Jason Ekstrand [Mon, 12 Oct 2020 19:53:01 +0000 (14:53 -0500)]
intel/batch_decoder: Don't clame vec4 vs/gs/tcs shaders on Gen11+
Because we hard-coded the default to vec4, any platform where it doesn't
have a "Dispatch Mode" field gets vec4 by default. This includes Gen11+
where vec4 is no longer a thing. Change the default so it works on
newer hardware.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>
Alejandro Piñeiro [Tue, 13 Oct 2020 21:06:35 +0000 (23:06 +0200)]
v3dv/device: Support loader interface version 3.
Port of
1e41d7f7b0855934744fe578ba4eae9209ee69f7:
"anv: Support loader interface version 3 (patch v2)"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 9 Oct 2020 10:06:06 +0000 (12:06 +0200)]
v3dv: fix buffer copies to compressed images on the blit path
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 8 Oct 2020 07:12:23 +0000 (09:12 +0200)]
v3dv: drop a couple of obsolete comments
We only expose a coherent memory heap, so invalidation and flushing
are always no-ops for us.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 6 Oct 2020 06:57:47 +0000 (08:57 +0200)]
v3dv: limit blit framebuffer dimensions to max coordinates
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 5 Oct 2020 08:44:59 +0000 (10:44 +0200)]
v3dv: generate proper UUIDs for device and driver
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 1 Oct 2020 08:02:23 +0000 (10:02 +0200)]
v3dv: fix blit path for copies from 3D compressed images
The aliasing we were using was not always correct. Particularly,
for 3D images, the simulator would complain about image strides
not being large enough in some cases.
This patch fixes this by aliasing both src and dst images and
carefully choosing the alias dimensions taking into account the
format chosen for the copy and the ratio of block sizes between
both images.
Playing a bit with the image dimensions used by the relevant CTS
tests we confirmed this works well for all tile layouts (lineartile,
ublinear1/2 and UIF).
This fixes all CTS tests involving 3D image copies from compressed
formats without needing to force UIF layout for all compressed
images (which would actually not work for all image sizes either).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 25 Sep 2020 13:00:41 +0000 (15:00 +0200)]
v3dv: fixes for barriers in secondary command buffers
This patch addresses various issues, mostly from secondary command buffers
that recorded pipeline barriers that are not consumed in the secondary itself,
so they need to be applied to jobs that come right after the execution of the
secondary in a primary command buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 24 Sep 2020 08:09:00 +0000 (10:09 +0200)]
v3dv: implement workaround for GFXH-1918
Loading depth with odd width/height might cause incorrect loading
of the early-Z buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 24 Sep 2020 07:23:29 +0000 (09:23 +0200)]
v3dv: implement workaround for GFXH-1461
If a subpass clears one aspect of Depth/Stencil but loads the other
the clear might get lost. Fix this by emitting the clear as a draw
call instead of relying on the TLB clear.
Fixes:
dEQP-VK.renderpass.suballocation.attachment.3.307
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 23 Sep 2020 10:38:27 +0000 (12:38 +0200)]
v3dv: flag tmu_dirty_rcl in primaries when linking secondaries that have it set
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 23 Sep 2020 09:28:41 +0000 (11:28 +0200)]
v3dv: only advertise one memory type
Our current implemenation is always coherent.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 23 Sep 2020 08:02:26 +0000 (10:02 +0200)]
v3dv: always program a reasonable internal depth type for copies/clears
This doesn't seem to fix anything, but it is the right thing to do.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 20 Sep 2020 20:54:33 +0000 (22:54 +0200)]
v3dv/pipeline_cache: extend pipeline cache envvar
So far V3DV_ENABLE_DEFAULT_PIPELINE_CACHE allowed to configure
pipeline cache to avoid any caching using a pipeline cache.
With this change we can be more detailed. Then envvar is not anymore a
boolean. Allowed values:
* "off": no pipeline cache at all. PipelineCache objects behaves as
no-op objects.
* "no-default-cache": user PipelineCache caches nir/variants, but we
don't provide a default cache in case the user doesn't provide a
PipelineCache object, neither for internal pipelines.
* "full" (default): we provide a default PipelineCache, used when
the user doesn't provide one when creating a Pipeline, and for
internal Pipelines.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 19 Sep 2020 20:51:58 +0000 (22:51 +0200)]
v3dv/pipeline_cache: set a max size for the pipeline cache
We don't want to let the default pipeline cache grow without limit. We
choose a maximum number of entries that should work for all real world
applications. CTS will exceed that limit, but that is okay, as it will
prevent us from running out of memory.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 10 Sep 2020 07:51:54 +0000 (09:51 +0200)]
v3d/compiler: allow to batch spills
Some shaders that need to spill hundreds of registers can take very long times
to compile as each allocation attempt spills a single register and restarts
the allocation process. We can significantly cut down these times if we allow
the compiler to spill in batches, which should be possible if we are spilling
uniforms, which is in fact the kind of spills that we do first because they
have lower cost than TMU spills.
