Iago Toral Quiroga [Wed, 11 Mar 2020 14:49:09 +0000 (15:49 +0100)]
v3dv: fix image tiling configuration
We were not doing this right for images created with VK_IMAGE_TILING_LINEAR.
Also, only assign a DRM modifier if the image has been created for WSI.
This fixes a bunch of CTS tests that use copies to linear images to verify
the result of rendering.
Fixes multiple failures in:
dEQP-VK.draw.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 11 Mar 2020 11:56:34 +0000 (12:56 +0100)]
v3dv: drop assert for map of a mapped buffer
This triggers when dumping CLIF because the dump process involves
internally mapping all the BOs. We could unmap them there after we
are done, but there is really no reason why we need to assert on this,
so let's just keep things simple and unmap. If the user is really
double mapping, that should be caught by the validation layers.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 11 Mar 2020 07:37:48 +0000 (08:37 +0100)]
v3dv: drop incorrect assertion
It is possible to specify a depth/stencil clear but then have no
actual depth/stencil attachment used in the subpass. In that case
we are already skipping the store.
Fixes:
dEQP-VK.renderpass.suballocation.unused_clear_attachments.*depthonly_unused
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 10 Mar 2020 11:41:41 +0000 (12:41 +0100)]
v3dv: don't assume that VkPipelineColorBlendStateCreateInfo is provided
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 10 Mar 2020 11:19:48 +0000 (12:19 +0100)]
v3dv: lower {i,u}mulExtended
Fixes:
dEQP-VK.glsl.builtin.function.integer.imulextended.*
dEQP-VK.glsl.builtin.function.integer.umulextended.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 10 Mar 2020 11:03:19 +0000 (12:03 +0100)]
v3dv: lower usubborrow and uaddcarry
For some reason our backend compiler doesn't have an implementation for
usubborrow, only for uaddcarry. We could add it, however, the existing
uaddcarry implementation also seems to fail some of the CTS tests,
which pass if we lower.
Fixes:
dEQP-VK.glsl.builtin.function.integer.uaddcarry.*
dEQP-VK.glsl.builtin.function.integer.usubborrow.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 10 Mar 2020 08:51:48 +0000 (09:51 +0100)]
v3dv: split fragment shader array outputs
Our backend expects that our output variables are not arrays so we can
track the variable that writes to each output location separately.
Fixes:
dEQP-VK.glsl.440.linkage.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 6 Mar 2020 12:39:36 +0000 (13:39 +0100)]
v3dv/device: tweak ssbo/ubo device limits
They still need some review to get some real final values, but what we
had before were somewhat too low. Increasing them a little. This
allows to get some CTS tests from skip to pass, which afais they are
using reasonable values.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 6 Mar 2020 11:21:34 +0000 (12:21 +0100)]
v3dv: fix incorrect sizing of the vertex attribute state array
Fixes crashes in:
dEQP-VK.glsl.conversions.matrix_combine.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 6 Mar 2020 10:11:55 +0000 (11:11 +0100)]
v3dv: call nir_lower_io_arrays_to_elements_no_indirects on vertex shaders
This gets us to split matrix vertex inputs with direct access to
vectors, which the backend compiler expects. The GL driver seems to
rely on this too, which is called by the Mesa state tracker.
Cases with indirect cases seem to be handled at link time via
nir_lower_io_arrays_to_elements, which we are already calling.
Fixes crashes in:
dEQP-VK.glsl.conversions.matrix_to_matrix.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 5 Mar 2020 12:00:11 +0000 (13:00 +0100)]
v3d/compiler: implement nir_op_fquantize2f16
Reviewd-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 [Wed, 4 Mar 2020 14:38:55 +0000 (15:38 +0100)]
v3dv/descriptor: take into account pPushConstantRanges
Push constant tests were still working without taking this into
account because we can't really fine graine how much we allocate for
them.
For now we only use them to know if we should allocate/fill the ubo
for push constants or not.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 5 Mar 2020 09:48:33 +0000 (10:48 +0100)]
v3dv: implement interpolation qualifiers
Also, Vulkan uses the same provoking vertex rules are Direct3D, which
changes from OpenGL's default. Make sure we honor that.
