Commit Graph

274 Commits

Author SHA1 Message Date
Yevhenii Kolesnikov 14f0e3c2d3 v3dv: Use a common vk_command_buffer structure
Switch to using common structure.

Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13000>
2021-09-23 15:57:46 +00:00
Iago Toral Quiroga 0496a39b1f v3dv: make v3dv_image_view derive from vk_image_view
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12668>
2021-09-02 05:53:39 +00:00
Iago Toral Quiroga f1c6f05c35 v3dv: make v3dv_image derive from vk_image
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12668>
2021-09-02 05:53:39 +00:00
Ella-0 f623072328 v3dv: implement VK_EXT_color_write_enable
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11784>
2021-08-13 22:25:23 +00:00
Iago Toral Quiroga c19dcec604 v3dv: implement interaction of queries with multiview
When multiview is enabled, queries must begin and end in the
same subpass and N consecutive queries are implicitly used,
where N is the number of views enabled in the subpass.
Implementations decide how results are split across queries.

In our case, only one query is really used, but we still need
to flag all N queries as available by the time we flag the one
we use so that the application doesn't receive unexpected errors
when trying to retrieve values from them.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:32 +00:00
Iago Toral Quiroga 32cb8809aa v3dv: use correct number of layers for multiview
The Vulkan spec states that when multiview is enabled the number of
layers in the framebuffer is set to one and that each attachment
must then have at least as many layers as referenced by view masks
in the subpasses in which is used.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Iago Toral Quiroga f46f5eac7c v3dv: don't merge subpasses with different view masks
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Iago Toral Quiroga 5fd55ab16d v3dv: broadcast multiview draw commands
We implement multiview by replicating draw commands for all enabled
views and setting a command buffer state for the currently active
view we are broadcasting to.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12034>
2021-07-27 07:31:31 +00:00
Iago Toral Quiroga 7fcc518473 v3dv: allow limiting amount of tile state allocated
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>
2021-07-16 09:36:37 +00:00
Iago Toral Quiroga c188d06326 v3dv: remove deferred vkCmdClearAtachments path
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>
2021-07-12 09:25:28 +02:00
Iago Toral Quiroga 991cca2e77 v3dv: emit state packets for geometry shaders
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
2021-07-12 08:35:55 +02:00
Iago Toral Quiroga bf175fbb6a broadcom/util: don't use compute supergroup packing with subgroups
When using subgroups there are additional restrictions to consider,
so for now we keep it simple and disable supergroup packing in that
scenario.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11620>
2021-06-29 08:43:06 +02:00
Alejandro Piñeiro 67f4624c0c v3dv: move several hw version dependant code to their own (v3dvx) source file
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>
2021-06-22 11:34:06 +02:00
Alejandro Piñeiro 76634f9b8a v3dv: split v3dv_device hw version dependant code to a new source file
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
2021-06-22 11:34:06 +02:00
Alejandro Piñeiro f526f92043 v3dv: split v3dv_format hw version dependant code to a new source file
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
2021-06-22 11:34:06 +02:00
Alejandro Piñeiro efc363a7ce v3dv/cmd_buffer: move cl_emit calls for Draw methods to helpers
As we plan to move them to hw-dependant source files, but not the main
entrypoint.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
2021-06-22 11:34:06 +02:00
Alejandro Piñeiro d39930fb92 v3dv/cmd_buffer: add helper job_emit_binning_prolog
Just to isolate more tightly cl_emit calls. That would make easier to
split v3dv_cmd_buffer.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
2021-06-22 11:34:06 +02:00
Alejandro Piñeiro 1dc8c2d9f6 v3dv: rename v3dv_pack for v3dvx_pack
For consistency, as we use use the v3dvx convention to point that it
depends on the hw version. Also on OpenGL the equivalent macro is
v3dx_pack.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
2021-06-22 11:34:06 +02:00
Iago Toral Quiroga fa8868192b v3dv: remove const qualifier for resource pointer in view objects
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11443>
2021-06-21 06:00:56 +00:00
Iago Toral Quiroga aa61a653a5 v3dv: implement vkCmdResolveImage2KHR
The common Vulkan code will call this to implement vkCmdResolveImage.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11443>
2021-06-21 06:00:56 +00:00
Iago Toral Quiroga cf2747e7ac v3dv: implement VK_EXT_index_type_uint8
Relevant CTS tests:
dEQP-VK.pipeline.input_assembly.*.index_type_uint8.*

