provoking vertex. I half fixed this before for GL4 but looks
like I didn't make it all the way.
This fixes:
dEQP-VK.draw.shader_viewport*
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9401>
Commit e99e7aa4 began passing start > 0 to indexed draw calls rather
than keeping start at 0 and manually advancing ib->ptr. This should
work fine, however, there have been instances of software fallbacks
not handling things right.
vbo_sw_primitive_restart had a bug where it was ignoring "start" and
always calling find_sub_primitives with start = 0 and end = ib->count.
This meant that when start > 0, it was analyzing the wrong part of the
index buffer when finding subprimitives.
In theory, each _mesa_prim can have a different "start" value. But
the code only calls find_sub_primitives once, because it wants to
map, analyze, and unmap the index buffer before calling ctx->Draw,
as some drivers don't support drawing with the index buffer mapped.
To handle this, we break vbo_sw_primitive_restart calls into sections
where "start" matches across all the primitives, similar to how I
handled the issue in tnl in commit bd6120f562.
In the common case, start matches and we handle it in one pass anyway.
Fixes Piglit's primitive-restart VBO_COMBINED_VERTEX_AND_INDEX test
and KHR-GL33.pipeline_statistics_query_tests_ARB.functional_primitives_vertices_submitted_and_clipping_input_output_primitives
on Intel Ivybridge and older (which don't do arbitrary cut indices).
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4052
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9417>
Use debug_printf more consistently, normalize formatting a bit, and
trace a few more places you're likely to care about.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9436>
Applications rarely require them, but this improves fossil-db replay time.
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/9411>
This register is only 32bits.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 1952fd8d2c ("anv: Implement VK_EXT_conditional_rendering for gen 7.5+")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9428>
Instead of lowering it in NIR, use the lookup tables as inputs to a
second-order Taylor expansion. shader-db results aren't amazing but keep
in mind this is without backend CSE yet.
total instructions in shared programs: 115913 -> 115707 (-0.18%)
instructions in affected programs: 3151 -> 2945 (-6.54%)
helped: 12
HURT: 0
Instructions are helped.
total nops in shared programs: 84045 -> 84041 (<.01%)
nops in affected programs: 1571 -> 1567 (-0.25%)
helped: 1
HURT: 7
Inconclusive result (value mean confidence interval includes 0).
total clauses in shared programs: 20498 -> 20489 (-0.04%)
clauses in affected programs: 188 -> 179 (-4.79%)
helped: 6
HURT: 0
Clauses are helped.
total quadwords in shared programs: 90395 -> 90291 (-0.12%)
quadwords in affected programs: 2287 -> 2183 (-4.55%)
helped: 12
HURT: 0
Quadwords are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9420>
Useful for representing -0 in transcendental sequences matching the
blob.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9420>
With these changes the shader code is visible in RGP.
Vk pipeline feature is emulated using si_update_shaders: when shaders are
updated we compute a sha1 of their code and use it as a pipeline hash.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9277>
For radeonsi the shaders don't live in the same BOs, so they're
unlikely to be less that 0x1000 bytes apart.
So this commit bumps the threshold to 0x10000 and warns once
when hitting it.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9277>
We were checking that the previous instruction doesn't write flags,
but we also need to check it doesn't read them.
Fixes: 1784dd22a3 ('broadcom/compiler: pipeline smooth ldvary sequences')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9431>
When we were only able to pipeline smooth varyings, if we had to disable
ldvary pipelining in the middle of a sequence it would stay disabled for
the rest of the program, to prevent us from prioritizing scheduling of
ldvary instructions that we would not be able to pipeline effectively.
Now that we can pipeline all ldvary sequences we can change this.
This change re-enables ldvary pipelining upon finding the next
ldvary in the program in the hopes that we can continue pipelining
succesfully. To do this, we track the number of ldvary instructions we
emitted so far and compare that to the number of inputs in the fragment
shader we are scheduling. This also allows us to simplify our ldvary
tracking at nir to vir time, since that is all now handled in the QPU
scheduler.
total instructions in shared programs: 13817048 -> 13810783 (-0.05%)
instructions in affected programs: 810114 -> 803849 (-0.77%)
helped: 4843
HURT: 591
Instructions are helped.
total max-temps in shared programs: 2326612 -> 2326300 (-0.01%)
max-temps in affected programs: 4689 -> 4377 (-6.65%)
helped: 285
HURT: 7
Max-temps are helped.
total sfu-stalls in shared programs: 30942 -> 30865 (-0.25%)
sfu-stalls in affected programs: 207 -> 130 (-37.20%)
helped: 120
HURT: 42
Sfu-stalls are helped.
total inst-and-stalls in shared programs: 13847990 -> 13841648 (-0.05%)
inst-and-stalls in affected programs: 825378 -> 819036 (-0.77%)
helped: 4899
HURT: 590
Inst-and-stalls are helped.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9404>
Use atomic operations to avoid competition. In addition,
since sub_ctx_id 0 has been used by default, sub_ctx_id
should start from 1.
Signed-off-by: Xin He <hexin.op@bytedance.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9406>