Doing this could cause us to slightly over spill in some cases (depending on
the chosen batch size) leading to slightly worse performance, so we only
enable this behavior after we have started to spill over a certain threshold,
at which point we assume that performance won't be good and we want to
favor compilation speed instead.
v2:
- Keep it simple and just try to spill a fixed amount of registers in a
batch instead of trying to compute this dynamically based on accumulated
spills and current register pressure. (Eric).
v3:
- Check if the node is valid before doing anything with it.
- Drop the environment variable to select batch size and just fix it to 20.
With this we can take this CTS test from 35 minutes down to about 3 minutes:
dEQP-VK.ssbo.layout.random.all_shared_buffer.5
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 18 Sep 2020 16:02:05 +0000 (18:02 +0200)]
v3dv: free noop job if needed when finishing the queue
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 17 Sep 2020 14:12:31 +0000 (16:12 +0200)]
v3dv: clean-up after obtaining an XCB connection
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 11 Sep 2020 10:20:20 +0000 (12:20 +0200)]
v3dv: don't leak dumb BO handles allocated for swapchain images
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 10 Sep 2020 21:59:47 +0000 (23:59 +0200)]
v3dv/meta_copy: fix TFU blitting when using 3D images
We had some code on blit_tfu to hande 3D images but it was wrong. For
example, it executed a copy on the 3D image no matter the depth
component copy needed. This was not detected until vk-gl-cts 1.2.4
introduced more 1D and 3D blitting tests.
Also add checks for rely on blit_shader if needed like when mirroring
on the depth component.
Fixes the following tests:
dEQP-VK.api.copy_and_blit.core.blit_image.simple_tests.mirror_z_3d.nearest
dEQP-VK.api.copy_and_blit.core.blit_image.simple_tests.whole_3d.nearest
dEQP-VK.api.copy_and_blit.dedicated_allocation.blit_image.simple_tests.mirror_z_3d.nearest
dEQP-VK.api.copy_and_blit.dedicated_allocation.blit_image.simple_tests.whole_3d.nearest
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 9 Sep 2020 07:18:43 +0000 (09:18 +0200)]
v3dv: honor VkPipelineDepthStencilStateCreateInfo::depthWriteEnable
Fixes:
dEQP-VK.renderpass.suballocation.subpass_dependencies.separate_channels.d24_unorm_s8_uint
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 8 Sep 2020 06:47:23 +0000 (08:47 +0200)]
v3dv: fix sampling from stencil aspect of a combined depth/stencil image
When sampling the stencil aspect we want to reinterpret the D24S8 format
as RGBA8 and read stencil values from the R component.
Fixes:
dEQP-VK.renderpass.suballocation.formats.d24_unorm_s8_uint.input.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 7 Sep 2020 22:57:31 +0000 (00:57 +0200)]
v3dv/formats: properly return unsupported for 1D compressed textures
Gets tests like the following one properly skipped:
dEQP-VK.api.copy_and_blit.core.image_to_image.all_formats.color.1d.etc2_r8g8b8a8_unorm_block.etc2_r8g8b8a8_unorm_block.optimal_general
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 7 Sep 2020 09:09:23 +0000 (11:09 +0200)]
v3dv: signal semaphore/fence if needed after acquiring a swapchain image
Fixes:
dEQP-VK.wsi.*.swapchain.acquire.too_many
dEQP-VK.wsi.*.swapchain.acquire.too_many_timeout
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 2 Sep 2020 05:58:28 +0000 (07:58 +0200)]
v3dv: do not expose VK_IMAGE_USAGE_SAMPLED_BIT for swapchains
The display pipeline on the Rpi4 requires that images are linear and the
3D pipeline cannot sample from linear images.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 1 Sep 2020 11:02:32 +0000 (13:02 +0200)]
v3dv: fix size computed by vkGetImageSubresourceLayout for 3D images
Fixes:
dEQP-VK.image.subresource_layout.3d.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 1 Sep 2020 11:01:49 +0000 (13:01 +0200)]
v3dv: fix offset computed by vkGetImageSubresourceLayout for array images
Fixes:
dEQP-VK.image.subresource_layout.2d_array.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 1 Sep 2020 06:56:47 +0000 (08:56 +0200)]
v3dv: expose DRM modifiers based on supported features
So far we have only been exposing linear for WSI formats and UIF on
everythig else, but we should instead expose linear or UIF based
on whether the underlying format supports any features for the given
layout.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 1 Sep 2020 06:51:37 +0000 (08:51 +0200)]
v3dv: handle VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_DRM_FORMAT_MODIFIER_INFO
When negotiating DRM modifiers, applications may use this to validate the
features that are supported with a particular modifier. The WSI code in
Mesa relies on this to validate its modifiers.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 29 Aug 2020 00:19:19 +0000 (02:19 +0200)]
v3dv/meta_copy: handle mirroring z component bliting 3D images
By basing the tex_coord on the max layer, instead of min (similarly to
what we do for mirroring x/y)
Avoid all crashes, and get to Pass most of the following tests:
dEQP-VK.api.copy_and_blit.core.blit_image.simple_tests.mirror_z_3d.*
The only one failing is this one:
dEQP-VK.api.copy_and_blit.core.blit_image.simple_tests.mirror_z_3d.nearest
but looks that the core cause would be different, as there are other
3d nearests tests failing.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Aug 2020 10:44:54 +0000 (12:44 +0200)]
v3dv: fix color clear pipeline destruction for 32-bit architectures
Command buffer object destruction callbacks take 64-bit object
handles, but we defined the color clear pipeline callback to take
a 32-bit argument.
