The only change in behavior is that setting the affinity mask is skipped
when it has no effect, which happens when the app thread hasn't been moved
under a different L3 cache by the kernel (the sched_state variable tracks
that). This improves performance because setting the affinity mask incurs
measurable CPU overhead even if it has no effect.
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27247>
"__ANDROID__ is defined by the compiler. It is defined for
all Android targets."
"ANDROID is set by some build systems, and not in any reliable
manner (in AOSP it actually just means that you're in AOSP; it's
set even when you're building host code for Windows, so it
doesn't mean much of anything)."
https://github.com/android/ndk/issues/407https://github.com/android/ndk/issues/807
Since the toolchain provides __ANDROID__ for actual Android
targets, standalone NDK and Soong builds should work.
The Mesa CI uses a combination of the NDK toolchain, internal
Android stubs and a Debian sysroot when compile testing Android.
Long-term, it should be possible to remove ANDROID and use
DETECT_OS_ANDROID everywhere.
Reviewed-by: Aaron Ruby <aruby@blackberry.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26874>
DOOM Eternal builds acceleration structures with inactive primitives and
tries to make them active in later AS updates. This is disallowed by the
spec and triggers a GPU hang. Fix the hang by working around the bug.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27034>
Detroit: Become Human has an optimization issue where the same BO is
mapped and unmapped on a per-frame basis, which leads to massive
overhead in the kernel, both creating the mapping and taking page
faults.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26942>
Currently the shader cache is broken when running under flatpak-spawn
because the shader cache's parent directory will not exist. For example,
the shader cache directory might be:
/home/mcatanzaro/.var/app/org.gnome.Epiphany.Devel/cache
If /home/mcatanzaro/.var/app/org.gnome.Epiphany.Devel/ does not already
exist, we fail. Let's create the directories recursively, as if by
'mkdir -p', rather than just fail.
Fixes#8294
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25925>
Only shaders which explicitly allow shared memory are included for
now. The pass is very late to avoid optimizations removing the stores
and to ensure the clear gets added after MS outputs get loaded from LDS.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26679>
On Windows, the C runtime maintains an environment variable cache for
getenv. But apps and drivers are free to statically link the C runtime,
so you might get different environment variable caches between components.
Specifically, a test trying to putenv to update the environment won't have
its update reflected by the driver if the CRT is statically linked, unless
we go to the Win32 API directly.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26744>
Allocate a ralloc sub-context which takes the u64 hash table as a parent
and attach a destructor to it so we can free the hash_key_u64 objects
that were allocated by _mesa_hash_table_u64_insert().
The order of creation of this sub-context is crucial: it needs to happen
after the _mesa_hash_table_create() call to guarantee that the
destructor is called before ht->table and its children are freed,
otherwise the _mesa_hash_table_u64_clear() call in the destructor leads
to a use-after-free situation.
Fixes: ff494361be ("util: rzalloc and free hash_table_u64")
Cc: stable
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26423>
When an entry exists, _mesa_hash_table_insert() updates the entry with
the new data/key pair, which causes a leak if the key has previously
been dynamically allocated, like is the case for hash_u64_key keys.
One solution to solve that is to do the insertion in two steps: first
_mesa_hash_table_search_pre_hashed(), and if the entry doesn't exist
_mesa_hash_table_insert_pre_hashed(). But approach forces us to do the
double-hashing twice.
Another approach is to extract the logic in hash_table_insert() that's
responsible for the searching and entry allocation into a separate helper
called hash_table_get_entry(), and keep the entry::{key,data} assignment
in hash_table_insert().
This way we can re-use hash_table_get_entry() from
_mesa_hash_table_u64_insert(), and lake sure we free the allocated
key if the entry was already present.
Fixes: 6649b840c3 ("mesa/util: add a hash table wrapper which support 64-bit keys")
Cc: stable
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26423>
Crysis 2 and 3 Remastered's RT shaders non-uniformly index into SSBO
descriptor arrays without specifying the NonUniformEXT qualifier on the
relevant access chains/load ops. This leads to artifacts around objects.
To add insult to injury, the game fails to provide a meaningful
applicationName/engineName in the Vulkan part of the DX11-Vulkan interop
solution used for RT. Both of these fields are set to "nvpro-sample"
(perhaps the code has been copied from NVIDIA's sample applications).
Therefore, fall back to executable name matching.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9883
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26391>