We have access to the poly_vertex_state from the GS so we might as well
use it. Asahi uses a single poly_vertex_state for VS and TCS and just
assumes the tessellator stalls before we update it for TCS. If a driver
wants to use two separate poly_vertex_state buffers, it will be the
driver's responsibility to make the system values return the right one.
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Reviewed-by: Mary Guillemard <mary@mary.zone>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38404>
Instead of having the vertex output buffer be a system value and
something the driver needs to manage, put it in poly_vertex_param. We
already need to have it somewhere GPU-writable so we can write it from
indirect setup kernels. Instead of manually allocating 8B all over the
place just to hold this one pointer, stick it in poly_vertex_param.
This also lets us get rid of a NIR intrinsic.
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Reviewed-by: Mary Guillemard <mary@mary.zone>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38404>
The newly rewritten remap_tess_levels_legacy will have already lowered
anything it cares about to URB intrinsics. So the generic remapping
pass won't see them, as it operates on generic input/output intrinsics.
This also drops some of the callback boilerplate we needed temporarily.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
This unifies the dynamic (SSO) and fixed (linked together) versions.
We emit piles of NIR as if we were doing the dynamic version, but
replace the tess config field access with constant values. It all
should optimize away back to something reasonable. We lower these
directly to URB read/write intrinsics.
It also rewrites the dynamic version to directly read/write the URB
rather than going through temporaries. The old version was broken
in that tessellation control shader invocations can technically use
the shared output area for cross-invocation data sharing with barriers,
although doing so using the built-in tesslevel patch outputs is very
unlikely.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
We were using this for indirect loads of the shader input thread
payload, but there's no reason we can't use it for constant access
too. In this case we can just MOV from the ATTR file directly
without a special opcode that turns into MOV_INDIRECT later.
We also allow it to load multiple components now. This is useful
for say, returning vec4 pushed inputs. And, we allow it in more
stages than just the fragment stage.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
These are a ton more convenient. When the TCS and TES were linked
together, the legacy layouts were a hassle, but didn't impose any
significant cost. With unlinked TCS and TES, the legacy layouts
involve significant runtime code for scrambling the data, whereas
the reversed layouts are substantially less overhead.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
st/nir lowers this for iris, and brw_link_shaders lowers this for anv,
but for unlinked tessellation control / evaluation shaders, the lowering
was not happening for TCS.
Just do it unconditionally when lowering TCS outputs and TES inputs.
This lets the remapping code just assume vectors all the time, rather
than getting single component stores with nir_intrinsic_component set
(which came from nir_lower_io lowering compact arrays).
This also requires changes to the dynamic unlinked TCS/TES lowering to
temporaries, which needs to use vectors rather than arrays with this
change. That code is going away in future patches anyway, but this
keeps it going for now to avoid interim breakage.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
We now call remap_tess_levels before remap_non_header_patch_urb_offsets.
The latter already excludes tess levels anyway, so the order shouldn't
matter.
This paves the way for remap_tess_levels to skip handling some header
values in certain cases, because with reversed layouts, many of them no
longer need any special handling and we can just let the generic pass
handle them.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
Our current legacy patch header layout handling doesn't actually care
which is which slot, and remaps everything to its correct spot anyway.
For using the newer "reversed" patch header layouts, it will be more
convenient to have outer as slot 0, and inner as slot 1, as that just
works with no special remapping needed for both quads and triangles
(but unfortunately isolines are still a pain).
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
We add several new intrinsics for accessing URB handles:
- load_urb_output_handle_intel
- load_urb_input_handle_intel
- load_urb_input_handle_intel_indexed
The latter is used by stages like TCS and GS where each input control
point has a unique handle. The index is which ICP to read from. The
others are for most stages, where all inputs or outputs are accessed
via a single handle.
Then we have URB load and store operations, split for Xe2+ (URB via LSC)
and earlier (HDC OWord messages):
- load_urb_vec4_intel
- load_urb_lsc_intel
- store_urb_vec4_intel
- store_urb_lsc_intel
The legacy vec4 variants take a handle and a 128-bit OWord offset as
sources. Additionally, stores take a set of channel enables to mask
off and avoid writing vec4 components. We don't use the WRITE_MASK
const-index as our channel enables are not required to be constant.