Should fix recent crash regressions with some CTS tests on Rpi4.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Aug 2020 08:48:29 +0000 (10:48 +0200)]
v3dv: hook up robust buffer access
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 27 Aug 2020 08:05:53 +0000 (10:05 +0200)]
v3d/compiler: add a lowering pass for robust buffer access
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 26 Aug 2020 10:01:27 +0000 (12:01 +0200)]
broadcom/compiler: rename QUNIFORM_GET_BUFFER_SIZE to QUNIFORM_GET_SSBO_SIZE
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>
Iago Toral Quiroga [Wed, 26 Aug 2020 10:00:43 +0000 (12:00 +0200)]
v3dv: handle QUNIFORM_GET_UBO_SIZE
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 26 Aug 2020 09:58:47 +0000 (11:58 +0200)]
v3d/compiler: implement nir_intrinsic_get_ubo_size
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>
Iago Toral Quiroga [Wed, 26 Aug 2020 09:46:55 +0000 (11:46 +0200)]
nir: add a nir_get_ubo_size intrinsic
This is the same as nir_get_buffer_size but geared towards UBOs instead
of SSBOs. The new intrinsic is useful in Vulkan backends that need to
add bound checks on buffer accesses to honor the robust buffer access
feature.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 26 Aug 2020 06:38:41 +0000 (08:38 +0200)]
v3dV: move meta init/finish to meta implementation files
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 25 Aug 2020 12:25:45 +0000 (14:25 +0200)]
v3dv: don't cache subpass color clear pipelines
Subpass color clear pipelines are those used to emit partial attachment
clears as draw calls inside the render pass currently bound by the
application in the command buffer, leading to a huge performance improvement
compared to the case where we emit them in their own render pass.
Unfortunately, because the pipeline references the render pass
object in which it is used and the render pass object is owned by the
application (and can be destroyed at any point), we can't cache these
pipelines (unless we implement a refcounting mechanism or other
similar strategy).
Performance impact looks negligible based on experiments with vkQuake3,
probably because the underlying pipeline cache is preventing the
redundant shader recompiles.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 25 Aug 2020 08:17:29 +0000 (10:17 +0200)]
v3dv: fix 3D image blits
Specifically, we should select the slice to blit from on the source
image to be in the middle of the depth step.
This issue was only raised recently after the CTS improved the 3D
blitting tests.
Fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.*.3d.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 25 Aug 2020 06:47:30 +0000 (08:47 +0200)]
v3dv: only require texel-size alignment for linear images
Originally, copies between buffers and images required a buffer offset
that was a multiple of 4 bytes, however, the spec was later fixed to
relax this rule and only require offsets that had texel alignment.
Our implementation of image to buffer copies using the blit path needs
to bind the destination buffer as a linear image and be able to bind
the requested buffer memory at the required offset, so for that to work
we need to chnage the alignment requirements for linear images to match
the relaxed texel alignment requirement.
Fixes new tests in Vulkan CTS 1.2.4:
dEQP-VK.api.copy_and_blit.core.image_to_buffer.buffer_offset_relaxed
dEQP-VK.api.copy_and_blit.dedicated_allocation.image_to_buffer.buffer_offset_relaxed
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 6 Aug 2020 12:15:41 +0000 (14:15 +0200)]
v3dv: lower interpolateAt functions in NIR and enable sample rate shading
The lowering will get all the interpolateAt() functions from GLSL lowered to
the corresponding intrinsics we have just implemented in the compiler backend,
which was the last piece we needed to enable the feature.
