a7xx hardware has 8x MSAA capabilities we can expose. The 8-bit sample
count flag is included in the supported sample counts when computing image
format properties for MSAA-capable image creation conditions, with the
exception of 128-bit formats that don't support 8x MSAA.
UBWC blocksize logic is updated to cover cases of 16-bit and 32-bit formats
that support 8x MSAA. The per-cpp blocksize array is adjusted to also cover
128-byte values for which UBWC has to be disabled anyway.
VK_EXT_sample_locations implementation is adjusted to support sampling in
up to 8 locations, achieved by writing into additional sample location
registers.
Signed-off-by: Zan Dobersek <zdobersek@igalia.com>
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32180>
When debugging a game that compiles a ton of shaders at beginning, it
can be very very slow because shaders cache was disabled by default
with RADV_DEBUG=hang.
To make debugging such a game faster, let's cache shaders with
RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the
disassembly are stored in the cache. To get SPIR-V and NIR, you might
need RADV_DEBUG=hang,nocache.
This also handles the trap handler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246>
With Linux kernel 6.12-rc2, crosvm crashes in drm-ci
with the following error,
[ERROR crosvm::sys::linux::panic_hook] thread 'crosvm_vcpu0' panicked at devices/src/virtio/gpu/mod.rs:1761:14:
[ERROR crosvm::sys::linux::panic_hook] failed to send activation resources to worker thread: SendError { .. }
Uprev crosvm to fix this issue.
Signed-off-by: Vignesh Raman <vignesh.raman@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31900>
ANB implementation aims to rely as much as possible on 'ANB common' code in vulkan/runtime
and vk_common_* entry points automatically handled by mesa at build time.
(v1) Initial Vulkan HAL skeleton with vk_android_{init,destroy}_ugralloc() in nvk_open_hal()
Changelog:
nvk_android.{c,h}: skeleton nvk_open_hal()/nvk_close_hal() and meson.build changes
nvk_instance.h: nvk_*() functions declaration required by nvk_android.c
nvk_device.c: add ANB support
nvk_image.c: add ANB code paths
nvk_physical_device.c: enable ANB extension support
NOTE: Avoid including any AHB code/headers <vndk/hardware_buffer.h>
use only <vulkan/vk_android_native_buffer.h>
Achievements:
Vulkan HAL is detected by Android build, but no Vulkan application is rendering
Android libvulkan.so loader performs dlopen() of /vendor/lib64/hw/vulkan.nouveau.so
Sascha Willems vulkanCapsViewer App detects the Vulkan HAL in Android builds on RTX2060
Android CTS 11 dEQP-VK can be run and completed, but com.drawelements.deqp app shows black surface
dEQP Test Results:
Module Passed Failed Total
dEQP-VK 568738 161 568899
(v2) Further replication of other using 'ANB common' implementation
Changelog:
Move vk_android_{init,destroy}_ugralloc() from nvk_open_hal() to nvk_CreateInstance()
Remove nvk_GetPhysicalDeviceProperties2() and rely on vk_common_GetPhysicalDeviceProperties2()
Achievements:
Improvements in dEQP-VK test results, but many dEQP.wsi.android.* tests are still failing
dEQP Test Results:
Module Passed Failed Total
dEQP-VK 568783 115 568899
(v3) Get inspiration from lavapipe recent llvmpipe ANB implementation and cleanups
nvk_physical_device.c: brace nvk_init_wsi,nvk_finish_wsi with #ifdef NVK_USE_WSI_PLATFORM/#endif
nvk_image.c: if (!mem) return VK_SUCCESS in DETECT_OS_ANDROID path
nvk_android.h: remove nvk_ahb_format_for_vk_format() and add vk_format_from_android()
Achievements:
Improvement in dEQP.wsi.android.* test results, only dEQP.wsi.android.swapchain.simulae_oom.* are failing.
