Iago Toral Quiroga [Mon, 18 May 2020 08:41:11 +0000 (10:41 +0200)]
v3dv: implement events
This reverts a previous half-attempt at an implementation of events
using a BO to hold the event state, and provides a full
implementation. V3D doesn't have any built-in GPU functionality to
wait on any kind of events, so we need to implement this in the driver
an therefore we no longer need to use a BO for the event state.
Instead, we implement GPU waits by using a CPU job for the wait
operation that spawns a wait thread if the wait operation doesn't have
all its events signaled by the time it is processed. To implement the
semantics of the wait correctly, any jobs in the same command buffer
that come after the wait will not be emitted until the wait thread
completes.
If a submit spawns any wait threads for a command buffer we can't
signal any semaphores for it until all the wait threads complete and
we know that all the jobs for those command buffers have been
submitted. The same applies to the submit fence, if present.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 15 May 2020 08:46:13 +0000 (10:46 +0200)]
v3dv: make the driver more robust against OOM
This is generally very difficult to handle properly everywhere, but
at least this is good enough to make the few CTS tests for this happy.
Fixes (on Rpi4):
dEQP-VK.wsi.xlib.swapchain.simulate_oom.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 14 May 2020 10:09:57 +0000 (12:09 +0200)]
v3dv: fix depth/stencil clears on hardware
There is a hw bug by which the only way to clear the depth/stencil
tile buffers is to emit a clear of all tile buffers, so if we have
to do any such clears, we just emit a single clear of all tile
buffers and skip doing any per-buffer clears, even for color buffers,
since they would be redundant.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 14 May 2020 07:23:40 +0000 (09:23 +0200)]
v3dv: fix the command buffer private object framework for 32-bit
We were declaring the destroy callback function as taking a pointer for the
vulkan object handle and relying on an implicit conversion to the Vulkan
handle type, however that would be incorrect on 32-bit platforms, where
non-dispatchable Vulkan objects (the kind that we may allocate privately during
command buffer recording), are defined as uint64_t, so the signature of the
destry callback type doesn't match the signature of the actual Vulkan
function, leading to bogus results. Fix that by using uint64_t instead.
This fixes compilation warnings and also crashes in some tests when
compiling and executing natively in Rpi4.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 13 May 2020 10:32:29 +0000 (12:32 +0200)]
v3dv: fix dynamic blend constants
We were pre-packing the constants from the pipeline state and then
always emitting that at draw time, ignoring dynamic state. This makes
it so we don't prepack at pipeline creation time and we always emit
the correct constants directly the command buffer dynamic state.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 13 May 2020 10:21:55 +0000 (12:21 +0200)]
v3dv: implement wide lines
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 13 May 2020 09:21:12 +0000 (11:21 +0200)]
v3dv: ignore dynamic updates of depth bounds state
Depth bounds testing is not available in V3D 4.2 so we just ignore
this piece of state and assert if any pipeline attempts to enable
the feature.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 13 May 2020 08:35:30 +0000 (10:35 +0200)]
v3dv: implement depth bias
This doesn't implement depth bias clamp, which requires to support the
depth bias clamp feature, which we do not advertise as available at present.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 12 May 2020 08:39:54 +0000 (10:39 +0200)]
v3dv: drop blit path for depth/stencil formats
We can now implement all depth/stencil blits as compatible color blits,
so let's just have the blit shader interface simply convert any blit with
a depth/stencil format to a compatible color blit (like we were already
doing for s8d24) and get rid of the depth blitting path. This also allows
us to ignore the blit aspect in the blit pipeline cache key.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 12 May 2020 07:53:08 +0000 (09:53 +0200)]
v3dv: do not rewrite blit spec for combined depth/stencil in get_blit_pipeline
Now that our blit shader interface supports color writemasks and swizzles,
users can specify depth/stencil blits as color blits properly when needed,
so let's just do instead, which is more straight forward and less error prone.
Because s8d24 to s8d24 blits always require the same conversion to color blit,
the blit shader will handle these automatically, including blits of just one
aspect, however, for scenarios where there are additional semantics to consider
(particularly, copies from/to buffer), it is still up to the blit shader caller
to specify a proper color blit matching the required semantics.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 11 May 2020 06:14:15 +0000 (08:14 +0200)]
v3dv: implement partial image to buffer copies
We implement this by blitting the requested region to a linear image
setup to use the buffer memory store at the requested offset.
Because we can't store linear depth/stencil images, we implement
copies of depth/stencil aspects by using a compatible color blit.