This gets us to pass all the relevant tests in:
dEQP-VK.pipeline.multisample_interpolation.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 7 Aug 2020 08:34:30 +0000 (10:34 +0200)]
nir/lower_io: add an option to lower interpolateAt functions
The option use_interpolated_input_intrinsics will lower these as well
as regular input loads. This is inconvenient for V3D, where we can
produce optimal code for regular input loads based on the input
variable layout qualifiers, so this change adds an option to only
lower instances of interpolateAt().
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 16 Aug 2020 00:19:10 +0000 (02:19 +0200)]
v3dv/device: enable largePoints
as we have just set proper values for point granularity etc, we can
enable largePoints. With this change tests like this:
dEQP-VK.rasterization.primitive_size.points.point_size_*
goes from Skip to Pass.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 15 Aug 2020 22:05:01 +0000 (00:05 +0200)]
v3dv/device: fix point-related VkPhysicalDeviceLimits
As we are here, we also tweak some line-related limits, as some use
the same value that for point, and in order to use the enum we added
recently at common/v3d_limits.h
Fixes the following test:
dEQP-VK.glsl.builtin_var.simple.pointcoord
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 15 Aug 2020 22:13:20 +0000 (00:13 +0200)]
v3d/limits: add line width and point size limits
They will be the same for the OpenGL and Vulkan driver, so let's put
it on the commit limits header.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 19 Aug 2020 14:38:34 +0000 (16:38 +0200)]
v3dv/cmd_buffer: set instance id to 0 at start of tile
PTB assumes that instance id to be 0 at start of tile, but hw would
not do that, we need to set it.
This fixes some Vulkan CTS tests that start to fails after some other
tests used an instance id.
So for example, before this commit for the following tests, executed
in that order, we got the following behaviour:
dEQP-VK.pipeline.vertex_input.multiple_attributes.binding_one_to_many.attributes.float.mat2.mat3 => Pass
dEQP-VK.draw.indexed_draw.draw_instanced_indexed_triangle_strip => Pass
dEQP-VK.pipeline.vertex_input.multiple_attributes.binding_one_to_many.attributes.float.mat2.mat3 => Fails
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 19 Aug 2020 21:49:50 +0000 (23:49 +0200)]
v3dv/pipeline: set 16bit return_size for shadows always
So far we were pre-generating two variants, an all 16 bit return_size
and an all 32-bit return_size, as at pipeline creation time we don't
know the texture format that it would be used finally used.
But it is possible to override or at least refine the 32bit case, as
we know in advance that all shadow textures can (and in fact should)
use return_size 16bit.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 19 Aug 2020 21:34:30 +0000 (23:34 +0200)]
v3dv/pipeline: track if texture is shadow
To be used to decide the texture return size. We add it on the
descriptor map because it is the easier place to do so. As we are
lowering the texture accesses we can check instr->is_shadow at that
point. It is true that it is somewhat odd, as so far the descriptor
map was general-descriptor info, but is_shadow is only for
textures. But it doesn't make sense to make an effort now, as it is
possible that we would get more descriptor-specific info on the map on
the future. We can revisit that later.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 21 Sep 2020 21:14:08 +0000 (23:14 +0200)]
v3dv: Call nir_lower_io for push constants
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 12 Aug 2020 21:35:04 +0000 (23:35 +0200)]
v3dv/pipeline: use derefs for ubo/ssbo
There are some potential advantages for that. Even if we are not
taking advantage of them, it would be interesting to be using this
path now, specially as non-deref path could be removed at some point.
Note that instead of returning for both resource_index and
vulkan_descriptor a vec2, we return a scalar for the first one, as it
is what the v3d backend expect (like for get_ssbo_size). For this to
work, we reconfigure the vec2 at vulkan_descriptor using the index and
an unused 0 value.
As far as I see turnip avoids that by lowering too load_ssbo/ubo, so
it just gets the index lowered (that in their case it is a vec3 with a
fixed 0 on the third component), but for now it is easier doing this.
v2: return a single-component for the index, to avoid the backend
needing to handle it (Eric, Jason).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 8 Aug 2020 22:46:20 +0000 (00:46 +0200)]
v3dv/device: fix compute_heap_size for the simulator
Asking the simulator the total memory it is using, instead of sysinfo
(that returned the host system memory).
