We should be explicit that we are cancelling jobs once the script finds
some log messages that are linked with known issues. That means the
script preemptively retried the job without giving chances to recover.
Adds magenta color to cancelled jobs.
Signed-off-by: Guilherme Gallo <guilherme.gallo@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17389>
Implement a log-based retry hint for R8152 issue described in #6681,
which is based on detecting these two consecutive lines:
```
r8152 <USB> eth0: Tx status -71
nfs: server <IP> not responding, still trying
```
Where <IP> and <USB> could be any IP and USB addresses, respectfully.
This commit is a temporary fix since it requires a section-aware log
follower, implemented in !16323. When the cited MR is merged, one will
make a proper fix on top of that.
Closes: #6681
Signed-off-by: Guilherme Gallo <guilherme.gallo@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17389>
if a texture barrier occurs while clears are pending, these clears should
show up if the fb attachments are read in shaders, so trigger a renderpass
to flush out the clears
cc: mesa-stable
fixes#6766
fixes (radv):
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_common.common_advanced_blend_eq_buffer_advanced_blend_eq
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_common.common_blend_eq_buffer_advanced_blend_eq
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_common.common_separate_blend_eq_buffer_advanced_blend_eq
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_indexed.common_advanced_blend_eq_buffer_advanced_blend_eq
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_indexed.common_advanced_blend_eq_buffer_blend_eq
dEQP-GLES3.functional.draw_buffers_indexed.overwrite_indexed.common_advanced_blend_eq_buffer_separate_blend_eq
Reviewed-By: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17363>
The Vulkan specification states:
> Query commands, for the same query and submitted to the same queue,
> execute in their entirety in submission order, relative to each other. In
> effect there is an implicit execution dependency from each such query
> command to all query commands previously submitted to the same queue.
Fixes dEQP-VK.query_pool.statistics_query.reset_after_copy.*
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17400>
Fixed:
- VK_QUERY_TYPE_PRIMITIVES_GENERATED_EXT was able to stop prim counter
when pipeline stats query is running.
- This may have happened when prim gen query was in secondary cmdbuf.
- VK_QUERY_TYPE_PRIMITIVES_GENERATED_EXT counting geometry in each tile.
- VK_QUERY_TYPE_PRIMITIVES_GENERATED_EXT counting geometry in each tile
when pipeline stats query is started inside prim gen query and inside
a renderpass.
The matter of VK_QUERY_TYPE_PRIMITIVES_GENERATED_EXT and pipeline stats
interaction is solved by tracking whether pipeline stats query is
running both on CPU (for non secondary cmdbuf case) and on GPU (for
secondary cmdbuf).
Note, prim gen query is not allowed with secondary command buffers, so
only pipeline stats query is tracked on gpu.
See https://gitlab.khronos.org/vulkan/vulkan/-/issues/3142
Counting geometry per each tile is solved by:
- Conditionally executing START/STOP_PRIMITIVE_CTRS to not run in tiling
pass. Solves the case when prim gen query is inside a renderpass.
- Stop prim counters before executing `draw_cs` and restarting them
afterwards. Solves prim gen query being outside a renderpass.
Fixes GL CTS tests with Zink + `TU_DEBUG=gmem`:
GTF-GL46.gtf30.GL3Tests.transform_feedback.transform_feedback_max_separate
GTF-GL46.gtf40.GL3Tests.transform_feedback2.transform_feedback2_basic
GTF-GL46.gtf40.GL3Tests.transform_feedback2.transform_feedback2_framebuffer
GTF-GL46.gtf40.GL3Tests.transform_feedback3.transform_feedback3_streams_overflow
GTF-GL46.gtf40.GL3Tests.transform_feedback3.transform_feedback3_streams_queried
GTF-GL46.gtf40.GL3Tests.transform_feedback2.transform_feedback2_states
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6602
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17163>
For a5xx+ renamed:
- RST_PIX_CNT -> START_FRAGMENT_CTRS
- RST_VTX_CNT -> STOP_FRAGMENT_CTRS
- TILE_FLUSH -> START_COMPUTE_CTRS
- STAT_EVENT -> STOP_COMPUTE_CTRS
I'm not sure about a5xx itself but I'll take a chance of it being
similar to a6xx in this regard.
Knowing this emit_begin_stat_query/emit_end_stat_query can now emit
only events that are needed for the pool's flags.
Also primitive generated query clearly doesn't need fragment and
compute counters.
Passes tests:
dEQP-VK.query_pool.statistics_query.*
dEQP-VK.transform_feedback.primitives_generated_query.*
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17163>
D3D uses an int which seems like it'd support value between 0 and 100,
but in reality it only accepts values of exactly 0, or 100. The space
is left in case future values were to be added, so that comparisons
would work (e.g. MEDIUM_HIGH < HIGH).
Treat higher than 0.5 to be HIGH, and anything less to be NORMAL.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17406>
Flushing the batch midframe (splitting a renderpass) is expensive on a tiler, as
it requires the GPU to flush the framebuffer contents to main memory and read
them back. Clearing the framebuffer should not trigger a flush. Apps expect
clears to be (almost) free, flushing for a clear is at the very least unexpected
behaviour.
The only reason we previously flushed is to ensure we could always use a "fast"
clear. But a slow clear is a heck of a lot faster than a flush ;-) Instead of
flushing, we should clear with a draw (via u_blitter) in case a fast clear isn't
possible.
This fixes pathological performance for applications that rely on partial clears
within a frame. This issue was identified with Inochi2D, which repeatedly clears
the stencil buffer midframe, in order to implement masking efficiently with the
stencil buffer. In total, the all-important workload of rendering Asahi Lina is
improved from 17fps to 29fps on a panfrost device.
Fixes: c138ca80d2 ("panfrost: Make sure a clear does not re-use a pre-existing batch")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17112>
The last few frames of the trace are expensive (in terms of GPU time) and are
close to hitting the timeout. With the next commit, they do hit the timeout due
to using a larger batch. Nevertheless the next commit should be an overall perf
improvement on average, so this remove to unblock CI.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Suggested-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17112>