Fixes:
dEQP-VK.spirv_assembly.instruction.graphics.cross_stage.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 4 Mar 2020 14:53:44 +0000 (15:53 +0100)]
v3dv: add a no-op fragment shader if we don't have one
Fixes: dEQP-VK.pipeline.vertex_only.position_to_ssbo
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 4 Mar 2020 11:40:15 +0000 (12:40 +0100)]
v3dv/pipeline: clean up io lowering
We had 4 really small functions for the io lowering (which main
purpose is getting locations assigned).
This commit merge them to 2 slightly bigger functions. It also fix a
typo were a vs lowering was calling nir_assign_io_var_locations using
MESA_SHADER_FRAGMENT.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 3 Mar 2020 12:38:11 +0000 (13:38 +0100)]
v3dv/pipeline: revamp nir lowering/optimizations passes
The main reason is getting nir_lower_io_to_temporaries and
nir_opt_peephole_select to get some switch/ifelse with store outputs
simplified out, as some tests were failing because the v3d compiler
was not able to handle them.
As this needed some extra lowerings to get that working, we are also
revamping the full nir processing.
Heavily based on intel preprocess/optimize nir passes.
As mentioned on some other v3dv commits, some of this work could be
done by adding those passes to the v3d compiler, allowing to avoid
some duplication. But at this point we prefer to keep the v3d compiler
untouched as much as possible. This could be revisited on the future.
We also remove some passes that are unnedeed or we already know are
called by v3d_compiler. Although we try to not add too many passes,
we are already adding passes in advance that we think that would be
useful in the near-term.
Among others, gets the following tests working:
dEQP-VK.binding_model.descriptor_copy.graphics.storage*
dEQP-VK.binding_model.descriptor_copy.graphics.uniform*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 4 Mar 2020 10:14:47 +0000 (11:14 +0100)]
v3dv: drop incorrect assertion
This was intended to check that we only got
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT
on secondary command buffers, but the spec states that this flag
should be ignored for primary command buffers.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 4 Mar 2020 10:12:08 +0000 (11:12 +0100)]
v3dv: don't reset loader data on command buffers
We were clearing memory to 0 on create and reset, including the
loader data, which is not correct on reset since it would cleat
the loader dispatch table for the command buffer. We should only
clear driver data.
Also, don't use vk_zalloc for the command buffer allocation, since
we are already clearing on reset and we always reset when we begin
recording.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 4 Mar 2020 08:29:28 +0000 (09:29 +0100)]
v3dv: assign driver locations on fragment shader output variables
We were getting driver location 0 on all output variables, which meant
that our color writes were always being redirected to render target 0.
Fixes dEQP-VK.pipeline.framebuffer_attachment.diff_* which uses multiple
render targets.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 3 Mar 2020 11:26:52 +0000 (12:26 +0100)]
v3dv: trivial refactors in a few meta copy helpers
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 3 Mar 2020 10:57:59 +0000 (11:57 +0100)]
v3dv: more frame tiling refactors
This puts all the information required to setup frame tiling into
v3dv_frame_tiling so we no longer need a framebuffer to start a
frame. This makes the code simpler, since frame tiling calculations
happen automatically when we start a new frame and simplifies
the implementation of copy and clear operations that used to
requiere that we setup a fake framebuffer with no actual attachments,
which was a bit of a kludge.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 2 Mar 2020 16:21:26 +0000 (17:21 +0100)]
v3dv: rewrite frame tiling setup
So far we have been getting away with computing frame tiling information for
the framebuffer object, but that is not correct, since different subpasses
may access different subsets of the framebuffer, with each requiring a
different configuration because the number of render targets and the maximum
bpp can change for each subpass.
This adds a v3dv_frame_tiling struct to keep the frame tiling information and
rewrites the code to compute this for every new job we start.