Fixes the following CTS tests when using the simulator:
dEQP-VK.memory.allocation.basic.percent_1.forward.count_12
dEQP-VK.memory.allocation.basic.percent_1.reverse.count_12
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 8 Aug 2020 22:45:14 +0000 (00:45 +0200)]
v3d/simulator: add v3d_simulator_get_mem_size
Reviewed-by: Iago Toral <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 8 Aug 2020 21:18:41 +0000 (23:18 +0200)]
broadcom/compiler: allow GLSL_SAMPLER_DIM_BUF on txs emission
Although we don't support texture buffers on the OpenGL driver, we are
already doing that for the Vulkan driver. This would be needed for the
OpenGL driver in any case.
Fixes following tests on v3dv:
dEQP-VK.memory.pipeline_barrier.host_write_uniform_texel_buffer.*
dEQP-VK.memory.pipeline_barrier.transfer_dst_uniform_texel_buffer.*
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 7 Aug 2020 13:16:19 +0000 (15:16 +0200)]
v3dv/meta: fix hash table insertion
So far we were using directly the local variable key to do the
insertion, when the hash table expects a permanent address. We add a
key field on all the meta structures (that are already basically a
wrapper over v3dv_pipeline).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 7 Aug 2020 00:21:45 +0000 (02:21 +0200)]
v3dv/pipeline: fix combined_index_map insertions
We were inserting as key directly the local key variable used to
search for entries, but hash_table expect a real pointer. Fixed by
using the array of keys that we already had at v3dv_pipeline.
Fixed failures on the rpi4 like:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.color.a1r5g5b5_unorm_pack16.a1r5g5b5_unorm_pack16.general_general_linear
but fwiw, this tests on the simulator, and several other tests on both
the simulator and rpi4, were working just by luck.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 6 Aug 2020 13:45:59 +0000 (15:45 +0200)]
v3dv/debug: add v3dv_print_v3d_key
Useful to print which v3d keys were used for each variant.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 5 Aug 2020 08:35:16 +0000 (10:35 +0200)]
v3dv/device: warn when the pipeline cache is disabled
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 4 Aug 2020 21:12:51 +0000 (23:12 +0200)]
v3dv/device: add assert for texture-related limits
There are several limits that when added shouldn't be greater than
V3D_MAX_TEXTURE_SAMPLERS (defined at common/v3d_limits.h), so let's
assert it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Aug 2020 11:11:10 +0000 (13:11 +0200)]
v3dv: handle multisample rasterization with empty framebuffers
If the framebuffer has no attachments then multisample rasterization
is enabled based on the rasterizationSamples multisample state of
the pipelines. It should be noted that since we don't support
the variableMultisampleRate feature, all pipelines in the same
subpass must have matching number of samples.
V3D requires that we specifically setup our frames to enable
multisampling or not, and we do this when we create jobs inside
a subpass. Since we create the first job for a subpass as soon as
the subpas starts, this is problematic: if we don't have any
attachments, we don't won't enable MSAA at this point, but later
on we might bind an MSAA pipeline, since pipelines can be bound
at any point in the lifespan of a command buffer.
Here, we fix this by testing if the first draw call in a job uses
an MSAA pipeline but the job the was setup to not use MSAA, and in
that case we re-start the job with MSAA enabled.
We also take care of a corner case that seems to be tested by CTS
where a framebuffer with no attachments doesn't bind any pipelines
with MSAA enabled (so according to the Vulkan spec, multisample
rasterization must be disabled) but the fragment shader in use
reads gl_SampleID (which enables per-sample shading). This would
lead to enabling per-sample shading with single-sample rasterization,
which doesn't make sense and makes the simulator complain, so we just
disable per-sample shading in that case.
Fixes:
dEQP-VK.pipeline.multisample.mixed_count.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Aug 2020 09:21:14 +0000 (11:21 +0200)]
v3dv: implement nir_texop_texture_samples
Fixes:
dEQP-VK.glsl.texture_functions.query.texturesamples.*
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>
Iago Toral Quiroga [Tue, 4 Aug 2020 06:39:14 +0000 (08:39 +0200)]
v3dv: enable sample rate shading if fragment shader reads gl_SampleID
According to the spec, if a fragment shader reads gl_SampleID then the
shader must be evaluated per-sample.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.write_sample_mask.4_samples
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 4 Aug 2020 06:37:07 +0000 (08:37 +0200)]
broadcom/compiler: track if the fragment shader forces per-sample MSAA
For example, regarding gl_SampleID, the GLSL spec states:
"Any static use of this variable in a fragment shader causes the
entire shader to be evaluated per-sample."