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11444>
2021-06-17 12:26:44 +00:00
Charlie 9753dec07d v3dv: remove sRGB blending workaround
This reverts commits 4c15131b1d and
1cf36797bf.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11377>
2021-06-16 11:05:03 +00:00
Charlie 70d3ba1b68 v3dv: clamp srgb render targets
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11377>
2021-06-16 11:05:03 +00:00
Iago Toral Quiroga 6f504b5fc6 v3dv: fix incorrect render area setup
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4875
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11158>
2021-06-07 11:25:22 +00:00
Vinson Lee c51bdac742 v3dv: Fix assert.
Fix defect reported by Coverity Scan.

Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment deviceMask = 1U
has a side effect. This code will work differently in a non-debug
build.

Fixes: 234e1b7356 ("v3dv: implement VK_KHR_device_group")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11197>
2021-06-05 23:04:14 -07:00
Georg Lehmann 9d66a2d986 v3dv: use VKAPI_ATTR and VKAPI_CALL.
Closes #4852

Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Tested-by: Roman Stratiienko <r.stratiienko@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11062>
2021-05-31 17:08:27 +00:00
Iago Toral Quiroga 234e1b7356 v3dv: implement VK_KHR_device_group
We only support one device group with a single device, so the
implementation is trivial.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
2021-05-31 09:06:18 +00:00
Iago Toral Quiroga f07c797e93 v3dv: implement vkCmdDispatchBase
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>
2021-05-31 09:06:18 +00:00
Iago Toral Quiroga 3ce249e65e broadcom/common: move CSD supergroup sizing to a common helper
We want to use this in GL too.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Iago Toral Quiroga afc33a7430 v3dv: limit supergroup size in presence of TSY barriers
When a TSY barrier is hit, the entire supergroup will be synchronized.
If the supergoup is large and uses all available QPU threads it would
mean that we would sychronize and stall all running threads until all
of them reach the barrier, which may be inefficient.

This patch makes it so that if the compute shader has any such barriers
we limit the supergroup size so each supergroup only takes half of the
QPU threads available at most, so that if one supergroup hits a
barrier we have at least one other supergroup we can run, reducing
idle QPU time.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Iago Toral Quiroga 2e0f6e5705 v3dv: choose a larger CSD supergroup size if possible
Each supergroup executes a number batches. Each batch has 16 elements
(one per QPU lane), except possibly the last batch which might be
incomplete. Until now, we packed a single workgroup in each supergroup,
which can lead to more incomplete batches and less efficient use
of the QPUs depending on the configuration of workgroups being dispatched.

This patch computes a number of workgroups per supergroup so that
we reduce or completely eliminate incomplete batches if possible.

It should be noted however, that TSY barriers act on supergroups,
so larger supergroups lead to larger syncpoints on barriers too.
A follow-up patch will try to find a good balance for compute shaders
that use such barriers.