Fixes a bunch of tests in dEQP-VK.pipeline.render_to_image.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 2 Mar 2020 11:08:19 +0000 (12:08 +0100)]
v3dv: fix subpass tracking in the command buffer state
When we create a new job for a new subpass, we might have to finish
the current job for the previous subpass, so it is important that we
we don't get ahead of ourselves and increment the current subpass index
in the command buffer state until we are really done finishing the
previous job.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 2 Mar 2020 10:50:44 +0000 (11:50 +0100)]
v3dv: fix framebuffer format when computing fragment shader key
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 2 Mar 2020 09:13:14 +0000 (10:13 +0100)]
v3dv: take memory format from appropriate miplevel for image load/store
We were storing the format of the base miplevel in the image view and
we were typically using that instead of the taking the format from
the appropriate image slice. This was a problem when loading or storing
a miplevel other than the base which happened to have a different format.
This also removed the tiling field from the image view to avoid repeating
the same mistake in the future.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 24 Feb 2020 10:32:57 +0000 (11:32 +0100)]
v3dv/descriptor: support for dynamic ubo/ssbo
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 28 Feb 2020 07:52:22 +0000 (08:52 +0100)]
v3dv: fix supertile coverage when render are size is 0.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 12:07:15 +0000 (13:07 +0100)]
v3dv: implement vkGetRenderAreaGranularity
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 11:25:16 +0000 (12:25 +0100)]
v3dv: fix fill buffer with VK_WHOLE_SIZE
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 11:18:41 +0000 (12:18 +0100)]
v3dv: don't support image formats that we can rendet to or texture from
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 10:58:27 +0000 (11:58 +0100)]
v3dv: fix image clearing with VK_REMAINING_*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 10:34:48 +0000 (11:34 +0100)]
v3dv: don't use TLB path for formats that are not supported for rendering
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 08:31:50 +0000 (09:31 +0100)]
v3dv: don't swap R/B channels for VK_FORMAT_R5B6G5_UNORM_PACK16
This corresponds to PIPE_FORMAT_B5G6R5_UNORM, which is the format that
is natively supported. Also, we can't swap R/B on 3-channel images!
Also, we should rely on the v3dv format table for this rather than
pipe format descriptions since we specify the expected correct swizzles
there for all supported formats. This, for example, gets us correct
beahvior for things like VK_FORMAT_B4G4R4A4_UNORM_PACK16 without
needing to special case it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 08:06:28 +0000 (09:06 +0100)]
v3dv: implement vkResetCommandPool
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Feb 2020 07:55:40 +0000 (08:55 +0100)]
v3dv: meet requirements for supported format features and properties
For now this is only about advertising what is required, many things
here still lack an implementation.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 21 Feb 2020 08:33:03 +0000 (09:33 +0100)]
v3dv: declare that we support robust buffer access
This is actually mandatory for any implementation so there is no
point in not supporting it.
This probably doesn't work yet and we might need to patch the
compiler to emit bounds testing code for TMU accesses.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 21 Feb 2020 08:26:47 +0000 (09:26 +0100)]
v3dv: adjust a few limits to comply with CTS minimum requirements
We don't support 4-bit multisample yet, but we will at some point.
Also, remove point size granularity/range since we were not meeting the
minimum requires, we might want to review that in the future.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 26 Feb 2020 08:36:27 +0000 (09:36 +0100)]
v3dv: implement host-side event handling functions
I am not quite certain that this is the way to go though. Here, we are
expecting that the GPU can set/reset the event inside a command buffer
as a 1x1 pixel clear for example, however, there is still the question
of how we get to implement the command buffer wait on an event, since
reading the docs I haven't found any such functionality to be available.
