The GL frontend can lower this weird GL feature away for us. This should
fix redeclaration of the gl_Color/SecondaryColor as centroid, since that
case had been missed in the !flat special case here.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8601>
This is trivial because this path relies on our blit_shader interface
which supports this already, so it just needs to pass it along.
I don't think this is ever triggered practice, since we should be
able to handle any case that could require this with the texel buffer
path, but at least it allows us to simplify a bit the code.
Tested by manually disabling the priority paths to ensure we exercise
component swizzles with this path.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8875>
This path is very memory hungry and batching allows us to reduce
this by allocating memory just once and reuse it for all regions
in the batch instead of allocating once per region.
v2: document return value for this function (apinheiro).
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8875>
We do this by converting them to a compatible color copy and using a
destination color mask as well as a source component swizzle to handle
D24 format semantics according to the V3D hardware requirements,
similar to what we do with our blit shader interface.
This path is faster than the terrible copy_buffer_to_image_blit,
which requires to copy the source buffer to a tiled image first
and should be avoided as much as possible, since it is slow and
can also quickly increase device memory usage.
This fixes occasional OOM errors when loading traces in renderdoc.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8875>
Now that all drivers are converted over, we can make a few changes.
First off, vk_device_init no longer takes two separate allocators
because we can assume that the parent instance is non-null and it can
pull the instance allocator from that. Second, dispatch tables and the
instance extension table are no longer optional. We leave the device
extension table optional for now because we don't do any verification at
vk_init_physical_device time and some drivers find it more convenient to
set the extensions later in their own physical_device_init for various
reasons.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8676>
Fix defect reported by Coverity Scan.
Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment job->ez_state =
VC5_EZ_DISABLED has a side effect. This code will work differently in a
non-debug build.
Fixes: cec2ed7c80 ("v3dv: fix disabling Early Z for the whole frame")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8666>
From vkCmdBindPipeline spec:
"pipelineBindPoint is a VkPipelineBindPoint value specifying to
which bind point the pipeline is bound. Binding one does not disturb
the others."
But internally we were only handling one pipeline per command buffer,
so binding a pipeline of one type would override an alredy bound
pipeline of other type.
Note that for push constants, in the same way that we were keeping one
client array and one bo for the values, for all stages, independently
of the stageFlags specified by vkCmdPushConstants, we are keeping the
same idea here, so such client array and bo is still tied to the
command buffer, and used by the two pipeline bind points. That makes
far easier tracking the push constants. We could revisit in the future
if we want a more fine grained tracking.
Fixes the following crashes:
dEQP-VK.pipeline.push_constant.lifetime.pipeline_change_diff_range_bind_push_vert_and_comp
dEQP-VK.pipeline.push_constant.lifetime.pipeline_change_same_range_bind_push_vert_and_comp
v2 (from Iago review)
* Move removal of v3dv_resource definition to a different commit.
* Use the new v3dv_cmd_pipeline_state on the cmd buffer meta
sub-struct, call it gfx for consistency
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8613>
Although I assume that this should be caught by the validation layers,
recently while triaging the following tests:
dEQP-VK.ycbcr.query.*r8g8b8a8_unorm*
We found that they were setting a descriptorCount of zero, because it
was not handling correctly the differences between Vulkan 1.0 and
Vulkan 1.1.
So let's just assert, just in case it happens again, as that would
make the bugfixing far easier.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8614>
The documentation states that if we disable Early Z for the whole
frame in the RCL Tile Rendering Mode packet, then we should not
emit any draw calls with it enabled (which we can do by enabling
it in the CFG_BITS packet).
Since we emit our RCL after recording our draw calls in the BCL
and we were not considering there if any condition for global disable
would be met, it was possible that we end up with an incorrect
configuration when we decide for a global disable in the RCL, which
can cause rendering artifacts. This can be easily observed by simply
forcing the RCL bit to disable early Z in applications that are known
to enable it in CFG_BITS (such as the UE Shooter demo for example).
With this change we keep track of this scenario when we record
draw calls in the BCL and if decide that we need to disable EZ for
the entire job, we make sure we never enable it for any draw calls
in the frame.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
This is an optimization that should make Z/S clears faster. To enable
this we can't have any Z/S loads or stores in the job. Also, it seems
that enabling early Z/S clearing is independent of whether early Z/S
testing is enabled.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
There was a misunderstanding regarding the scope of some hardware bugs
that led us to think that:
1. The Clear Tile Buffer Z/S bit was broken
2. The Clear Tile Buffer RTs bit would also clear Z/S.
1) is not really true, what happened was that some other bugs for which
we need workarounds anyway would have that effect. 2) was only true
for V3D 4.1, so it doesn't affect v3dv.
This change makes proper use of the Z/S bit instead of falling back to
clearing all tile buffers every time we have a Z/S clear. This also
allows us to do color clears on the tile store (which is faster) rather
than falling back to the clear all RTs bit every time we have a Z/S clear.
v2: rewrite the original comment about the hardwarebug description to
include recent discussions with Broadcom instead of keeping it as
is and amending it with an update note.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8589>
I saw this while inspecting CL dumps from the UE Shooter demo,
where they disable Z writes for occlusion queries. The hardware
is probably doing this internally, but it doesn't hurt
to do this explicitly and make CL traces consistent with intended
behavior.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8571>
If we have dirty descriptor set state we have to update our uniform
data to reference the new resources such as addresses for textures
or UBOs. This is known to have a high CPU cost, so we want to limit
this as much as we can.
It is a common rendering pattern in applications to render many objects
using the same pipeline, but modifying the descriptor sets bound to update
textures, UBOs, etc. In this scenario, we would be incurring in unnecessary
uniform stream updates for stages that don't access descriptor sets at all.
This change makes it so we track which shader stages in a pipeline
use descriptor set state and skips updating uniform streams for them
when dirty descriptor set state is the only reason requiring us to
generate new uniform streams for a draw call.
v2: reuse shader stage information from the pipeline set layouts
to track shader stages that use descriptor state.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8555>
Instead of checking whether the source and destination are the same,
we should check if the underlying BOs are the same, since we may
be suballocating resources from the same allocation and the kernel
will fail to execute jobs if the BO list has duplicated entries.
Fixes aborts with Unreal Engine due to failed TFU jobs.
Fixes: 30f1fc25ce ('v3dv: implement TFU blits')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8098>