To do this, we also need to account for the fact that when we are
copying depth from a d24 format we need to copy them from the MSB
24-bits of each word as provided by the hardware and store them
in the LSB 24-bit of the buffer (as per Vulkan requirements). This
is achieved by expanding our blit interface to also accept a swizzle
to apply to the source texture.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 11 May 2020 06:05:59 +0000 (08:05 +0200)]
v3dv: only require 4-byte alignment for linear images
The page alignment requirement is for UIF images only, and for linear
images it is actually useful to use a 4-byte alignment so we can
use them to write images to linear buffers at arbitrary positions, which
we will need when copying subrects of an image to a buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 8 May 2020 12:07:53 +0000 (14:07 +0200)]
v3dv: fix image addressing calculations to account for suballocation
An image can be suballocated from a larger memory allocation, in which
case we get a memory offset for the start of the bound region at
vkBindImageMemory. Take that offset into account when doing image
addressing calculations.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 7 May 2020 14:08:10 +0000 (16:08 +0200)]
v3dv/meta-copy: ensure valid height/width with compressed formats
With compressed formats we compute the final height/width dividing by
the block sizes. On some cases the block sizes are bigger that the
original values, or it is not a exact division, so we need to round up
the division.
Fixes tests like:
dEQP-VK.texture.compressed.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 8 May 2020 10:20:57 +0000 (12:20 +0200)]
v3dv: always return true from a fallback path if it can handle the case
As opposed to returning true only if it can handle the case and it
also successfully processes it.
This is because we expect handled cases to be successfully processed
except in abnormal situations such as out-of-memory errors. If an OOM
is the reason a fallback path fails, we don't want to try another path
(which will likely hit an OOM too): we have already recorded the OOM
error in the command buffer and we just want to stop executing the
command, so just flag the case as handled and move on.
Also, if we don't do this, in an OOM scenario we'll likely end up running
out of fallback paths and end up asserting (on debug builds), which makes
some CTS tests unhappy because they expect OOM to be handled more
gracefully, so this allows us to make CTS happy also in debug builds,
which is convenient.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 8 May 2020 09:19:13 +0000 (11:19 +0200)]
v3dv: implement partial buffer copies to depth/stencil images
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 7 May 2020 12:09:28 +0000 (14:09 +0200)]
v3dv: support blitting both depth and stencil aspects at the same time
In "v3dv: implement stencil aspect blits for combined depth/stencil format"
we only implemented the support we needed to implement partial copies.
Copies only allow to copy a single aspect, so we really only supported blitting
either the depth aspect or the stencil aspect, but not both, however,
actual blits (as per vkCmdBlitImage) allow to blit both stencil and depth
aspects at the same time, so this adds support for that.
Finally, this also fixes the fact that we were not really masking color writes
effectively for stencil-only blits, since create_blit_pipeline() would check
the requested aspect to see if it would need to mask writes, but by the time
we called this, we had already switched the aspect to color. The reason this
was not caught before is that for copies this would only mean that when we
copied stencil we would also copy depth, and the image copy CTS tests are
probably copying both aspects anyway.
Fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.depth_stencil.*d24_unorm_s8_uint*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 7 May 2020 07:40:49 +0000 (09:40 +0200)]
v3dv: implement partial buffer copies to color images
The idea is that we also want to use the blit mechanism to implement
the copy, like we do for partial image copies. Unfortunately, we can't
sample from a linear image, so we first need to upload the buffer
contents to a tiled image, and then blit from that image to the
destination, which is not great for performance or memory usage.
In the future, we mihgt be able to do better by using a specialized
shader for these copies that takes a UBO as input instead of a texture.
The shader would then be able to access the linea buffer through the
UBO directly without having to copy the buffer contents to a tiled
image first.
This only supports color images for now, we will add support for
depth/stencil images separately.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 5 May 2020 07:41:25 +0000 (09:41 +0200)]
v3dv: handle copies from/to compressed formats
Since we don't support rendering to compressed formats, we implement this
by using a compatible format with the same bpp as the compressed format.
However, we need to take into account that the underlying compressed image
bpp is computed for a full block, so when we specify regions on the
compressed image, we need to divide offsets and dimensions by the block
size.
This works well for anything that copies to a compressed format using
the TLB, but it doesn't specifically address copies from compressed
formats to other compatible images. These go through the blit path
and require to copy by blitting (texturing) from the compressed format
to another format. In this case, we choose a comptible format with
the per-texel bpp (not the block bpp) of the compressed format so it
matches the setup for the blit operation.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 4 May 2020 07:15:21 +0000 (09:15 +0200)]
v3dv: limit software integer RT clamp to rgb10a2
We can use the HW integer clamp feature, which clamps automatically
to the render target type. This works for all integer formats but
rgb10a2, which has a 16-bit type.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 4 May 2020 13:12:35 +0000 (15:12 +0200)]
v3d: fix Tile Rendering Mode Cfg (Color) packet description
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 30 Apr 2020 13:27:02 +0000 (15:27 +0200)]
v3dv: implement stencil aspect blits for combined depth/stencil format
To do this we just implement the stencil blit as a masked color bit
with uint8 format. This allows us to support blitting on combined
depth/stencil formats, and therefore, also partial image copies
for these formats.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Apr 2020 12:19:33 +0000 (14:19 +0200)]
v3dv: implement fallback for partial image copies
For this we use blits with nearest filtering and choose a compatible
format for the render target if the copy format is not renderable.