We could think of implementing this by splitting the command buffer
into multiple jobs at the wait command, and then using a separate
thread for job submissions that would poll the event UBO before sending
it to the kernel, but that looks like a bit of a kludge.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 26 Feb 2020 08:07:42 +0000 (09:07 +0100)]
v3dv: implement vk{Create,Destroy}BufferView
For now this is not particularly useful, since we can't bind this to
a texel buffer descriptor yet.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 24 Feb 2020 16:16:09 +0000 (17:16 +0100)]
v3dv: destroy wsi device during physical device termination
Fixes dEQP-VK.api.device_init.create_instance_device_intentional_alloc_fail
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 21 Feb 2020 15:18:17 +0000 (16:18 +0100)]
v3dv: implement vkQueueWaitIdle
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 20 Feb 2020 15:57:41 +0000 (16:57 +0100)]
v3dv: honor swizzle for non-copy operations of color formats
This gets clears of BGRA images to work.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 20 Feb 2020 15:12:59 +0000 (16:12 +0100)]
v3dv: add assertions for unimplemented fallback paths
This helps with identifying tests that fail on supported paths from tests
that hit unimplemented paths in the driver.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 20 Feb 2020 08:53:32 +0000 (09:53 +0100)]
v3dv: implement vkResetCommandBuffer
Also, implement implicit reset via vkCmdBeginCommandBuffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 19 Feb 2020 11:28:21 +0000 (12:28 +0100)]
v3dv: initialize in_sync_bcl in our submits
We were not doing this and that could lead to the kernel refusing the
job if this happened to be gargabe. Make it zero, meaning that we don't
want to keep our bin jobs waiting for anything.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 18 Feb 2020 10:08:44 +0000 (11:08 +0100)]
v3dv: add support for primitive restarts on indexed draw calls
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 18 Feb 2020 08:31:39 +0000 (09:31 +0100)]
v3dv: implement indirect draws
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 17 Feb 2020 15:07:32 +0000 (16:07 +0100)]
v3dv: add an assert to catch applications trying to clear invalid aspects
I accidentally tried to clear D+S of a depth-only image which was not caught
by the validation layers in my environment. This made the simulator crash, but
tracking down the crash to the actual error was not trivial. This should make
it immediately obvious.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 17 Feb 2020 14:39:20 +0000 (15:39 +0100)]
v3dv: vkCmdCopyBufferToImage for depth/stencil formats
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 17 Feb 2020 07:08:47 +0000 (08:08 +0100)]
v3dv: implement vkCmdCopyBufferToImage for color formats
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 11 Sep 2020 21:26:07 +0000 (23:26 +0200)]
v3dv/cmd_buffer: support for push constants
By default they are trivially lowered to load_uniform.
We still need to allocate an UBO for push constants, used for those
that are accessed using a non-const index. This is automatically
handled by the compiler, as it cames back as asking a
QUNIFORM_UBO_ADDR. This is what already does for gallium.
Note that if needing the UBO, we are uploading the full push constant
data. An improvement would be to try to upload only the data that
needs to rely on the UBO (so non-const accesses to uniforms).
Also, the code is not handling getting out of space from the UBO
bo. This would be tackled at a different commit.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 11 Sep 2020 21:42:19 +0000 (23:42 +0200)]
v3d/compiler: handle GL/Vulkan differences in uniform handling
This also adds a v3d_execution_environment, so compiler could know if
it is generating code for OpenGL or Vulkan needs.
Reviewed-by: Iago Toral <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 13 Feb 2020 16:49:34 +0000 (17:49 +0100)]
v3dv: implement vkCmdClearDepthStencilImage
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 13 Feb 2020 10:34:09 +0000 (11:34 +0100)]
v3dv: fix buffer automatic stride for image to buffer copies
When the client requests a tightly packet copy, we should take
the stride from the size of the region to copy, not from the size
of the image (which can be larger).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 13 Feb 2020 08:40:27 +0000 (09:40 +0100)]
v3dv: implement vkCmdClearColorImage
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 15:21:39 +0000 (16:21 +0100)]
v3dv: implement vkCmdCopyImage
As with vkCmdCopyImageToBuffer, this implements a fast path using the
TLB for the case where we are copying images from offset (0, 0). We
don't have the fallback path for other cases yet.
For this we need to rethink a bit our loads and stores so we can handle
depth/stencil copies correctly. Specifically, we are expected to do
different things depending on whether we are copying to a linear buffer
or to an image.
When copying depth/stencil to a buffer, we can only copy one aspect
at a time and the result should be tightly packed in the destination
buffer.
When copying depth/stencil to an image, we can copy one or both aspects,
and we need to write them in the corresponding aspect of the destination
image.