Most of Vulkan Apps generate these errors in logcat:
... E BufferQueueConsumer: [tech.incr.vulkanandroid/tech.incr.vulkanandroid.MinimalNativeActivity#0](id:85900000010,api:1,p:5060,c:2137) acquireBuffer: max acquired buffer count reached: 2 (max 1)
... E BufferLayerConsumer: [tech.incr.vulkanandroid/tech.incr.vulkanandroid.MinimalNativeActivity#0] updateTexImage: acquire failed: Function not implemented (-38)
while some other apps (vkCube and GearsVK) generate these errors:
... E RenderEngine: failed to wait on fence fd
... E Layer : [Surface(name=Task=136)/@0x832783c - animation-leash#0] No local sync point found
... E Layer : [Surface(name=Task=1)/@0xd82067 - animation-leash#0] No local sync point found
dEQP Test Results:
Module Passed Failed Total
dEQP-VK 568820 79 568899
(v4) Vulkan HAL implement nvk specific ANB gralloc and synchronization, inspired by llvmpipe ANB
Changelog:
nvk_android.c: nvk_GetSwapchainGrallocUsageANDROID, nvk_AcquireImageANDROID, nvk_QueueSignalReleaseImageANDROID
implemented as porting of llvmpipe commit 0dce939e with 's/lvp_/nvk_/g' for functions rename
NOTE: at this stage nvk_GetSwapchainGrallocUsageANDROID is only setting gralloc SW usage flags
nvk_image.h: NVK_MAX_PLANE_COUNT 1 - NOTE: I don' know how many max planes are supported by NVK
Achievements:
GearsVK working
dEQP-VK tests produce colored output on screen
3DMARK API Overhead, Slingshot Extreme: running but meshes are not rendered
Other Vulkan API enabled Android Apps (Sascha Willems vulkanTriangle) are showing black surface,
which is due to basic gralloc SW usage flags implemented in nvk_GetSwapchainGrallocUsageANDROID()
dEQP Test Results:
Module Passed Failed Total
dEQP-VK 568820 79 568899
The failed tests are in the following modules/test:
dEQP-VK.api.driver_properties#driver_id_match 1
dEQP-VK.pipeline.multisample.min_sample_shading_enabled.* 9
dEQP-VK.pipeline.multisample.min_sample_shading.* 56
dEQP-VK.sparse_resources.image_sparse_binding.cube_array.rgba32i#256_256_6 1
dEQP-VK.sparse_resources.image_sparse_binding.cube_array.rgba32ui#256_256_6 1
dEQP-VK.ssbo.layout.random.all_shared_buffer#5 1
dEQP-VK.wsi.android.swapchain.simulate_oom 10
(v5) use ANB common code for GetSwapchainGrallocUsage*ANDROID
Changelog:
Replace the "SW usage only" nvk_GetSwapchainGrallocUsage{,2}ANDROID
and rely on vk_common_GetSwapchainGrallocUsage{,2}ANDROID
Achievements:
Vulkan Apps are rendering on screen
Tested on Android 11 with Vulkan 1.1 API
Android apps working:
Khronos Vulkan-Samples
Sacha Willems Vulkan Examples
Vulkan Android Test
vkCube
GearsVK
PPSSPP
3DMARK API Overhead, Slingshot Extreme - Still with meshes issue
dEQP Test Results:
Module Passed Failed Total
dEQP-VK 568820 79 568899
The failed tests are in the following modules/test (same as per previous iteration):
dEQP-VK.api.driver_properties#driver_id_match 1
dEQP-VK.pipeline.multisample.min_sample_shading_enabled.* 9
dEQP-VK.pipeline.multisample.min_sample_shading.* 56
dEQP-VK.sparse_resources.image_sparse_binding.cube_array.rgba32i#256_256_6 1
dEQP-VK.sparse_resources.image_sparse_binding.cube_array.rgba32ui#256_256_6 1
dEQP-VK.ssbo.layout.random.all_shared_buffer#5 1
dEQP-VK.wsi.android.swapchain.simulate_oom# 10
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30833>
Required to compile nvk for android
Fixes the following building error:
FAILED: src/nouveau/compiler/nak_bindings.rs
...
/usr/include/xf86drm.h:40:10: fatal error: 'drm.h' file not found
panicked at 'Unable to generate bindings: ClangDiagnostic("/usr/include/xf86drm.h:40:10:
fatal error: 'drm.h' file not found\n")', main.rs:52:36
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30833>
On A7XX reading fragment shading rate correctly requires declare
SAMPLEMASK input. It doesn't need to be used anywhere, just declared.
This workaround was seen in the prop driver v512.762.12
Fixes a lot of tests in:
dEQP-VK.fragment_shading_rate.*
Fixes: 2ab8eff511
("tu/a7xx: Implement VK_KHR_fragment_shading_rate")
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32335>
FSR with VK_EXT_post_depth_coverage enabled has wrong values of
gl_SampleMaskIn[0]. Prop driver has fragmentShadingRateWithShaderSampleMask
enabled, but it doesn't support VK_EXT_post_depth_coverage.
Sample mask is supplied by HW and there is no flag in sight to fix it.
The failing tests were:
dEQP-VK.pipeline.fast_linked_library.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_2_post_depth_coverage
dEQP-VK.pipeline.fast_linked_library.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_4_post_depth_coverage
dEQP-VK.pipeline.monolithic.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_2_post_depth_coverage
dEQP-VK.pipeline.monolithic.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_4_post_depth_coverage
dEQP-VK.pipeline.pipeline_library.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_2_post_depth_coverage
dEQP-VK.pipeline.pipeline_library.multisample_with_fragment_shading_rate.sample_mask_with_depth_test.samples_4_post_depth_coverage
Fixes: 2ab8eff511
("tu/a7xx: Implement VK_KHR_fragment_shading_rate")
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32335>