This works for all supported formats except combined depth/stencil
(for which we don't support blitting for now) and compressed formats.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 29 Apr 2020 13:58:10 +0000 (15:58 +0200)]
v3dv: properly return OOM error during pipeline creation
So far we were just asserting or aborting if any of the internal
method used during the pipeline creation failed.
We needed to change the return value of several methods, in order to
bubble up the proper memory allocation error.
Note that as the pipeline creation is complex and splitted in several
methods, if an error happens in the middle, it returns back, and rely
on the higher level to call PipelineDestroy. This method needs to take
into account that some of the resources could have not been allocated
when freeing it.
Also note that v3dv_get_shader_variant is used during the pipeline
bind, as with the new resources bound, we need to check if we need to
recompile a new variant. At that moment we are not creating a new
vulkan object so we can really return a OOM error. For now we just
assert on that case.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 29 Apr 2020 13:27:53 +0000 (15:27 +0200)]
v3dv: handle texture/sampler shader state bo failure with OOM error
As we are doing this while we are creating the ImageView, we should
handle it with a real error, and not an abort.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Apr 2020 08:20:38 +0000 (10:20 +0200)]
v3dv: use the private object framework in the meta clear path
This was allocating image views in the stack, which was kind of
hackish, and of course was expecting that allocated Vulkan objects
could be immediately freed after being recorded in the command buffer
which is not always safe to do in the general case (even if it was
here). This makes things more consistent and reliable.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Apr 2020 07:42:01 +0000 (09:42 +0200)]
v3dv: fix leaks during recording of meta blits
This uses the framework to register private commmand buffer objects
that get freed automatically when the command buffer is destroyed by
the application.
This change also moves the descriptor set pool that the meta blit path
uses to allocate descriptors for the blit source textures, from the
device to the command buffer, so we can have a descriptor pool per
command buffer. This is necessary to ensure correct behavior when
doing multi-threaded command buffer recording (alternatively, we would
have to lock around the descriptor set allocation code, which would be
undesirable).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Apr 2020 07:13:00 +0000 (09:13 +0200)]
v3dv: add framework for private driver objects
This allows the driver to register private Vulkan objects it creates as part
of command buffer recording (usually for meta operations) in the command
buffer, so they can be destroyed together with it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Apr 2020 11:36:37 +0000 (13:36 +0200)]
v3dv: support blits with 1D and 3D images
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Apr 2020 11:42:46 +0000 (13:42 +0200)]
v3dv: remove incorrect assert
There is no reason why we can't have a non-zero base offset in a push
constant load.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Apr 2020 07:58:20 +0000 (09:58 +0200)]
v3dv: don't support 1D depth/stencil for transfer sources or sampling
The hardware can't do sampling from raster depth/stencil textures and
1D images are always raster, even if the user requested optimal tiling.
Using an image as the source of a blit is a transfer source operation,
so we can't expose that either, as blitting involves sampling.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Apr 2020 08:31:21 +0000 (10:31 +0200)]
v3dv: don't support blitting of combined depth/stencil formats
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 27 Apr 2020 12:17:18 +0000 (14:17 +0200)]
v3dv: support depth blits
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 27 Apr 2020 09:51:33 +0000 (11:51 +0200)]
v3dv: handle miplevel correctly for blits
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 24 Apr 2020 10:04:20 +0000 (12:04 +0200)]
v3dv/blit: fix integer blits from larger to lower bit size
In this case the hardware seems to copy the bits that actually fit
in the destination instead of clamping to the maximum value allowed
by the bit size of the destination components like Vulkan expects.
Fix this by adding code to clamp the color results to the bit size
of the destination components.
