For now, only mark the 4x8BitPacked variants as accelerated.
Applications are unlikely to use the "add with saturate" opcodes from
VK_INTEL_shader_integer_functions2, so, technically, all of the
AccumulatingSaturating variants "[provide] a performance advantage over
user-provided code composed from elementary instructions..." on all
Intel platforms. If we encounter an application that cares, we can do
things differently then. Ditto for the non-packed 8Bit, 4-element
vector variants.
v2: Don't memset props as this also zeros sType and pNext. Noticed by
Georg Lehmann in !12617.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12624>
This commit does several things:
* Unify code common to several drivers by evaluating INTEL_NO_HW within
intel_get_device_info_from_fd (suggested by Jordan).
* For drivers that keep a copy of the intel_device_info struct, a
separate copy of the no_hw field is now unnecessary. Remove them.
* Minimize kernel queries when INTEL_NO_HW is true. This is done for
code simplification, but we may find reason to undo this later on.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12007>
Implement the workarounds in anv and iris instead.
Before this commit, ISL unconditionally modified workaround registers
while filling out depth stencil state. To account for this, drivers
unconditionally stalled prior to emitting depth stencil packets. This
hurt performance.
By having the drivers perform the workarounds, they can choose when to
modify the relevant registers. The drivers now avoid emitting the
workaround for NULL depth buffers. This reduces stalls and leads to
better performance.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (the ISL/Anv bits)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (the Iris bits)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11454>
Instead of making LMEM the special case, unify the two paths by setting
up a fake drm_i915_query_memory_regions struct and filling it out based
on OS queries. The important functional change here is that we now pass
system memory through the same GTT size and 3/4 filter that we were
using with the OS queries. This should make behavior consistent on
integrated GPUs regardless of whether or not we have the memory region
query API.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12433>
Even though we can't really do the parsing on behalf of the driver (it's
too complicated), storing it in the vk_image lets us provide a common
implementation of vkGetImageDrmFormatModifierPropertiesEXT(). It'll
also be useful in the next few commits for swapchain images.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12023>
This is mostly a bit of future-proofing. We never end up with offsets
that don't fit in 32 bits today because, thanks to driver limitations
caused by relocations, we don't allocate buffers bigger than 2GB today.
However, if we ever did, it's possible to create a surface on modern
platforms that consumes more than 4GB and we would end up with wrapping
in our offset calculations.
Acked-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11765>
When creating an image out of a swapchain on Android, the android
layer call will detect a VkBindImageMemorySwapchainInfoKHR in the
pNext chain of the vkBindImageMemory2() call and add a
VkNativeBufferANDROID in the chain. This is what we should use as
backing memory for that image.
v2: Fix a couple of obvious mistakes (Tapani)
v3: Silence build warning (Lionel)
Fix invalid object argument to vk_error() (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: bc3c71b87a ("anv: don't try to access Android swapchains")
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5180
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12244>
It's called anv_image_* so it really should take an anv_image. For the
couple of cases where we really want to pass in a set of aspects, we
leave an anv_aspect_to_plane() helper. anv_image_aspect_to_plane() is
then just a wrapper around it which grabs the aspects from the image.
While we're in the area, sprinkle some const around.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
The Vulkan 1.2.184 spec says:
"When creating a VkImageView, if sampler Y′CBCR conversion is
enabled in the sampler, the aspectMask of a subresourceRange used by
the VkImageView must be VK_IMAGE_ASPECT_COLOR_BIT.
When creating a VkImageView, if sampler Y′CBCR conversion is not
enabled in the sampler and the image format is multi-planar, the
image must have been created with
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT, and the aspectMask of the
VkImageView’s subresourceRange must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT or VK_IMAGE_ASPECT_PLANE_2_BIT."
Previously, for YCbCr images, we were flipping this around. For single-
plane views where VK_IMAGE_ASPECT_PLANE_N_BIT would be passed in by the
app, we would store VK_IMAGE_ASPECT_COLOR_BIT. For multi-plane views
where the client says VK_IMAGE_ASPECT_COLOR_BIT, we would store a all of
the planes. (There was also an extra bit of remapping that would
compact the planes in the non-existent case of a format with a non-
contiguous set of planes.) The idea behind this was that for things
like rendering or single-plane sampling, storage, or compute, we want it
to look as much like a single-plane image as possible but we wanted the
multi-plane case to be the awkward one.
This commit changes it around so that iview->aspects is always exactly
the subset of image->vk.aspects represented by the view. This is
identical to how aspects work for depth/stencil so it gains us some
consistency.
This commit also changes anv_image_view::aspect_mask to aspects to force
a full audit of the field. As can be seen, there are only a few uses of
this field and they're all mostly fine:
- A bunch of them are used to check for depth/stencil. That hasn't
changed.
- Most of the checks for color already used ANY_COLOR_BIT, only one
needed fixing.
- There's a check that both src/depth are color for MSAA resolves.
However, we don't support MSAA on YCbCr so there's no point in
checking for ANY_COLOR_BIT.
There is a hidden usage of planes in anv_descriptor_set_write_image_view
that's not as obvious. However, this function simply looks at
anv_image_view::n_planes and blindly fills out the descriptor
accordingly. As long as image views with a single plane continue to
claim n_planes == 1, this will be fine.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
Previously, we initialized vplane in anv_CreateImageView to 0 and
incremented it every iteration of the aspect loop. This only works
because planes are guaranteed to be in aspect-bit-order which wasn't
documented anywhere. Instead, drop this assumption and burn a couple
CPU cycles properly calculating vplane.
While we're here, make iplane const as well.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
When creating a single-plane view of a multi-plane image, we were
relying on vplane_aspect to be VK_IMAGE_ASPECT_COLOR_BIT so that
anv_get_format_plane of the single-plane view format would work.
Instead of relying on this quirk, we can drop vplane_aspect and rely
entirely on vplane to only be 0 in this case. In the case of depth or
stencil images, we still need to grab the format aspect but we can use
the actual aspect and don't need the vplane_aspect trickery.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
The comment about modifiers is bogus because we check the modifier
before this check and return early. Also, there's no reason why we need
to check the requested aspect when we could check the format itself.
anv_image_aspect_to_plane will ensure that the requested aspect is one
that actually exists.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
Vulkan allows us to, in theory, support ycbcr on single-plane formats if
the client really wants it. Also, these functions should work on a
multi-plane color image as long as the client specifies the right
aspect. This gets rid of our usage of can_ycbcr outside of anv_image.c.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12141>
There are two problems with the current architecture.
In OpenGL, the id is supposed to be a unique identifier for a particular
log source. This is done so that applications can (theoretically)
filter particular log messages. The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in. This causes
the id to get set once to a unique value for each message.
By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.
When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread. This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(
I have not observed any crashes related to this particular issue.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
There are two problems with the current architecture.
In OpenGL, the id is supposed to be a unique identifier for a particular
log source. This is done so that applications can (theoretically)
filter particular log messages. The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in. This causes
the id to get set once to a unique value for each message.
By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.
When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread. This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(
This fixes shader-db crashes of various kinds on Iris with threaded
shader compiles enabled.
Fixes: 42c34e1ac8 ("iris: Enable threaded shader compilation")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
If the passed VkPipelineRasterizationLineStateCreateInfoEXT wasn't zero
initialized, we copy garbage values that are later on used to set the
state and may end up crashing when they are beyond the limits of the HW.
v2 (Lionel): Simplify if condition
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12121>