I hit a problem running a set of lvp caselists with
dEQP-VK.transform_feedback.simple.draw_indirect_endqueryindexed_streamid_0_16,Crash
This was crashing due to
assert(setup->viewport_index_slot < 0);
in try_update_scene_state
This was because a previous draw had set viewport index slot to 2,
but a clear then draw sequence never resets it, so the clear gets
a scene, and when the subsequent flush happens for that scene,
the viewport_index_slot is never updated. It only gets updated on
draws.
This just resets it as lp_setup_update_state will always pick up
the correct one for the next draw.
Cc: mesa-stable
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25387>
Even though drivers are required by documentation to handle the samplers
being NULL, st/mesa changed enough so it always sets the pointer.
As being similiar to st/mesa is more important than following docs, we
simply mimic st/mesa here and meet the expectations of drivers.
In the future we want to track the set state similiar to st/mesa, so
`clear_sampler_views` will probably go away and we'll just update what
we'll need.
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: @LingMan <18294-LingMan@users.noreply.gitlab.freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25363>
When a backing resource is created for a render target view when the
same resource is currently bound to a shader resource view, the content
update back to the original resource happens when the associated render
target view is unbound. But state update only happens at clear or draw
time. So if TexSubImage happens after BindFrameBuffer and before Draw,
the original texture resource that is mapped to for subimage update
would not have been updated. As a matter of fact at the subsequent state
update at the next draw, the render target views will be updated, the
content from the previous backing resource will be propogated to the
original resource, hence overwriting the changes from the last TexSubImage.
To fix the problem, this patch validates the texture resource, updates
any pending changes from the backing resource before transfer map upload
occurs.
Fixes the rendering issue demonstrated from the fbo_texsubimage_update trace
Reviewed-by: Martin Krastev <krastevm@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25386>
The kernel exposes CHIP_ID, which consists of:
[63:48] const 0 / reserved
[47:32] speedbin (default 0xffff)
[31:0 ] actual gpu chip ID
Fix the 690 chip id to make it probe correctly.
Keep the existing entry for the downstream KGSL driver.
This is essentially the same as Commit 6067aba9e6 ("freedreno: Include
speedbin fallback in 740 chipid to fix probing"), except for the older
core.
Fixes: 210c6c11cc ("freedreno+tu: Add a690 support")
Signed-off-by: Konrad Dybcio <konrad.dybcio@linaro.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25408>
This reverts commit ef0d92459c and instead removes the y coordinate
divide by two in weave shaders. The scale ratio now works correctly
with interlaced input.
Also remove the YUV to YUV bob shader and reuse the progressive shader
for bob deinterlacing, same as in YUV to RGB case (video_buffer shader).
Acked-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25258>
On non-Windows OSes, align_realloc is the os_realloc_aligned() from
src/util/os_memory_aligned.h, which doesn't use realloc internally.
Instead, it uses os_malloc_aligned() and memcpy's over the old data,
which is why it needs an "old size" (unlike normal realloc).
In _mesa_reserve_parameter_storage, the call to align_realloc above
passes (oldValNum * sizeof(gl_constant_value)) as the old size, which
is all the actual data. The actual allocation size of the array may
be larger (in fact, we allocate 16 extra components), which is tracked
in SizeValues. After realloc, we memset to zero starting at the old
allocation size, to the new allocation size.
This would work if it were a real realloc. However, because we actually
malloc + memcpy and only copy the previous /data/, not the allocated
size, and then memset from the old /allocated size/, our new copy will
have the spaces between the old data and the old allocation size neither
copied nor memset, leaving them as uninitialized garbage memory.
These values then get written to the shader cache, meaning that if you
compile the same shader multiple times, you may get different shader
cache entries. This is bad for reproducible, deterministic compiles.
While at it, we also memset to zero in _mesa_add_parameter, as this
looks like another place where memset-to-zero is missing.
To reproduce this error, one can run shader-db:
$ MESA_SHADER_CACHE_DIR=a ./run -b shaders/godot3.4/49-28.shader_test
$ MESA_SHADER_CACHE_DIR=b ./run -b shaders/godot3.4/49-28.shader_test
and see an occasional difference in the end of the ParameterValues
array, where there's a padding gap between the last two elements that
was never zero-initialized.
Thanks to Mark Janes for discovering this and tracking it down together!
Cc: mesa-stable
Reviewed-by: Mark Janes <markjanes@swizzler.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25316>
Now that we don't need the lock, we can return directly. Also, now that
we don't have the old UAPI, we can clean things up and make the whole
function make a bit more sense. Also, drop some pointless braces while
we're just moving code around.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>
These existed entirely to support shadow memory for VkImage cases where
we needed tiling. Now that we have VM_BIND, these are no longer used so
we can drop the wrappers and just implement VkAllocate/FreeMemory again.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>
This existed to let us lock the memory_objects list and for handling
BO-based vk_sync waits. We don't have either of these things anymore so
there's no need for a device-level lock. We already have fine-grained
locks around the data structures that need them.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>