It should be noted that this is a general issue with the hardware,
and while we can fix it here for blits done by the driver, user
shaders writing outside the range of the destination bit size will
have the same issue and we probably don't want to add code to clamp
every single render target write in every shader with integer format.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 09:00:14 +0000 (11:00 +0200)]
v3dv: don't leak state BO from samplers
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 08:59:55 +0000 (10:59 +0200)]
v3dv: don't leak the texture shader state BO from image views
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 08:46:07 +0000 (10:46 +0200)]
v3dv: don't leak the compiler from the physical device
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 08:41:02 +0000 (10:41 +0200)]
v3dv: don't leak prog_data from shader variants
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 08:31:24 +0000 (10:31 +0200)]
v3dv: don't leak default pipeline attributes BO
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 08:30:54 +0000 (10:30 +0200)]
v3dv: don't leak host memory allocated for shader variants
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Apr 2020 07:59:05 +0000 (09:59 +0200)]
v3dv: don't leak NIR code in pipelines
The pipeline stages have a reference to the NIR code produced from
the SPIR-V shader modules, but they never destroy it.
It should also be noted that our coordinate shader stage was sharing
the NIR with the vertex shader stage, which is kind of tricky to handle
and probably very error prone. Just make sure each pipeline stage has
owns it NIR shader and that we always free it when the stage is
destroyed.
Also, for the case of NIR modules created by the driver internally,
we always need to clone them, since the driver will destroy the NIR
as soon as it is done creating pipelines with it. We could also not
clone it and let the pipeline stage take ownership of the NIR code for
NIR modules, but that would be inconsistent with how ownership works for
SPIR-V modules.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 21 Apr 2020 12:05:15 +0000 (14:05 +0200)]
v3dv: move early-Z update to pre-draw
This needs to be updated everytime we bind a new pipeline, but we can
bind a pipeline and not have an actual job yet, so we want to postpone
this until we actually need to emit CFG_BITS, during the pre-draw
setup.
Also, rename the update helper to be about the job rather the command
buffer, since it is updating state that we track per job.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 22 Apr 2020 11:32:43 +0000 (13:32 +0200)]
v3dv: require optimal tiling for features that reqiure sampling
The hardware can only do sampling with a raster format for 1D textures,
so let's just require optimal for everything.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 21 Apr 2020 12:09:23 +0000 (14:09 +0200)]
v3dv: implement shader draw fallback for vkCmdBlitImage
For now this is limited to blits of 2D color images.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 22 Apr 2020 07:26:27 +0000 (09:26 +0200)]
v3dv: save and restore push constant state during meta operations
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 22 Apr 2020 06:27:58 +0000 (08:27 +0200)]
v3dv: save and restore descriptor state during meta operations if needed
For now we have only been using meta operations for clears which don't need
to bind descriptor sets, however meta blits will need to.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 21 Apr 2020 12:01:35 +0000 (14:01 +0200)]
v3dv: meta operations can happen outside a render pass
We were asserting that we had a valid subpass index, but we can have
meta operations that run outside a render pass, such as for blitting.
If we allow this, then we also need to account for the fact that
pipelines can be bound outside a render pass too.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 21 Apr 2020 12:00:32 +0000 (14:00 +0200)]
v3dv: reset subpass index at render pass end
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 20 Apr 2020 11:24:09 +0000 (13:24 +0200)]
v3dv: implement TFU blits
While very limited in scope, this might be the most efficient way to blit
when applicable. In fact, we might also want to use this for the image copy
commands when possible instead of the TLB.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 17 Apr 2020 11:56:01 +0000 (13:56 +0200)]
v3dv: add a bunch of API stubs
This his helpful to identify samples that attempt to use unimplemented
features.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 16 Apr 2020 10:35:06 +0000 (12:35 +0200)]
v3dv: simplify handling of no-op jobs
Avoid creating (and destroying) no-op jobs more than once. Instead,
cache the job and use it every time we need to submit one.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 16 Apr 2020 08:31:17 +0000 (10:31 +0200)]
v3dv: submit a no-op job if a command buffer doesn't have any jobs.
This is similar to the scenario where we have a submit without
any command buffers, even if we don't have any actual GPU work to do
we still might need to signal fences/semaphored and possibly wait on
previous jobs to finish, so we need to submit something to the kernel
to get all that done right.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 16 Apr 2020 08:30:38 +0000 (10:30 +0200)]
v3dv: implement occlusion queries
The design for queries in Vulkan requires that some commands execute
in the GPU as part of a command buffer. Unfortunately, V3D doesn't
really have supprt for this, which means that we need to execute them
in the CPU but we still need to make it look as if they happened
inside the comamnd buffer from the point of view of the user, which
adds certain hassle.
The above means that in some cases we need to do CPU waits for certain
parts of the command buffer to execute so we can then run the CPU
code. For exmaple, we need to wait before executing a query resets
just in case the GPU is using them, and we have to do a CPU wait wait
for previous GPU jobs to complete before copying query results if the
user has asked us to do that. In the future, we may want to have
submission thread instead so we don't block the main thread in these
scenarios.