Because we can't do stores from the Z/S tile buffers in raster format,
we need to do image to buffer copies of these aspects using the a color
tile buffer and a compatible color format. However, when we are copying
to another image, since we need to write the channels in the corresponding
aspect of the destination image, we need to do this using by loading and
storing from an appropriate Z/S tile buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 12:10:59 +0000 (13:10 +0100)]
v3dv: fix copy size for image to buffer copies
For some reason we were ignoring the extent to copy that was
passed in the region to copy and instead we were computing a
a region based on the image size and the selected miplevel.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 09:07:36 +0000 (10:07 +0100)]
v3dv: refactor common code in meta copy operations
Creates internal helpers to avoid replicating code in various places
and uses the fake framebuffer to pre-compute supertile coverage.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 08:23:53 +0000 (09:23 +0100)]
v3dv: add a concept of a fake framebuffer for meta-copy operations
This is mostly to simplify some of the code and avoid the need to pass
the internal type of our single render target to every function in the
chain.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 08:07:24 +0000 (09:07 +0100)]
v3dv: move the framebuffer setup code for buffer copy/fill to a helper
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 12 Feb 2020 07:25:20 +0000 (08:25 +0100)]
v3dv: implement vkCmdFillBuffer
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 11 Feb 2020 14:12:32 +0000 (15:12 +0100)]
v3dv: implement vkCmdUpdateBuffer
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 10 Feb 2020 11:39:10 +0000 (12:39 +0100)]
v3dv: implement vkCmdCopyBuffer
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 10 Feb 2020 09:00:17 +0000 (10:00 +0100)]
v3dv: don't advertise texel buffer support yet.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 10 Feb 2020 08:42:29 +0000 (09:42 +0100)]
v3dv: Add more supported formats to our format table
Some of these may need additional work to work for real, but we should
be able to support them.
We also include some formats that are not supported for images, but
that we want to support for buffers, such as R32G32B32 for a vertex
buffer. In the future we might want to expand the format table to
specify which formats are supported for buffers.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 8 Feb 2020 22:12:56 +0000 (23:12 +0100)]
v3dv: no need to manually add assembly bo to the job
The _cl utility methods are already doing that implicitly, as a way to
ensure that any address emitted gets its bo included on the job.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 7 Feb 2020 11:59:37 +0000 (12:59 +0100)]
v3dv: take the number of layers from the framebuffer
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 7 Feb 2020 11:24:18 +0000 (12:24 +0100)]
v3dv: ignore image view aspects for depth/stencil attachments
From the Vulkan spec:
"When an image view of a depth/stencil image is used as a
depth/stencil framebuffer attachment, the aspectMask is ignored
and both depth and stencil image subresources are used."
So in that scenario, we ignore the aspect mask on the view and go
check the actual format of the underlying image to decide if we
have depth or depth+stencil aspects.
This gets VkRunner's depth-buffer.shader_test to pass.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 7 Feb 2020 10:06:15 +0000 (11:06 +0100)]
v3dv: fix clockwise primitive setting
It looks like the hardware does this backwards. The GL driver
also reverses it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 7 Feb 2020 09:10:39 +0000 (10:10 +0100)]
v3dv: implement indexed draws
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 6 Feb 2020 11:39:48 +0000 (12:39 +0100)]
v3dv: implement vkCmdClearAttachments
For now this only implements a fast path using the tile buffer, so it
can only be used when clearing full images, but this is good enough
for VkRunner.
The implementation is a bit tricky because this command executes
inside a render pass, and yet, since we are using the tile buffer to
clear, this needs to go in its own job. This means that with this, we
need to be able to split a subpass into multiple jobs which creates
some issues.
For example, certain operations, such as the subpass load operation
(particularly if it is a clear) should only happen on the first job of
the subpass and subsequent jobs in the same subpass should always
load.
Similarly, we should not discard the last store on an attachment
unless we know it is the last job for the last subpass that uses the
attachment.
To handle these cases we add two new flags to the job, one to know if
the job is not the first in a subpass (is_subpass_continue) and
another one to know if a job is the last in a subpass
(is_subpass_finish).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 6 Feb 2020 11:36:48 +0000 (12:36 +0100)]
v3dv: add a helper to get the Z/S buffer from an aspect mask
We will be using this when we need to implement other clearing commands.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 6 Feb 2020 11:34:15 +0000 (12:34 +0100)]
v3dv: add a helper to compute the hardware clear color
We will be using this when we implement other clearing commands
(currently this is only used for the atatchment load clear operation).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 5 Feb 2020 21:47:21 +0000 (22:47 +0100)]
v3dv/pipeline: null check for pCreateInfo->pDepthStencilState
This prevents a crash when the validation layers are enabled for some
of our ubo tests. Again, it seems that if some attachments are
missing, the validation layers remove some of the structs from the
pCreateInfo.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 13 Feb 2020 21:22:18 +0000 (22:22 +0100)]
v3dv/descriptor_set: support for array of ubo/ssbo
For that we include the array_index when asking for a ubo/ssbo index
from the descriptor_map.