So we need to track if the fragment shader does anything that implicitly
enables per-sample shading in the compiler for the driver to
auto-enable sample rate shading if needed.
v2:
- Instead of tracking reads of gl_SampleID, check SYSTEM_BIT_SAMPLE_ID
and SYSTEM_BIT_SAMPLE_POS as well as the sample layout qualifier like
other drivers are doing to activate this behavior (Eric).
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v1)
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 3 Aug 2020 14:40:06 +0000 (16:40 +0200)]
v3dv/descriptor: remove v3dv_descriptor_map_get_image_view
Now that we added support for texel_buffers, on all the cases that we
were checking for a image_view we end checking for a image_view or
buffer_view, so we stopped to use it. Remove it as it become
superfluous.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Mon, 3 Aug 2020 14:38:19 +0000 (16:38 +0200)]
v3dv/uniforms: handle texture size for texel buffers
This gets tests like the following one working:
dEQP-VK.image.image_size.buffer.readonly_writeonly_1
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Mon, 3 Aug 2020 09:41:28 +0000 (11:41 +0200)]
broadcom/compiler: implement nir_intrinsic_load_sample_pos
This is intended to return the sample location within the pixel.
Fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_position.*
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 [Sun, 2 Aug 2020 00:23:16 +0000 (02:23 +0200)]
v3dv/formats: fix exposing FEATURE_UNIFORM/STORAGE_TEXEL_BUFFER_BIT
If the formats are not suitable as texture type, then they can't be
used as texel buffers.
Gets tests like the following one:
dEQP-VK.image.load_store.without_format.buffer.r32g32b32_sfloat_minalign_uniform
to be properly skipped (instead of Crash on the simulator)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 16:25:06 +0000 (18:25 +0200)]
v3dv: handle multisample image clears
Fixes:
dEQP-VK.pipeline.framebuffer_attachment.*_ms
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 12:58:42 +0000 (14:58 +0200)]
v3dv: handle multisample resolves for formats that don't support TLB resolves
The TLB multisample resolve feature is only limited to specific format types.
For everything else, including sfloat and integer formats, we need to
fallback to a blit resolve. This needs to be handled both for in-pass
resolves as well as for vkCmdResolveImage.
Because these blits would happen after the tile store operations, we need
to make sure we store the multisampled buffers so we can then read them for
the blit resolve.
Fixes the remaining test failures in:
dEQP-VK.renderpass.suballocation.multisample_resolve.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 12:59:09 +0000 (14:59 +0200)]
v3dv: handle multisample resolve of integer formats
The multisample resolve of an integer framebuffer should just take one
of the samples instead of averaging.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 12:52:58 +0000 (14:52 +0200)]
v3dv: fix blitting of signed integer formats
For these we want to select a signed integer output format
and a signed sampler type.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 12:50:57 +0000 (14:50 +0200)]
nir/glsl: add a glsl_ivec4_type() helper
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 31 Jul 2020 07:26:06 +0000 (09:26 +0200)]
v3dv: amend tile size tables with smallest tile sizes available
We'll need this for some cases involving maximum number of multisampled
color targets.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 30 Jul 2020 12:35:43 +0000 (14:35 +0200)]
v3dv/device: fix minTexelBufferOffsetAlingment
As we understand that texture accesses should be aligned to the UIF
block size.
Fixes several of the CTS tests under this pattern:
dEQP-VK.binding_model.shader_access.primary_cmd_buf.uniform_texel_buffer.*.offset_nonzero
dEQP-VK.binding_model.shader_access.primary_cmd_buf.storage_texel_buffer.*.offset_nonzero
Note: for those tests, using a lower value (64) was enough to get them
working, but again, we understand that the real alignment is the UIF
block size.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 30 Jul 2020 12:32:26 +0000 (14:32 +0200)]
v3dv: add v3dv_limits file
There are several definitions for hw limits on v3dv_image that we want
to share, but v3dv_private was already growing bigger and messier.
So let's move them to a specific header. Note that there is already a
broadcom/common/v3d_limits.h. We are not putting them there because
right now they are only used by the Vulkan driver, but are candidates
to be moved.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 28 Jul 2020 22:28:28 +0000 (00:28 +0200)]
v3dv/descriptor: support for UNIFORM/STORAGE_TEXEL_BUFFER
This gets passing most uniform/storage_texel buffer tests.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Thu, 30 Jul 2020 09:29:12 +0000 (11:29 +0200)]
broadcom/compiler: handle gl_SampleMask writes in fragment shaders
We didn't need this until now, since this was included with GLES 3.2,
but we need it for Vulkan.
Eric had already done the plumbing for it though, we just need to
actually emit the mask.
