mesa-overlay with control arg fails to setup socket properly when multiple
adapters launched. First adapter listens to socket, blocking all remaining
adapters. This is a common occurrence with games using lauchers where the
launcher is also a vulkan app. Fixed by deferring socket listening to first
frame rendered, which should be the game.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27538>
To implement some of the features of the layer, we need to enable some
of the feature bits at device/command_buffer creation. To do so, we
need to edit some of the structures coming from the application. Most
of those are const so we need to clone them before edition.
This change disables some of the layer features if we run into a
situation where one of the structure we need to clone is unknown such
that we can't make a copy of it (since we don't know its size).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7677
Cc: mesa-stable
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19897>
VK_LAYER_EXPORT is going away in the next Vulkan header update. We
already have a PUBLIC macro in util/macros.h which does the same thing.
Unlike VK_LAYER_EXPORT, it should work in Windows too.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21225>
If we include vulkan.h, we risk including the WSI bits as well, which we
don't need here. Only trouble can follow from including these where
they're not needed.
So let's include vulkan_core.h in these places instead.
Fixes: b39958a3a1 ("anv,nir: Move the ANV YCbCr lowering pass to common code")
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21185>
v2 (Jason Ekstrand):
- Add duplicate hooks for both the 1.2 and KHR versions of
vkCmdDraw[Indexed]IndirectCount.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
By default, if an output_file is specified, the overlay layer will start
capturing data immediately. After this commit, when a control socket is
used, the capture starts disabled by default, and is only enabled when a
command ":capture=1;" is received.
when the capture is enabled, we might have already accumulated some
stats. To avoid capturing such noise, we discard and reset the fps and
stats, updating the display and capturing only data from that point on.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Add support for socket from which the overlay layer can receive
commands. This control socket can be useful to allow setting options
once the application is already running. For instance, triggering the
capture of fps data at a certain point.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It is legal to call vkFreeCommandBuffers() on NULL command buffers.
This fix requires eb41ce1b01 ("util/hash_table: Properly handle
the NULL key in hash_table_u64").
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4438188f49 ("vulkan/overlay: record stats in command buffers and accumulate on exec/submit")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Begin/Reset of command buffer both reset the content of the command
buffer. Don't forget to wipe them on Begin.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4438188f49 ("vulkan/overlay: record stats in command buffers and accumulate on exec/submit")
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Through a series of rebases, I forgot to switch a bunch of error
checks to use a macro that will show where the problem is, rather than
printing out a dumb "ERROR!".
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The
if (!pipe && timestamp)
logic was broken. It should have been :
if (!pipe && !timestamp)
Let just drop this condition as the following code does the right
thing for all cases.
An error was appearing with the following variables :
VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay VK_LAYER_MESA_OVERLAY_CONFIG=gpu_timing
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: ea7a6fa980 ("vulkan/overlay: add pipeline statistic & timestamps support")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The original implementation assumed that we could allocate the same
amount of command buffers as the number of images in the swapchain.
But the application could potentially render much faster and rerender
into images that have been submitted for presentation but not yet
presented.
This change keeps on allocating command buffers, vertex buffer, vertex
indices as well as a semaphore and a fence for as long as we can't
reuse a previously submitted one.
This fixes rendering issues in the overlay at high frame rates.
v2: Don't recreate semaphores constantly (Józef)
v3: Drop useless surface & FreeCommandBuffers (Józef)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110655
Cc: 19.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Józef Kucia <joseph.kucia@gmail.com>
Non dispatchable handles can be uint64_t. When compiling the layer on
a 32bit platform, this will lead to casting uint64_t into (void *)
which is 32bit, leading to incorrect handles being mapped internally
in the layer.
v2: Use more HKEY() (Eric)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Józef Kucia <joseph.kucia@gmail.com>
Fixes: 2d2927938f ("vulkan/overlay-layer: fix cast errors")
Reviewed-by: Józef Kucia <joseph.kucia@gmail.com>
Not quite sure what version of GCC/Clang produces errors (8.3.0
locally was fine).
v2: also fix an integer literal issue (Karol)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com> (v1)
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This is useful to normalize the numbers written into the output file
as those number are accumulated over a period of time and number of
frames.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
v2: switch to VkBase{In,Out}Structure
v3: Add timestamps at begin/end of primary command buffers to estimate
gpu time spent per submission (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v2)
This significantly reworks how numbers displayed are computed. We
accumulate operations written into command buffers and add those to
the device when submitted to a queue. These collected values are then
used to compute per frame overlay data.
We also accumulate the data over the sampling fps period to produce
numbers for that period of time.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>