This is a farm of 5 (6, but one fails) TK1 boards for nouveau testing,
hosted and maintained by me. Currently it runs GLES dEQP.
I've been using ./.gitlab-ci/bin/ci_run_n_monitor.py --stress --target
gk20a to test it and am pretty confident of the skips/flakes list. Last
night it ran 318 jobs without fail, and prior to that there were two sets
of runs in the 100-200 range where only the one failing runner failed any
jobs.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18497>
this adds a variable which, when set, overrides the return of the
pipe_screen::is_compute_copy_faster hook to force using compute shader
downloads even on drivers that don't export the cap/hook, enabling easier
testing
it also adds MESA_COMPUTE_PBO=spec to force always using specialized pbo variants
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18198>
the goal of the pbo ubershaders was to have a very small number of
shaders that could handle lots of different readback operations
this is great for cases where an app is doing lots of different types
of readback, but it's not as optimal for apps which do only 1-2 types
of readback over and over
to handle this, track the usage for every readback which reaches compute pbo
and after the same readback is used N times, inline the constant data and
create a specialized version of the shader which will be more optimal
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18198>
this enables compatible drivers to initiate threaded creation of huge
compute shaders fully in a thread while falling back to software in
order to avoid blocking for several seconds, as slower progress is better
than no progress at all--especially in cases where the huge pbo shader
may only be used a single time
the mechanics are straightforward for thread-enabled drivers:
* check hash table for existing shader data
* if no shader exists, perform creation of nir shader fully in driver thread
and return immediately, enabling software fallback without blocking
* once fence for nir shader is signalled, pass the nir back to the driver
thread again to run common nir passes and execute normal shader creation
* continue to use software fallback until the shader is fully ready
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18198>
this allows a frontend to punt creation of a nir shader down to the
driver's compilation thread, which is useful in the event that the
shader being created is so big that it will cause immediate blocking
from running common nir passes
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18198>
This flag controls virgl's behavior when buffers
are accessed on the guest through Mesa's GBM interface.
As such, this flag needs to be consistent in both the
resource creation and fd import case. Previously, the
fd import resource's flag value would be inconsistent
with the original resource's value.
This patch fixes this by inferring the value of this flag
based on the resource's size.
Signed-Off By: Isaac Bosompem <mrisaacb@google.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18477>
We can't directly convert from unsigned integers smaller than 64 bit to
unsigned 64 bit integers. Hence, converting from 32 bit to 64 bit is
handled by just merging with 0. To support U8/U16 integers handle them
just the same way.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Signed-off-by: Danilo Krummrich <dakr@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18109>
We can't convert directly from signed integers smaller 64 bit to signed
64 bit integers. For 32 bit integers this is handled with SHR and MERGE.
In order to also support 8/16 bit singed integers convert them to 32 bit
first.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Signed-off-by: Danilo Krummrich <dakr@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18109>
The 'set' instruction does distinguish between signed and unsigned, but
always treats values as 32 bit. For singed values < 0 with a bit width
smaller than 32 bit this falsely results in treating it as a positive
value.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Signed-off-by: Danilo Krummrich <dakr@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18109>
We don't have any special requirements for this, so we can just expose
the extension.
The tests in CTS have an issue where they only check if a format is
supported for sampling but don't check if an image with that format
can be created for sampling. In our case, since we can't sample
1D depth/stencil images, this causes affected tests to crash in the
simulator (they pass on the device though). There is an issue with
a fix here:
https://gitlab.khronos.org/Tracker/vk-gl-cts/-/issues/3923
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18489>
Also, update list of expected failures.
dEQP-VK.image.sample_texture.*_bit_compressed_format_two_samplers_*
now reliably pass on Polaris10 (GFX8) and Pitcairn (GFX6).
Stoney has new failures but given there is already a lot of
depth/stencil resolve failures, we shouldn't worry about them.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15587>
If the current layout supports DCC, we initialize it. There's no reason
why we can't leave it in that layout and need to stomp it to
COLOR_ATTACHMENT_OPTIMAL. If the layout supports DCC, it's effectively
identical to COLOR_ATTACHMENT_OPTIMAL anyway.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15587>
With dynamic rendering, the concept of framebuffer dimensions goes away
so this won't make sense. Even with render passes, the render area is
guaranteed to be inside the framebuffer so we may as well clip to the
potentially smaller render area. This commit also moves window scissor
setup to CmdBeginRenderPass2() time. This should be fine, even for meta
ops, as the only meta ops which happen inside a render pass need the
same render area as the render pass itself.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15587>
It was determined that a significant part of queue submission
overhead was from allocation/freeing of CSes constantly inside
`tu_autotune_on_submit`. This has been reduced by retaining
instances of `tu_submission_data` with their corresponding
CSes, this results in entirely eliminating that overhead as
resetting a CS is a very cheap operation compared to allocation
or even freeing it wholly.
Signed-off-by: Mark Collins <mark@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18461>