Fixes some tests in:
dEQP-VK.renderpass.suballocation.multisample_resolve.*
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>
Iago Toral Quiroga [Thu, 30 Jul 2020 07:00:07 +0000 (09:00 +0200)]
v3dv: handle multisampled image copies with the blit path
This should be able to handle partial copies of multisampled images.
This change extends our blit shader interface to also handle multisampled
destinations so that if the blit destination is a multisampled image,
the blit will rely on sample rate shading to copy all samples from
the source image (which must have a matching number of samples).
I have not found any tests in CTS that do partial copies of
multisampled images, so I tested this with a full multisampled image
copy, using this test:
dEQP-VK.api.copy_and_blit.core.resolve_image.whole_copy_before_resolving.4_bit
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jul 2020 07:49:47 +0000 (09:49 +0200)]
v3dv: add a blit fallback path for vkCmdResolveImage
This fallback is required when we have to do partial resolves. It
works the same way as other blit fallbacks for copy operations: it
will bind the source image as a source texture and blit the selected
region to the destination image.
The difference in this case is that the source image is multisampled
and the blit shader needs to fetch and average individual samples for
each texel.
This gets us to pass all the remaining test cases in
dEQP-VK.api.copy_and_blit.core.resolve_image.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Wed, 29 Jul 2020 07:49:08 +0000 (09:49 +0200)]
v3dv: setup texture shader state correctly for multisampled images
Fixes multisampled cases in:
dEQP-VK.pipeline.multisample.sampled_image.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jul 2020 08:33:17 +0000 (10:33 +0200)]
v3dv: handle multisampled image copies in the TLB path
vkCmdCopyImage can be used to copy multisampled images. We can
easily support that on the TLB path, which copies full images.
For partial copies we will need to amend our blit shader path
to support multisampling resolve.
Fixes:
dEQP-VK.api.copy_and_blit.core.resolve_image.whole_copy_before_resolving.4_bit
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jul 2020 08:50:01 +0000 (10:50 +0200)]
v3dv: implement vkCmdResolveImage for whole images
For partial resolves we will need a shader blit & resolve fallback.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Tue, 28 Jul 2020 06:53:19 +0000 (08:53 +0200)]
v3dv: implement subpass multisample rendering and resolve
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 24 Jul 2020 08:42:43 +0000 (10:42 +0200)]
v3dv: process VkPipelineMultisampleStateCreateInfo properly
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Iago Toral Quiroga [Fri, 24 Jul 2020 08:33:16 +0000 (10:33 +0200)]
v3dv: consider MSAA when computing frame tiling
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sun, 26 Jul 2020 23:51:36 +0000 (01:51 +0200)]
v3dv/pipeline: handle properly OUT_OF_HOST_MEMORY error when allocating p_stage
So far we were just assuming that it would work (so we could try to
access a NULL pointer), and not freeing it properly.
Fixing that was somewhat messy due pipeline_compile_graphics using a
temporary array and then update the internal pipeline stages. As we
are here we just removed the array and simplified
pipeline_compile_graphics code.
Fixes following tests:
dEQP-VK.api.object_management.alloc_callback_fail.graphics_pipeline
dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 25 Jul 2020 10:44:22 +0000 (12:44 +0200)]
v3dv/pipeline: pre-generate more that one shader variant
In order to reduce the number of shader builds after pipeline creation
(that ideally shouldn't happen) we pre-generate two shader variants at
pipeline creation time. In addition to the default one, that set the
return size for all texture to 16 bit, we build another variant
setting the return size for all textures to 32-bit. cmd buffer selects
the latter if any of the textures requires 32bit.
So we are using an all 16-bit return size or an all 32-bit return size
variants. This could be slightly improved by pre-generating return
size combinations if the texture number is below a threshold. But that
would require more space, and bigger pipeline creation time, so would
need to be evaluated.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 24 Jul 2020 22:11:51 +0000 (00:11 +0200)]
v3dv/pipeline: when looking for a variant, check first current variant
So far, when checking for a variant fulfilling a specific v3d key, we
were checking the caches, and if that failed, we compiled a new
variant, and update the current variant.
But we could check first if the current variant fullfils that. This
was not really problematic so far, as checking on the caches was fast,
but now that we could be without any kind of shader cache using
V3DV_ENABLE_PIPELINE_CACHE, it is far better to check first current
variant.
Without this vkQuake3 at 720p drops to 1fps when disabling the cache.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 24 Jul 2020 13:47:23 +0000 (15:47 +0200)]
v3dv/pipeline: remove custom variant cache
Now that we have a default pipeline cache, we can rely on it. This
allows to remove some code, and avoid the need to have a cache per
each pipeline stage.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Wed, 22 Jul 2020 00:08:06 +0000 (02:08 +0200)]
v3dv/pipeline_cache: add default pipeline cache
That it would be used as fallback. Three advantages:
* Having a cache for user operations even if the user doesn't
provide it.
