Seems like RB_BLIT_SCISSOR needs to be aligned to (minimum?) tile size.
Fixes intermittent GPU hangs triggered by some of the three.js samples
on https://threejs.org/
Signed-off-by: Rob Clark <robdclark@chromium.org>
Arcturus CHIP enum is less than Navi10, since it's still gfx9,
but its VCN version belongs to VCN2.x
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
If the variable's going to be static, we shouldn't be memsetting it
from every thread and instead just have it in the data section.
Reviewed-by: Rob Clark <robdclark@gmail.com>
To select the correct layer the z-coordinate must be rounded before it
is multiplied by six.
Fixes a number of tests out of
dEQP-GLES31.functional.texture.filtering.cube_array.formats.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
We were missing handling for a few other ops that rearrange their
sources somehow in codegen, namely complex2 and select.
This should fix spec@glsl-1.10@execution@built-in-functions@vs-asin-vec3
and possibly other random regressions from the new scheduler which were
supposed to be fixed in the commit right after.
Fixes: 54434fe670 ("lima/gpir: Rework the scheduler")
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Qiang Yu <yuq825@gmail.com>
Remove an unnecessary nir_lower_regs_to_ssa as that should be done by
the state tracker, and add a missing DCE pass after running copy
propagation in order to remove the dead copies. This shouldn't fix
anything but the second part will reduce shader sizes.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
In try_node(), we assume that the node we pick can still be scheduled
successfully after speculatively trying all the other nodes. Normally we
always undo every node after speculating it, so that when we finally
schedule best_node the scheduler state is exactly the same and it
succeeds. However, we also try to spill nodes, which can change the
state and in a corner case that can make scheduling best_node fail. In
particular, the following sequence of events happened with piglit
shaders@glsl-vs-if-nested: a partially-ready node N was spilled and a
register store node S, which is a use of N, was created and then later
the other uses of N were scheduled, so that S is now ready and N is
partially ready. First we try to schedule S and succeed, then we try to
schedule another node M, which fails, so we try to spill the remaining
uses of N. This succeeds, but scheduling M still fails so that best_node
is still S. However since one of the uses of N is one cycle ago, and
therefore we inserted a read dependent on S one cycle ago when spilling
N, S can no longer be scheduled as read-after-write latency is three
cycles.
While we could ad-hoc try to catch cases like this, or (the best option
but very complicated) treat the spill as speculative and roll it back if
we decide not to schedule the node, a simpler solution is to just
give up on spilling if we've already successfully speculatively
scheduled another node. We'd give up a few cases where we discover that
by spilling even harder we could schedule a more desirable node, but
that seems like it would be pretty rare in practice. With this we
guarantee that nothing has been touched after best_node was successfully
scheduled. We also cut down on pointless spilling, since if we already
scheduled a node it's unlikely that spilling harder will let us schedule
an even better node, and hence any spilling at this point is probably
useless.
While we're here, clean up the code around spilling by flattening the
two if's and getting rid of the second unnecessary check for INT_MIN.
Fixes: 54434fe670 ("lima/gpir: Rework the scheduler")
Acked-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
With OpenCL, kernels can take arguments and return values (?). However
in practice, there is no more TGSI compute implementation, and even if
there were, it would probably have named functions and no explicit main.
This improves RA considerably for compute shaders, since temps are not
kept around as return values.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
The meson conversion chose to change the meaning of DEBUG to "used for
debugging" to be "used for expensive things for debugging", primarily
for nir_validate. Flip things over so that we get nice things with
optimizations enabled.
While we're at it, also kill off nouveau_statebuf.h which is unused (and
has a mention of DEBUG which is how I found it).
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
MaxPicOrderCntLsb should be at least 16 according to the spec,
therefore add minimum value check.
Also use poc value passed from st instead of calculation
in slice header encoding.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110673
Cc: mesa-stable@lists.freedesktop.org
V2: Fix typo
V3: Use MAX2 macro instead of coding. Also MaxPicOrderCntLsb
should be power of 2 according to spec.
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Acked-by: Leo Liu <leo.liu@amd.com>
MaxPicOrderCntLsb should be at least 16 according to the spec,
therefore add minimum value check.
Also use poc value passed from st instead of calculation
in slice header encoding.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110673
Cc: mesa-stable@lists.freedesktop.org
V2: Fix typo
V3: Use MAX2 macro instead of coding. Also MaxPicOrderCntLsb
should be power of 2 according to spec.
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Acked-by: Leo Liu <leo.liu@amd.com>
This needs to take the vertex count from the provided transform
feedback buffer.
v2:
- don't take the vertex count from the underlying buffer, instead,
take it from a v3d subclass of pipe_stream_output_target (Eric).
Fixes piglit tests:
spec/ext_transform_feedback2/draw-auto
spec/ext_transform_feedback2/draw-auto instanced
Reviewed-by: Eric Anholt <eric@anholt.net>
This reverts commit 4508f43eed, which
broke a bunch of dEQP tests (e.g. in
dEQP-GLES2.functional.draw.draw_arrays.*)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In a few cases, we switch to MI_MATH instead of MI_PREDICATE,
just because we were already doing math and it's easier to chain
together.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This will let us put the genxml boilerplate in one place, before we
expand genxml to more files shortly. Like i965/genX_boilerplate.h.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This lets us specify the prototypes once, instead of cut and pasting
them per generation. isl uses a similar approach (isl_genX_priv.h).
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We don't need to guesstimate this ourselves. This will help when we
bringup derivatives.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We include a zsbuf attachment function based on how the corresponding
MFBD code works, as well as extending cbufs to mipmapped rendering while
we're at it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is why we can't have nice things. I'm sure there's someway
to do this with {0} but I really don't have time for that.
Fixes: 2631fd3b0b ("gallivm: rework lp_build_tgsi_soa to take a struct")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The rules for gl_SubgroupSize in Vulkan require that it be a constant
that can be queried through the API. However, all GL requires is that
it's a uniform. Instead of always claiming that the subgroup size in
the shader is 32 in GL like we have to do for Vulkan, claim 8 for
geometry stages, the maximum for fragment shaders, and the actual size
for compute.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>