The burden was put on the caller, which caused:
- Reading of tess levels back in TCS not accounting for component
- Reading patch outputs in TES account for component twice
Fixes vkd3d tests:
- test_tessellation_read_tesslevel
- test_tessellation_primitive_id
- test_line_tessellation_dxbc
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13338>
We already have code to deal with non-client-visible objects but we were
asserting if it didn't fall into one of the clearly mappable error
cases. However, we didn't have a mapping for VK_ERROR_NOT_PERMITTED
which can happen during object creation. Let's just be sloppy and drop
the assert. Worst case, the client gets an error with no object.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13341>
VK_ERROR_INITIALIZATION_FAILED can happen as part of device creation and
isn't really an instance error in that case.
VK_ERROR_EXTENSION_NOT_PRESENT, on the other hand, is always an instance
thing and we should handle it as such.
Fixes: 0cad3beb2a ("vulkan/log: Add common vk_error and vk_errorf helpers")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13341>
Mapping unimplemented entrypoints to a global function pointer variable
initialized to NULL is a bit cumbersome, and actually led to a bug
in the vk_xxx_dispatch_table_from_entrypoints() template: the !override
case didn't have the right check on the source table entries. Instead of
fixing that case, let's simplify the logic by creating a stub function
and making the alternatename pragma point to this stub. This way we get
rid of all those uneeded xxx_Null symbols/variables and simplify the
tests in vk_xxxx_dispatch_table_from_entrypoints().
Cc: mesa-stable
Fixes: 98c622a96e ("vulkan: Update dispatch table gen for Windows")
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13348>
Two carchase compute shaders (shader-db) and two Fallout 4 fragment
shaders (fossil-db) were helped. Based on the NIR of the shaders, all
four had structures like
for (i = 0; i < 1; i++) {
...
for (...) {
...
}
}
All HSW+ platforms had similar results. (Ice Lake shown)
total loops in shared programs: 6033 -> 6031 (-0.03%)
loops in affected programs: 4 -> 2 (-50.00%)
helped: 2
HURT: 0
All Intel platforms had similar results. (Ice Lake shown)
Instructions in all programs: 143692018 -> 143692006 (-0.0%)
SENDs in all programs: 6947154 -> 6947154 (+0.0%)
Loops in all programs: 38285 -> 38283 (-0.0%)
Cycles in all programs: 8434822225 -> 8434476815 (-0.0%)
Spills in all programs: 191665 -> 191665 (+0.0%)
Fills in all programs: 298822 -> 298822 (+0.0%)
In the presense of loop unrolling like this, the change in cycles is not
accurate.
v2: Rearrange the logic in the if-condition to read a little better.
Suggested by Tim.
Closes: #5089
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13323>
Using recommended values based on performance studies across a range
of workloads.
Rework:
* Always enable geometry distribution
* Set ListCutIndexEnable if primitive restart is enabled
* Set distribution mode based on TEEnable
* Add comment explaining the 3DSTATE_VFG bits (Sagar)
v2:
- Emit 3DSTATE_VFG dynamically based on primitive restart (Ken)
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12091>
The basic vertex+fragment shader state uses the packet
GL_SHADER_STATE, but when geometry shader are involved, the packet
used is GL_SHADER_STATE_INCLUDING_GS.
Without this commit any program using a geometry shader would dump
their shader state (and their shader state record and attribues) as
binaries.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13269>
At that point we didn't call all the v3dv lowerings. So the reference
nir shader used to call the v3d compiler could be different.
Note that at that point the nir shader is only available for internal
shaders (like gs multiview).
This specifically affected multiview tests that wrote gl_PointSize, as
the nir shader for the geometry shader were wrongly exposing
per_vertex_point_size as false, as we were basing our check on the
nir_shader_info, and that was gathered calling nir_shader_gather_info
at pipeline_lower_nir.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13325>
Apparently, we've been requiring a 4K alignment for internally allocated
clear color addresses to work around some unknown issues. There's a
comment to that effect in iris_resource_create_with_modifiers().
When importing a dmabuf and tacking on an additional clear color BO, we
only required an alignment of 1. This wasn't a problem for a long time
because all BO allocations were naturally aligned to the 4K page size.
However, once we enabled suballocation, we were able to allocate "BOs"
at 256B granularity, making this no longer 4K aligned. Increase the
alignment requirement to 4K to match the behavior of our normal
allocations and also our previous behavior.
Fixes Piglit's ext_image_dma_buf_import-intel-modifiers.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5482
Fixes: ce2e2296ab ("iris: Suballocate BO using the Gallium pb_slab mechanism")
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13326>
Since we're not checking for this, xcb has to do it for us the first
time we call xcb_sync_destroy_fence, which puts a blocking round-trip in
the swapchain destroy path for no reason. Check for the extension so we
have the extension's opcode cached when we need it.
Reviewed-by: Michel Dänzer <mdaenzer@redhat.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13339>
Only try to invalidate L2 if we actually hit one of the incoherent images.
Note we may actually insert some extra flushes at the end of a command
buffer so that we may asume the caches are clean the start of the next
command buffer. However, on average I think that case is uncommon
enough that being able to make assumptions at the start of a cmdbuffer
is beneficial. Especially since MSAA is somewhat rare in more recent
games.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13239>
By default line mode is VK_LINE_RASTERIZATION_MODE_RECTANGULAR_EXT,
when lineRasterizationMode is VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT
and primtype is line - we enable bresenham line mode.
We have to disable MSAA when bresenham lines are used, this is
a hardware limitation and spec allows it:
"When Bresenham lines are being rasterized, sample locations may
all be treated as being at the pixel center (this may affect
attribute and depth interpolation)."
This forces us to re-emit msaa state when line mode is changed.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6020>
This bit seems like the control for line mode of rastrization.
That can be simply figured out by comparing
dEQP-VK.rasterization.primitives.no_stipple.bresenham_lines,
dEQP-VK.rasterization.primitives.no_stipple.rectangular_lines and
dEQP-VK.rasterization.primitives.no_stipple.lines.
For opengl, the value of bresenham lines mode, which is 0, is set
by default and the value of rectangular mode, which is 0x1, is set
when multi-sampled.
For vulkan, the bresenham lines are enabled when lineRasterizationMode is
VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT, which sets the bit to 0, while
the value is 1 when it's VK_LINE_RASTERIZATION_MODE_RECTANGULAR_EXT,
that seems to be default.
If both multi-sampled and bresenham-lines are used when primitive type is
line, the bit is to be set as 0 and makes msaa disabled.
Note that this is only tested on a6xx, but I guess it's likely the same
for a5xx.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6020>