Because we now need to execute some tasks in the CPU as part of a
command buffer, this introduces the concept of job types, there is one
type for all GPU jobs, and then we have one type for each kind of job
that needs to execute in the CPU. CPU jobs are executed by the queue
in order just like GPU jobs, only that they are exclusively CPU tasks.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 16 Apr 2020 06:48:22 +0000 (08:48 +0200)]
v3dv: reset all state to dirty when we start a new job for a command buffer
Most of our state doesn't carry over across jobs, so it needs to be re-emitted.
For example, if we have two render passes running back to back using the
same pipeline, the application could decide to only bind the vertex buffer
or/and the pipeline just once, but as soon as we record the second render
pass and create a new job for it we will need to re-emit the shader state
record for it just because it is a new job.
We could probably only do this for jobs inside a render pass, since those
are the only ones that actually draw something and need to care about
dirty state, however, there is no harm in doing this for all jobs, for the
same reason.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 14 Apr 2020 22:56:31 +0000 (00:56 +0200)]
v3dv/format: expose correctly if a texture format is filterable
We were enabling VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT for
any format valid for texturing, but for example, right now we don't
support linear filtering on any depth format.
This is needed to get some hundreds of tests like this:
dEQP-VK.pipeline.sampler.view_type.1d.format.r32g32_sfloat.mag_filter.linear
properly skipped (those were all Crashes with the simulator, and
almost all Fails with the real device).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 14 Apr 2020 09:35:46 +0000 (11:35 +0200)]
v3dv: fix subpass merge tests
When testing if we could merge the new subpass into the previous one
We were taking the subpass index from the state (which isn't updated
to the new subpass until a bit later when the job for the new subpass
has been settled). This means that we were doing the merge checks with
the previous subpass, not the current one.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 11 Apr 2020 12:54:30 +0000 (14:54 +0200)]
v3dv/uniforms: fill up texture size-related uniforms
Needed for textureQueryLevels and textureSize
Gets tests like the following working:
dEQP-VK.glsl.texture_functions.query.texturequerylevels.isampler2d_fragment
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 11 Apr 2020 12:50:50 +0000 (14:50 +0200)]
v3dv/descriptor: handle not having a sampler when combining texture and sampler id
There are some texture operations (like mipmap query levels) that
doesn't require a sampler. In fact, you should ignore it. So we need
to take it into account when combining the
indexes. nir_tex_instr_src_index is returning a negative value to
identify that case, but as we are using a uint32_t to pack both values
(for convenience, easy to pack/unpack the hash table key), we just use
a uint value big enough to be a wrong sampler id.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 8 Apr 2020 07:39:04 +0000 (09:39 +0200)]
v3dv: emit instanced draw calls when requested
This requires that we emit a specific draw command and that we emit
the base instance if not zero right before the instanced draw call.
Notice that we were already doing this for instanced indexed draw
calls, so here we are only adding this for non-indexed draw calls.
We also need to flag whether the vertex shader reads the base instance
in the shader record (which it will if it reads uses gl_InstanceIndex,
as that is lowered in Vulkan to base_instance + instance_id).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 8 Apr 2020 06:49:36 +0000 (08:49 +0200)]
v3d/compiler: implement nir_intrinsic_load_base_instance
Vulkan lowers gl_InstanceIndex to load_base_instance +
load_instance_id, so we need to implement loading the base instance in
the compiler.
The base instance is set by the BASE_VERTEX_BASE_INSTANCE command
right before the instanced draw call and it is included in the VPM
payload together with the InstanceID and VertexID if this is requested
by the shader record.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 6 Apr 2020 22:33:14 +0000 (00:33 +0200)]
v3dv/descriptor_set: combine texture and sampler indices
OpenGL doesn't have the concept of individual texture and sampler, so
texture and sampler indexes have the same value. v3d compiler uses
this assumption, so for example, the texture info at the v3d key
include values that you need to use the texture format and the sampler
to fill (like the return_size).
One option would be to adapt the v3d compiler to handle both, but then
we would need to adapt to the lowerings it uses, like nir_lower_tex,
that also take the same assumption.
We deal with this on the Vulkan driver, by reassigning the texture and
sampler index to a combined one. We add a hash table to map the
combined texture idx and sampler idx to this combined idx, and a
simple array to the opposite map. On the driver we work with the
separate indices to fill up the data, while the v3d compiler works
with the combined one.