Until now, array_index was not included, but the descriptor_map took
into account the array_size. This had the advantage that you only need
a entry on the descriptor map, and the index was properly return.
But this make it complex to get back the set, binding and array_index
back from the ubo/ssbo binding. So it was more easy to just add
array_index. Somehow now the "key" on the descriptor map is the
combination of (set, binding, array_index).
Note that this also make sense as the vulkan api identifies each array
index as a descriptor, so for example, from spec,
VkDescriptorSetLayoutBinding:descriptorCount
"descriptorCount is the number of descriptors contained in the
binding, accessed in a shader as an array"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 20 Jan 2020 14:29:38 +0000 (15:29 +0100)]
v3dv: initial descriptor set support
Focused on getting the basic UBO and SSBO cases implemented. So no
dynamic offset, push contanst, samplers, and so on.
This include a initial implementation for CreatedescriptorPool,
CreateDescriptorSetLayout, AllocateDescriptorSets,
UpdateDescriptorSets, CreatePipelineLayout, and CmdBindDescriptorSets.
Also introduces lowering vulkan intrinsics. For now just
vulkan_resource_index.
We also introduce a descriptor_map, in this case for the ubos and
ssbos, used to assign a index for each set/binding combination, that
would be used when filling back the details of the ubo or ssbo on
other places (like QUNIFORM_UBO_ADDR or QUNIFORM_SSBO_OFFSET).
Note that at this point we don't need a bo for the descriptor pool, so
descriptor sets are not getting a piece of it. That would likely
change as we start to support more descriptor set types.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 21 Jan 2020 14:45:39 +0000 (15:45 +0100)]
v3dv: debug nir shader also after spirv_to_nir
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 5 Feb 2020 09:53:20 +0000 (10:53 +0100)]
v3dv: fix the mess with dynamic state handling
The general idea is that we always emit from our dynamic state, and when
a particular piece of state is not dynamic, we just set our dynamic state
from the pipeline state, however, the implementation was quite confusing:
the mask of dynamic states flagged states that were not dynamic and some
places woud mix dirty flags and dynamic state flags. We also were not
updating the dynamic state mask in the command buffer, etc.
This patch, hopefully, simplifies all this and makes it less confusing,
starting by making the dynamic state mask flag dynamic states, fixing
the places where we would confuse dirty state flags with dynamic state
flags, making sure that our command buffer state is setup correctly
and that we only emit state when it is actually dirty.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Feb 2020 16:43:49 +0000 (17:43 +0100)]
v3dv: implement dynamic stencil states
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Feb 2020 10:24:21 +0000 (11:24 +0100)]
v3dv: clamp stencil masks and reference value to supported limits
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Feb 2020 09:26:04 +0000 (10:26 +0100)]
v3dv: implement early Z optimization
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 3 Feb 2020 11:55:25 +0000 (12:55 +0100)]
v3dv: fix viewport state from pipeline
We were not computing viewport transform for static viewports provided with
the pipeline state. Also, we were not copying the transform into the command
buffer state when we bound the pipeline.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jan 2020 09:02:26 +0000 (10:02 +0100)]
v3dv: support copying depth/stencil aspects to buffer
Just as with color copies, we only support tile buffer copies for now,
so we can only copy regions that start at offset (0,0).
Because the hardware doesn't support storing depth/stencil buffers to
raster format, we need to load and store our data to/from the tile
buffer as a compatible color format instead.
The Vulkan spec also has specific expectations regarding placement
of X8/S8 bits in 24-bit depth formats which don't match the hardware's
so these formats require specific work so we can swizzle channels
to match the Vulkan spec.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 30 Jan 2020 08:30:20 +0000 (09:30 +0100)]
v3dv: fix indentation
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 30 Jan 2020 11:24:55 +0000 (12:24 +0100)]
v3dv/bo: add a bo name
This is only used when doing a clif/cle dump, but makes it far easier
to understand.