This improves performance of the Sascha Willem's computecloth demo
by ~13%.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
2021-05-04 15:53:23 +00:00
Juan A. Suarez Romero fd8d71ce41 v3dv: rename VC5 to V3D
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>
2021-04-29 11:22:12 +02:00
Iago Toral Quiroga 6c80b084f2 v3dv: better tracking of dirty push constant state
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
2021-04-16 12:29:11 +00:00
Iago Toral Quiroga 30f125f04f v3dv: dirty viewport doesn't affect fragment shaders
The uniform state for the viewport is only used with geometry stages.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
2021-04-16 12:29:11 +00:00
Iago Toral Quiroga 35ff75701f v3dv: improve dirty descriptor set state tracking
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>
2021-04-16 12:29:11 +00:00
Iago Toral Quiroga 1cf36797bf v3dv: fix sRGB blending workaround
This workaround needs to set a flag in the current job but it was
implemented at pipeline binding time, which can happen outside a
render pass. Move it to the pre-draw handler, where it belongs.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4645
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10255>
2021-04-16 06:05:59 +00:00
Iago Toral Quiroga bed3f31fc6 v3dv: don't use a dedicated BO for each occlusion query
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>
2021-04-15 12:45:07 +00:00
Iago Toral Quiroga b8403192ed v3dv: use a bitfield to implement a quick check for job BO tracking
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
2021-04-15 06:09:34 +00:00
Iago Toral Quiroga 9e76240f84 v3dv: optimize a few cases of BO job additions
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>
2021-04-15 06:09:34 +00:00
Juan A. Suarez Romero cbb1e2dcac v3dv: fix assertion
Ensure subpass_idx has a valid value; we use "-1" as invalid one.

Fixes CID#1468096 "Macro compares unsigned to 0 (NO_EFFECT)"

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10203>
2021-04-13 16:24:37 +00:00
Iago Toral Quiroga a45ab46563 v3dv: fix index buffer binding
This can be called outside a render pass so we should not expect to have
a job available. Also, we should not be emitting state here, instead we
should do in the pre-draw handler with all the other draw call state.

Fixes cases of crashes in RenderDoc when selecting elements in the
Event Browser.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10130>
2021-04-09 10:13:46 +00:00
Vinson Lee ddab996589 Remove leftover dead code.
Fix defect reported by Coverity Scan.

Logically dead code (DEADCODE)
dead_error_line: Execution cannot reach this statement: return;.

Fixes: bdf93f4e3b ("v3dv/cmd_buffer: return early for draw commands if there is nothing to draw")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9890>
2021-03-31 21:04:50 -07:00
Juan A. Suarez Romero 1f90d51749 v3dv: fix unused value
Do not assign to a variable that won't be used.

Fixes CID#1468098 "Unused value (UNUSED_VALUE)".

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9910>
2021-03-30 14:15:43 +00:00
Alejandro Piñeiro ce98967274 v3dv: define a default attribute values with float type
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>
2021-03-26 15:00:05 +00:00
Alejandro Piñeiro bdf93f4e3b v3dv/cmd_buffer: return early for draw commands if there is nothing to draw
So for example, on v3dv_CmdDrawIndexed we can return early if
instanceCount is 0.

This fixes failures when using the simulator with tests with the
following pattern:
dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology*

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9820>
2021-03-25 09:38:04 +00:00
Alejandro Piñeiro e354c52801 v3dv/pipeline: try to get the shader variant directly from the cache
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>
2021-03-22 17:10:47 +00:00
Alejandro Piñeiro ebb2297a91 v3dv/pipeline: move topology to pipeline
So now we only store it once per pipeline, instead of once per
pipeline stage.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
2021-03-22 17:10:47 +00:00
Alejandro Piñeiro 2be0c36775 broadcom/compiler: add local_size in v3d_compute_prog_data
As we plan to try to get directly the compiled variant from the cache,
it would be possible to not have available the nir shaders, so we add
this info on prog data.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
2021-03-22 17:10:47 +00:00
Lukas Feller 99a11f25b2 v3dv: fix assertion in job_compute_frame_tiling
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9402>
2021-03-17 06:42:34 +00:00
Iago Toral Quiroga 8a60bde0cf v3dv: fix branching to large secondaries with more than one BCL buffer.
Fixes:
dEQP-VK.api.command_buffers.record_many_draws_secondary_*

Tested-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9333>
2021-03-01 15:16:45 +01:00