As mentioned, this is needed to properly fill up the texture return
size, so as we are here, we fix that. This gets tests like the
following working:
dEQP-VK.glsl.texture_gather.basic.2d.depth32f.base_level.level_2
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 6 Apr 2020 22:32:49 +0000 (00:32 +0200)]
v3dv/descriptor: move descriptor_map_get_sampler, add and use get_image_view
First one as we plan to use get_sampler on more places, second one
just to get cleaner code.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 7 Apr 2020 08:14:33 +0000 (10:14 +0200)]
v3dv: handle partial clears of just one aspect of combined DS targets
For these we can still use a compatible color format, but we need to mask
out the color components matching the aspect that is preserved.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 7 Apr 2020 07:18:32 +0000 (09:18 +0200)]
v3dv: simplify partial clearing code
Alaways work with the render pass attachment index and avoid using
the subpass render target index completely. This makes things easier.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 6 Apr 2020 10:51:25 +0000 (12:51 +0200)]
v3dv: fix incorrect attachment reference
We were using the subpass render target index to index into the framebuffer,
which is not correct, since the framebuffer is defined for the render pass.
We should use the attachment index instead.
Fixes:
dEQP-VK.renderpass.suballocation.attachment_allocation.roll.{40,48}
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 6 Apr 2020 08:19:53 +0000 (10:19 +0200)]
v3dv: fix incorrect attachment reference
We were using the subpass render target index to index into the framebuffer,
which is not correct, since the framebuffer is defined for the render pass.
We should use the attachment index instead, which we were already computing
but that we were not actually using for indexing by mistake.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 6 Apr 2020 07:25:28 +0000 (09:25 +0200)]
v3dv: compute tile granularity for each subpass
We must update our check for whether the render area is tile-aligned for
each subpass, since the hardware will update tile sizes for each RCL.
Fixes:
dEQP-VK.renderpass.suballocation.attachment_allocation.roll.8
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 3 Apr 2020 12:21:29 +0000 (14:21 +0200)]
v3dv: set render area for partial clears to match clear rect
While this was already being achieved by the scissort rect set on the
pipeline, we still want to limit the render area to we reduce the tile
coverage of the pass as much as possible and avoid unnecessar
tile load and store operations.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 3 Apr 2020 12:19:40 +0000 (14:19 +0200)]
v3dv: create a v3dv_cmd_buffer_subpass_resume helper
This is the same as the subpass start version, only that it won't
emit subpass clears. This is necessary when resuming a subpass
from a partial clear to make sure we don't try to clear subpass
attachments again.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 3 Apr 2020 07:41:45 +0000 (09:41 +0200)]
v3dv: push/pop more state during meta operations
Since a meta partial clear starts a new render pass, we need to store
all state that can be changed with vkCmdBeginRenderPass.
Also, since the meta clear pipeline sets dynamic state, we also
have to restore that.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 2 Apr 2020 11:24:13 +0000 (13:24 +0200)]
v3dv/descriptor_set: support for immutable samplers
They are bound at the set layout, and cannot be changed. From
VkDescriptorSetLayoutBinding spec:
"pImmutableSamplers affects initialization of samplers. If
descriptorType specifies a VK_DESCRIPTOR_TYPE_SAMPLER or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER type descriptor, then
pImmutableSamplers can be used to initialize a set of immutable
samplers. Immutable samplers are permanently bound into the set
layout and must not be changed; updating a
VK_DESCRIPTOR_TYPE_SAMPLER descriptor with immutable samplers is
not allowed and updates to a
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor with immutable
samplers does not modify the samplers (the image views are updated,
but the sampler updates are ignored)"
We stored them as part of the set layout. It also means that when we
need the sampler (like for texture operations) we can't just ask for a
descriptor, as it would not have the sampler. A new method is created.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 2 Apr 2020 10:11:09 +0000 (12:11 +0200)]
v3dv: assert on subpasses that use input or resolve attachments
We don't support these yet, so we might as well assert early.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 2 Apr 2020 10:24:25 +0000 (12:24 +0200)]
v3dv: handle stencil load/store operations
We were using the ones defined for the depth aspect.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 2 Apr 2020 10:38:10 +0000 (12:38 +0200)]
v3dv: restrict render pass clears to the render area
The problem with this is that TLB clears always clear and store full
tiles, so if our render area is not perfectly aligned to tile boundaries
we end up clearing all pixels in tiles that are only partially covered.
In this scenario we have to avoid using TLB clears and instead fallback
to clearing by rendering a scissored quad in the clear color, like we do
for partial clears in vkCmdClearAttachments.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 2 Apr 2020 09:12:03 +0000 (11:12 +0200)]
v3dv: use the TLB to clear attachments even if we have an active scissor
According to the Vulkan spec, vkCmdClearAttachments ignores bound pipeline
state, which includes scissort and viewport.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 2 Apr 2020 09:09:05 +0000 (11:09 +0200)]
v3dv: don't always assert that we have an active job
There are some scenario where this won't happen and don't imply a bug.