* Having a cache for internal operations. v3dv_meta_copy creates
pipelines for some copy path, so it is interesting to have them
cached.
* Testing: so now the pipeline cache is tested by more CTS tests.
As any other pipeline cache, it can be disabled with the
V3DV_ENABLE_PIPELINE_CACHE. It was suggested that would make sense to
have a specific envvar for the default pipeline cache, but for now
just one envvar is enough.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 23 Jul 2020 09:18:11 +0000 (11:18 +0200)]
v3dv/pipeline: provide a shader_sha1 to private ShaderModules
So far for private pipelines we were creating dummy shader modules
where we directly provided the nir shader. But for the pipeline cache
we were using the SPIR-V to generate part of the cache key sha1.
The main use case for private pipelines are meta_copy/clear. Those nir
shaders depend on parameters like the format etc, so we use directly
the serialized form of the NIR shader to generate the sha1.
The other case are the no-op fragment shader that we need to provide
if no fragment shader is defined by the user. For that case we can
just use the default shader name, as the no-op shader is always the
same.
This is required as we plan to add a default pipeline cache, that
would include our private shaders too.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 21 Jul 2020 22:51:19 +0000 (00:51 +0200)]
v3dv/pipeline_cache: MergePipelineCaches implementation
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 21 Jul 2020 21:26:26 +0000 (23:26 +0200)]
v3dv/pipeline_cache: support to serialize/deserialize cached NIRs
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Thu, 16 Jul 2020 10:41:11 +0000 (12:41 +0200)]
v3dv/pipeline_cache: cache v3dv_shader_variants
This also includes being able to serialize them as part of
GetPipelineCacheData and to deserialize it as part of
CreatePipelineCache.
So now we can also upload the assembly of the variant as part of the
PipelineCache creation.
Note that from all this the tricky part was the prog_data
serialization. v3d_compile allocates and fill a new prog_data, with
rzalloc. Among other things because it also allocates internally the
uniform list. So we needed to replicate that when deserializating the
prog_data. Ideally we would like to avoid that, and allocate as much
resources as possible using vk_alloc, but that would mean a somewhat
deep change on the v3d_compiler, that we want to avoid as much
possible for now.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 18 Jul 2020 00:40:00 +0000 (02:40 +0200)]
v3dv/pipeline: add basic ref counting support for variants
As soon as we start to cache variants on pipeline caches, the same
variant could be used by different pipelines and pipeline caches.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 7 Jul 2020 13:56:44 +0000 (15:56 +0200)]
v3dv/pipeline_cache: cache nir shaders
Heavily based on anv nir caching. One of the bigger difference is that
we don't create the nir shader using a ralloc_context local to the
main compile graphics method. On anv, after compiling the shader, they
discard the nir shader. We need it as we could need it to build shader
variants later.
As anv, we introduce a environment variable to disable the cache:
V3DV_ENABLE_PIPELINE_CACHE
By default is enabled. The main purpose for this envvar is debugging,
in order to provide a easy way to discard a bug on the cache.
It is pending to serialize/deserialize the NIR shaders as part of
GetPipelineCacheData and PipelineCacheCreate. We also plan is to cache
too shader variants. We would do that on following patches.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 4 Jul 2020 11:10:49 +0000 (13:10 +0200)]
v3dv/pipeline_cache: bare basic support for pipeline cache
And this means providing a proper cache object, and being able to
load/retrieve a cache data with a proper header. Not really caching
anything yet. That would be tackle on following patches.
Note that this no-op cache got all the specific pipeline_cache and
pipeline.cache tests passing on the rpi4.
The following tests are still crashing when using the simulator:
dEQP-VK.synchronization.internally_synchronized_objects.pipeline_cache_compute
dEQP-VK.synchronization.internally_synchronized_objects.pipeline_cache_graphics
But those are an issue of synchronization tests on the simulator, and
not related with the pipeline cache itself. In general synchronization
tests should be tested on the rpi4.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Sat, 4 Jul 2020 11:09:58 +0000 (13:09 +0200)]
v3dv/device: proper pipeline cache uuid
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Tue, 7 Jul 2020 10:23:12 +0000 (12:23 +0200)]
v3dv/device: get proper device ID under simulator
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Alejandro Piñeiro [Fri, 3 Jul 2020 23:32:11 +0000 (01:32 +0200)]
v3dv/device: add vendorID/deviceID get helpers
As we would need them for the pipeline cache header.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>