When a GPU hang is detected in the kernel, it can uses 2 different
mechanism to recovery: a soft recovery or a hard reset.
Soft recovery doesn't lose the vram content so contexts are still
valid. In this case we don't need to recreate the aux context.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10179>
The kernel can do different types of recovery (soft recovery, GPU reset).
Since they both increase gpu_reset_counter, this will cause all contexts
to report AMDGPU_CTX_QUERY2_FLAGS_RESET, which is a bit misleading: if
a single context was soft-recovered, the others are fine and we don't need
special processing.
This commit uses the AMDGPU_CTX_QUERY2_FLAGS_VRAMLOST to distinguish
between the 2 kind of reset and later commits will use this information.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10179>
If info->take_index_buffer_ownership is true we can skip
refcounting but only for the first iteration of the loop.
The next iterations have to use tc_set_resource_reference.
Fixes: 363c1ef0c0 ("gallium/u_threaded: split draws that don't fit in a batch")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10171>
Somewhat terrifyingly, we never sent this for direct contexts, which
means the server never knew the context/drawable bindings. To handle
this sanely, pull the request code up out of the indirect backend, and
rewrite the context switch path to call it as appropriate. This
attempts to preserve the existing behavior of not calling unbind() on
the context if its refcount would not drop to zero.
Of course, you can't just do this indiscriminately, because this is GLX
and extant X servers have bugs and everything is terrible. To wit:
- For 1.20.x prior to 1.20.6, you can bind a direct context once, but
the second time you try to modify the context's binding you will get
GLXBadContextTag. This includes unbinding the context. And "deleting"
the context will leak memory, because it will still appear to be
current.
- For 1.19 and earlier, glXMakeCurrent(dpy, None, ctx) should be legal
for GL 3.0+ contexts, but the server will throw BadMatch.
To guard against this, we only send the request for indirect contexts
unless the server is known good, and only mention one context at a time
in such a request; if switching between contexts, we first unbind the
old, and then bind the new. Note that the second VendorRelease() version
is to catch XFree86 4.x and Xorg [67].x, which almost certainly have the
above bugs. Other servers might report different version numbers here,
but we can't do direct rendering against them, so this should be safe.
Fixes: mesa/mesa#4418
Acked-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9992>
Move the macros defining the expected number of attributes into the same
file as their consumer, remove a pointless maximum, and allocate more
space for attribs on the stack to avoid malloc in the common case.
glxext.c knows about 46 config attribs, 46 - 18 = 28, round up to 32 to
future proof a bit.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9992>
The previous pass was based on misconceptions and
rounded up with bug fixes. The new pass is entirely
rewritten and basically just one-to-one from the paper:
"Revisiting Out-of-SSA Translation for Correctness, CodeQuality, and Efficiency"
by B. Boissinot et al.
It also incorporates the value-equality testing.
The regressions are mainly due to creating parallelcopies for
exec phis at loop headers (mitigated in the next commit).
Totals from 4933 (3.61% of 136546) affected shaders (Raven):
SpillSGPRs: 16249 -> 16527 (+1.71%); split: -0.28%, +1.99%
SpillVGPRs: 1771 -> 1595 (-9.94%)
CodeSize: 57544436 -> 58280304 (+1.28%); split: -0.00%, +1.28%
Scratch: 176128 -> 179200 (+1.74%)
Instrs: 11265783 -> 11445884 (+1.60%); split: -0.00%, +1.60%
Latency: 552596156 -> 555880540 (+0.59%); split: -0.53%, +1.13%
InvThroughput: 271431862 -> 273097423 (+0.61%); split: -0.18%, +0.79%
VClause: 160240 -> 160241 (+0.00%); split: -0.02%, +0.02%
SClause: 386863 -> 386685 (-0.05%); split: -0.07%, +0.02%
Copies: 1180801 -> 1345633 (+13.96%); split: -0.02%, +13.98%
Branches: 379129 -> 393052 (+3.67%); split: -0.01%, +3.69%
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9196>
To decide which variables to spill, we must use the distances at the
beginning of the loop-header, and not the distances at the end of the
loop-preheader. The difference are that the former includes phis which are
viable to be spilled as opposed to the phi operands which would be reloaded
by add_coupling_code(), ending up in potentially too high register pressure
before the loop.
Totals from 206 (0.15% of 136546) affected shaders (Raven):
SpillSGPRs: 5154 -> 5000 (-2.99%)
CodeSize: 3654072 -> 3647184 (-0.19%); split: -0.19%, +0.00%
Instrs: 701482 -> 700526 (-0.14%); split: -0.14%, +0.00%
Latency: 40988780 -> 40872506 (-0.28%); split: -0.29%, +0.00%
InvThroughput: 20364560 -> 20306006 (-0.29%)
SClause: 20192 -> 20198 (+0.03%)
Copies: 77732 -> 77688 (-0.06%); split: -0.08%, +0.03%
Branches: 24204 -> 24050 (-0.64%)
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9196>
The KHR_partial_update spec says:
"
If EGL_EXT_buffer_age is supported, the contents of the buffer inside
the damage region may also be relied upon to contain the same content
as the last time they were defined for the current back buffer.
"
but we currently assume that everything inside the damage region will
be overwritten by new data and that the previous content doesn't need
to be reloaded.
Let's get rid of the damage rect inversion logic for now and reload
everything inside the damage extent. We will optimize things further
down the line, using pre-frame DCDs on Bifrost, and a tile enable map
on Midgard.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10033>
pan_blitter.c is meant to replace the pan_blit.c which currently
provides helpers to preload the tile buffer. Some changes
are worth mentioning:
- we use pre-frame DCDs on Bifrost (Midgard still uses a tiler job
to preload the tile buffer)
- the blit shaders are now stored in a hash table and created lazily
- we now cache blend shader binaries and blit RSDs too
This library will soon be extended to cover regular blits.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10033>