For example, if we find a pipeline barrier, we will finish the current
job automatically and won't start a new one. There may be other
scenarios where we may want to do the same.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 1 Apr 2020 09:29:41 +0000 (11:29 +0200)]
v3dv: fix v3dv_GetRenderAreaGranularity to account for attachment bpp
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 1 Apr 2020 08:18:52 +0000 (10:18 +0200)]
v3dv: check the render area against the clip window
And flag dirty scissor state if the render area is constraining the
current clip window, so that we emit a new clip window with the next
draw call.
Also, remove the early emission of a clip window for the render area
if we didn't have any scissor state. TLB clears ignore the clip
window, so this was doing nothing for us.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 1 Apr 2020 08:17:22 +0000 (10:17 +0200)]
v3dv: store the clip window in the command buffer state
We will need this so we can match a render area for a new render pass
against the current clip rect and decide if we need to make adjustments.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 31 Mar 2020 11:06:55 +0000 (13:06 +0200)]
v3dv: implement proper caching for partial clear pipelines
So far we have been caching the first pipeline we produced and always
reusing that, which is obviously incorrect.
This change implements a proper cache and also takes care of releasing
the cached resources when the device is destroyed.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 31 Mar 2020 09:08:45 +0000 (11:08 +0200)]
v3dv: implement partial depth/stencil attachment clears
This is achieved by bounding the depth/stencil attachment as a color
attachment with a compatible format and emitting a color clear instead.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 31 Mar 2020 10:59:44 +0000 (12:59 +0200)]
v3dv: implement partial color attachment clears
This is achieved by rendering a quad in the clear color for each layer
of each attachment being cleared. Right now we emit each clear in a
separate job with a single attachment framebuffer, but in the future
we may be able to extend the solution to using multiple render targets
and clear multiple attachments with a single job.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 31 Mar 2020 10:56:16 +0000 (12:56 +0200)]
v3dv: improve asserts for VkPipelineColorBlendStateCreateInfo handling
According to the Vulkan 1.0 spec:
"attachmentCount is the number of VkPipelineColorBlendAttachmentState
elements in pAttachments. This value must equal the colorAttachmentCount
for the subpass in which this pipeline is used."
so let's assert exactly that.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 31 Mar 2020 10:52:06 +0000 (12:52 +0200)]
v3dv: allow to create shader modules from NIR
This will come in handy when the driver needs to generate its own shaders,
such as for partial clears.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 26 Mar 2020 15:30:20 +0000 (16:30 +0100)]
v3dv/pipeline: fix adding texture/samplers array elements to texture/sampler map
For arrays we are adding one entry on the map per array element. This
makes getting back the descriptor for each array element easier, as
for example, for ubo arrays, each array element can be bound to a
different descriptor buffer.
For samplers arrays this would also make sense.
Fixes crashes on tests like:
dEQP-VK.binding_model.shader_access.primary_cmd_buf.combined_image_sampler_mutable.fragment.descriptor_array.2d
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 29 Mar 2020 15:07:43 +0000 (17:07 +0200)]
v3dv/cmd_buffer: allow return in the middle of variant update if needed
Right now shader variant update on the cmd_buffer is based on populate
a new key using the descriptor bounds, assuming that we would get one
final descriptor for any usage on the shader. But if the descriptors
are being bound with more that one call to CmdBindDescriptorSet, that
would not be true, as the first calls would not bind all the
descriptors. Right now this was raising an assert.
Now we allow that as possible, and for the case of checking variants,
we just stop it, and we don't clean up the SHADER_VARIANT flag.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 25 Mar 2020 10:50:16 +0000 (11:50 +0100)]
v3dv/cmd_buffer: update shader variants at CmdBindDescriptorSets/CmdBindPipeline
Specially after CmdBindDescriptorSets, it is likely that we would need
a new shader variant, like for example if sampler descriptor sets are
bound.
At that moment a new v3d key is populated, using as base the one used
at pipeline creation, so only cmd_buffer depending values are changed.
Then a new variant is requested. Note that internally it is handled
with a cache, so no new compilation will be done if not needed.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 24 Mar 2020 11:18:10 +0000 (12:18 +0100)]
v3dv/pipeline: add support for shader variants
So far, we were doing the compilation to qpu when the pipeline was
created (as part of vkCreateGraphicsPipeline).
But this would not be correct when some specific descriptors are
involved, like textures. For that case some nir lowerings depend on
the texture format, and that info is not available until the specific
descriptors are bound to the command buffer. In the same way, the same
command buffer with a given pipeline could get their descriptor bound
again.
So it would be needed to support compilation variants of the same
shader. So finally, the v3d_key would work as keys, as the variants
would be tracked with a hash table.