The Xe2+ LSC variants are simpler. Handles are byte offsets into the
URB memory region, and offsets are expressed in bytes. So we simply
add them into a single "address" source. We don't support writemasks
here, as they aren't really necessary with the better addressability.
(Plus, the store_cmask operations work significantly differently than
the previous HDC OWord messages). We will lower disjoint writemasks
to multiple stores.
Based on earlier code by Lionel Landwerlin.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>
Noticed renderdoc complaining about our size :
RDOC 692028: [18:08:18] vk_core.cpp(2272) - Warning -
VkPhysicalDeviceDescriptorBufferPropertiesEXT.imageCaptureReplayDescriptorDataSizeis too large at 32
(must be <= 16), can't support capture of VK_EXT_descriptor_buffer
Since we only need 2 pointers (main + private), we can shrink this to
16bytes. The 1/2 planes have a relative offset from the base.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38625>
If the threshold of the linear mipmap fallback for compressed
format is reached at a different mipmap level than the
size-compatible non-compressed formats the image can be viewed as,
then we have to disable the fallback. Otherwise, for some levels,
texels would be read from the wrong locations due to the tiling
mismatch.
NOTE: Prop driver falls back to LINEAR in this case.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38655>
Starting from at least A6XX gen3 there is an option for compressed
formats to have linear fallback threshold in compressed blocks, instead
of threshold in raw texels. However, proprietary driver doesn't enable
it on A6XX, so to be safe we also enable it only on A7XX.
Additionaly, clarify what the linear fallback threshold is really about.
It's about tiling, not strictly about UBWC.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38655>
Attachment preserve is not correctly handled due to multiple issues:
- No knowledge that we need to do that from render pass
- Setting VkEvent from command buffers break MTLRenderPass
- Pipeline barriers break MTLRenderPasses
- vkCmdBeginRendering and vkCmdEndRendering don't account for it
Need to handle all those above first before we can have efficient
MTLRenderPasses implemented.
Acked-by: Arcady Goldmints-Orlov <arcady@lunarg.com>
Signed-off-by: Aitor Camacho <aitor@lunarg.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38612>
vulkan_gfxstream.h contains custom protocols not found
in vk.xml (vk_gfxstream.xml).
gfxstream_vk_entrypoints.h is codegen by Mesa common code,
and it does not accept the custom XML.
So avoid generating implementations for them:
guest/vulkan_enc/gfxstream_guest_vk_autogen_impl/gen/func_table.cpp:5321:1:
note: declare 'static' if the function is not intended to be
used outside of this translation unit
5321 | void gfxstream_vk_CollectDescriptorPoolIdsGOOGLE(
| ^
| static
fatal error: too many errors emitted, stopping now [-ferror-limit=]
Reviewed-by: David Gilhooley <djgilhooley.gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38632>
Fixes errors like:
ResourceTracker.cpp:62:6: error: no previous prototype for function 'zx_handle_close'
[-Werror,-Wmissing-prototypes]
Reviewed-by: David Gilhooley <djgilhooley.gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38632>
Workaround:
src/gfxstream/guest/connection-manager/GfxStreamConnectionManager.cpp:82:51:
error: null passed to a callee that requires a non-null argument [-Werror,-Wnonnull]
82 | tss_set(gfxstream_connection_manager_tls_key, nullptr);
| ^~~~~~~
Ultimately, the Bionic headers look wrong. Passing NULL to tss_set
is completely legit.
Reviewed-by: David Gilhooley <djgilhooley.gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38632>
In updateable AS, we keep all nodes active even if they're
degenerate/NaN, because too many games ignore API rules about not
making inactive nodes active (and some vendor tips outright advise this
behavior). We also need to match this by keeping everything active in
the update side. The ALWAYS_ACTIVE macro has been long removed and
replaced by VK_BVH_BUILD_FLAG, too. Since updating only happens to
updateable AS, don't even check for the flag, just implement the
always-active handling.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38488>