The gray screen issue was caused by Minecraft's FBO having alpha=0 for
3D world areas. When blitting to the swapchain, these areas appeared
transparent/gray on Metal.
Key changes:
- vk_meta_blit_resolve.c: Force alpha channel to 1.0 for color blits
- zink_blit.c: Allow format conversion in blit_native (commented out rejection)
- kk_cmd_meta.c: Add kk_cmd_buffer_dirty_all_gfx in begin/end for clean state
- Added debug logging throughout blit path (to be cleaned up later)
Main menu now renders correctly. In-game still has flashing issue to debug.
Key fixes:
- platform_surfaceless.c: Add macOS Metal window surface support for Kopper
- Replace NSViewBackingLayer with CAMetalLayer for proper Metal rendering
- Set drawableSize explicitly to avoid 1x1 swapchain
- Configure contentsScale for Retina display support
- Dispatch UI operations to Main Thread to avoid race conditions
- zink_kopper.c: Add debug logging for swapchain creation/present
- kk_shader.c: Disable shader caching to fix stale Metal pointer crash
- Cached Metal pipeline pointers are process-specific and can't be
restored across sessions without full pipeline state
- Various debug logging additions throughout the codebase
Tested with Minecraft 1.21.11 on Apple M4 Pro, achieving 60fps.
Implement parsing and encoding of special floating-point values for
both 20-bit (f20) and 16-bit (f16) immediate formats:
inf:f20 - Positive infinity (imm_val=0x7f800, imm_type=0)
-inf:f20 - Negative infinity (imm_val=0xff800, imm_type=0)
nan:f20 - Quiet NaN (imm_val=0x7fc00, imm_type=0)
-nan:f20 - Negative NaN (imm_val=0xffc00, imm_type=0)
inf:f16 - Positive infinity (imm_val=0x7c00, imm_type=3)
-inf:f16 - Negative infinity (imm_val=0xfc00, imm_type=3)
nan:f16 - Quiet NaN (imm_val=0x7fff, imm_type=3)
-nan:f16 - Negative NaN (imm_val=0xffff, imm_type=3)
The f20 format stores the upper 20 bits of an IEEE 754 single-precision
float. The f16 format stores the 16-bit half-float value directly.
This enables round-trip assembly of shaders containing these special
values, which can appear in GPU command streams captured from the
proprietary driver.
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: @LingMan
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39016>
The previous code incorrectly treated f16 immediates as truncated f32
values (bits >> 12). The f16 immediate format (imm_type=3) expects a
16-bit IEEE 754 half-precision float, not the upper 20 bits of an f32.
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: @LingMan
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39016>
The dual16 mode is now fully encoded in the disassembly output through
type suffixes (:f16 vs :f20) and register naming (th vs t), making the
explicit dual16 mode parameter redundant.
Previously, the parser needed a dual16_mode flag to determine whether
float immediates should use imm_type=0 (f32) or imm_type=3 (f16). Now
that the disassembler emits explicit :f16/:f20 suffixes, the parser can
determine the correct encoding directly from the input text.
This simplifies the API by removing the dual16_mode parameter from:
- isa_parse_str()
- isa_parse_file()
- Internal parsing functions
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: @LingMan
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39016>
The assembler and disassembler now use explicit type suffixes for all
immediate values to ensure correct round-trip encoding:
- :f20 - 20-bit float (upper 20 bits of IEEE 754 single precision)
- :f16 - 16-bit half-float
- :s20 - 20-bit signed integer (two's complement)
- :u20 - 20-bit unsigned integer
Previously, the parser did not distinguish between signed and unsigned
integers, causing incorrect encoding. The signed format uses 20-bit
two's complement where bit 19 is the sign bit and maps to AMODE[0] in
the instruction encoding.
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: @LingMan
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39016>
When a parsing test fails, output the actual error message to aid
debugging. This makes it immediately clear why parsing failed instead
of just showing that the test didn't succeed.
Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-by: @LingMan
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39016>
We need to use gang semaphores in the following two scenarios:
1. Leader to follower semaphore:
Increment the leader to follower semaphore when the leader wants
to block the follower: a transfer operation on ACE needs to wait
for a previous operation on SDMA.
2. Follower to leader semaphore:
Increment the follower to leader semaphore when the follower wants
to block the leader: a transfer operation on SDMA needs to wait
for a previous operation on ACE.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39057>
Since we use atomic mode setting now, the wsi->fd we use needs to have
the atomic client cap.
There are several different code paths where wsi can acquire a file
descriptor. For drm masters, the atomic client cap is set in
wsi_display_init_wsi. For leased drm fds, there are AcquireDrmDisplayEXT
and AcquireXlibDisplayEXT.
According to a comment we previously assumed wsi_display_get_connector
is common among all code paths, and that's why the atomic client cap was
set there. But that assumption can be broken based on the particular
order which the application invokes vulkan APIs in.
This commit simply push the drmSetClientCap to all entrypoints where a
drm fd comes through.
Fixes: 513ffea1d3 ("wsi/display: use atomic mode setting")
Signed-off-by: Yuxuan Shui <yshui@codeweavers.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38987>
Currently the number of task shader ring entries is hardcoded
in shaders as a constant. This isn't a good idea because it
makes the code inflexible, eg. prevents us from using the same
shader binary accross some chips as well as doesn't allow us
to change the number of entries dynamically.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39032>