This commit introduces the new structures for that. What we were
building as the final qpu shader would become the initial default
variant for the pipeline. We are also saving the keys used at that
point, to avoid needing to fully regenerate them when a new variant is
created. Not just for performance, but also to avoid needing to track
the graphics pipeline create info structure.
The code to handle updating the current variant would be done on
following commits.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 29 Mar 2020 14:31:17 +0000 (16:31 +0200)]
v3dv/uniforms: filling up QUNIFORM_TMU_CONFIG_P0/P1
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 29 Mar 2020 14:29:55 +0000 (16:29 +0200)]
v3dv/descriptor_set: added support for samplers
This include SAMPLER, COMBINED_IMAGE_SAMPLER and SAMPLED_IMAGE
descriptors.
In order to support them we do the pre-packing of TEXTURE_SHADER_STATE
and SAMPLER_STATE when Images and Samplers (respectively) are
created. Those packets doesn't need to be tweaked later, so we upload
them to an bo.
A possible improvement of this would be that the descriptor pool
manages a bo for all descriptors, that suballocate for each descriptor
allocated. This is what other drivers do (and as far as I understand,
one of the reasons of having a descriptor pool).
Immutable samplers are not supported, will be handled on a following
patch.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 10 Mar 2020 11:34:00 +0000 (12:34 +0100)]
v3dv/pipeline: sampler lowering
Add a pass to lower "uniform sampler2d" and others to their
texture/sampler idx.
This commit basically imports the same lowering from turnip.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 24 Mar 2020 22:08:57 +0000 (23:08 +0100)]
v3dv/pipeline: unify local allocator name
Sometimes called alloc some other pAllocator. Choosing the later for
consistency.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 16 Mar 2020 11:59:31 +0000 (12:59 +0100)]
v3dv/uniforms: cleaning up, moving udpate ubo/ssbo uniforms to a function
The code to handle ubo/ssbo has become too big, and made the switch
hard to read. Moved to their own function.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 16 Mar 2020 11:34:02 +0000 (12:34 +0100)]
v3dv/cmd_buffer: push constants not using descriptor anymore
v3dv_descriptor is going to be expanded with more data, so it doesn't
make sense anymore to handle a fake descriptor for the push
constants. Introducing a new struct, that is just a pair
bo/offset. Initially named v3dv_resource, as it could be the base to
reuse bos for different resources (like assembly bo)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 25 Mar 2020 13:17:57 +0000 (14:17 +0100)]
v3dv: fix a1r5g5b5 format
We were configuring the TLB to use ABGR1555, but that doesn't really
give us what we want. There were two issues:
* We were using the wrong Texture Data Format and Output Image
Format. In fact those we need to use were not included on the
packet file.
* Even using the correct one, we need to do a RB swap to match the
semantics of the Vulkan format.
This patch fixes both issues. As we are here we keep the formats we
were already used, that would provide support for r5g5b5a1.
So this patch makes tests like the following going from skip to pass:
dEQP-VK.texture.filtering.2d.formats.r5g5b5a1_unorm.nearest
And the following test from fail to pass:
dEQP-VK.texture.filtering.2d.formats.a1r5g5b5_unorm.nearest
Note that the R5G5B5A1_UNORM_PACK16 is not mandatory, but as we
already made the effort to understand them and get them working let's
just keep it on the list
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 25 Mar 2020 11:09:12 +0000 (12:09 +0100)]
v3dv: don't emit the subpass RCL for jobs that have emitted their own
This fixes multi-layer vkCmdClearAttachments CTS tests. The underlying
problem here is that even though this command runs inside a render pass,
it is implemented as a separate job that emits its own RCL to program
render target color clears, so we should not emit the subpass RCL for it.
Fixes 250+ CTS tests (all but a1r5g5b5) in:
dEQP-VK.api.image_clearing.core.clear_color_attachment.cube_layers.*
dEQP-VK.api.image_clearing.core.clear_color_attachment.multiple_layers.*
dEQP-VK.api.image_clearing.core.clear_depth_stencil_attachment.multiple_layers.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 25 Mar 2020 11:19:11 +0000 (12:19 +0100)]
v3dv: fix job subpass index for vkCmdClearAttachments jobs
We had changed the interface for job starts so they take the subpass index
rather than a boolean indicating whether the job starts a new subpas, but we
forgot to update this accordingly.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 25 Mar 2020 07:57:12 +0000 (08:57 +0100)]
v3dv: fix clearing of 3D images
We were not considering that the depth of the image is minified according
to its miplevel. For some reason this only seemed to show up for tiled
images.
Fixes (except a1r5g5b5 format):
dEQP-VK.api.image_clearing.core.clear_color_image.3d.optimal.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 25 Mar 2020 07:23:45 +0000 (08:23 +0100)]
v3dv: fix incorrect image slice selection
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>