Most names are the same that the ones used at v3d (CL, tile_alloc,
TDSA), except those that on v3d were labelled as "resource", as right
now we don't have a resource uploader that englobes different
things. In fact, the good thing of not having that uploader is that
individual bos has a more accurate description of their purpose.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jan 2020 15:35:39 +0000 (16:35 +0100)]
v3dv: implement stencil testing
This works on combined depth/stencil formats only, separate stencil
is not supported yet.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jan 2020 11:44:57 +0000 (12:44 +0100)]
v3dv: support depth testing on combined depth/stencil formats
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jan 2020 10:47:55 +0000 (11:47 +0100)]
v3dv: select correct internal type for depth/stencil formats
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jan 2020 09:13:40 +0000 (10:13 +0100)]
v3dv: select the depth/stencil buffer from the attachment aspect mask
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jan 2020 15:53:54 +0000 (16:53 +0100)]
v3dv: compute subpass ranges for attachments at render pass creation time
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jan 2020 12:04:50 +0000 (13:04 +0100)]
v3dv: don't always skip tile buffer stores
Otherwise we would lose updates relevant to subsequent subpasses in
the same renderpass that read or partially write the attachment.
The only scenario where we can safely do this is on the last subpass
that uses the attachment, so long as we don't need to emit the store
for the clear.
This also fixes a bug in the computation of the first subpass that
uses an attachment.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jan 2020 12:03:41 +0000 (13:03 +0100)]
v3dv: implement support for depth testing
This ignores stencil for now and focuses on depth testing without
support for early depth testing.
To implement this we need to start considering how many of our
framebuffer attachments are color attachments, since some of the
computations we use to determine tile sizes and binning configuration
depend on this.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Jan 2020 12:01:58 +0000 (13:01 +0100)]
v3dv: don't swap RB channels when copying images to buffers
We don't need to do this, since we are just copying. Also, we are not
swapping on the store, so doing it on the load would be incorrect.
This gets the prime blit present path in WSI common to render R/B
channels correctly after blitting from the BGRA image to the linear
buffer for display output.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Jan 2020 10:59:28 +0000 (11:59 +0100)]
v3dv: rename drm device fields so they are more explict
Also, remove references to the master_fd. This is only useful for
VK_KHR_display which we are not currently implementing.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 23 Jan 2020 10:24:05 +0000 (11:24 +0100)]
v3dv: allocate winsys BOs properly
When running on real hardware we need to allocate winsys buffers on
the display device and import them into the v3d device for rendering.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 20 Jan 2020 09:45:06 +0000 (10:45 +0100)]
v3dv: implement device detection on actual hardware
When running on the real hardware we have two devices: the v3d render
node and the vc4 display node. We need the latter to allocate
winsys BOs for v3d to render into. Since exporting these BOs is
a privileged operation, we need to obtain the fd for this device
through the display server. For now we only support doing this through
the XCB DRI3 platform.
Also, do not duplicate or re-open the DRM devices when creating logical
devices. The simulator checks that the file descriptor is exactly
the same we used to initialize it when we created the physical device
and aborts if it sees a different fd number, even if it points to the
same device.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 17 Jan 2020 12:36:22 +0000 (13:36 +0100)]
v3dv/pipeline: adding some nir-based linking
Among other things, gets a constants output from a vs, used as input
to a fs, to get lowered and moved as a load const on the fs.
Heavily based on st_glsl_to_nir, already used by the v3d
driver. Slightly adapted to our needs, but there are still room for
customization.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 16 Jan 2020 14:28:17 +0000 (15:28 +0100)]
v3d/cmd_buffer: emit flat_shade/noperspective/centroid flags
We just emit the default ZERO_ALL values, to cover at least the cases
where that is enough. Need to emit non-default values if needed.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 16 Jan 2020 12:22:57 +0000 (13:22 +0100)]
v3dv: stubs for Create/DestroyPipelineCache
Good enough to avoid vkrunner crashing.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 16 Jan 2020 10:14:17 +0000 (11:14 +0100)]
v3dv: hook up WSI support
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>