platform/upstream/mesa.git
4 years agov3d/compiler: implement nir_intrinsic_load_base_instance
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>

4 years agov3dv/descriptor_set: combine texture and sampler indices
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>

4 years agov3dv/descriptor: move descriptor_map_get_sampler, add and use get_image_view
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>

4 years agov3dv: handle partial clears of just one aspect of combined DS targets
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>

4 years agov3dv: simplify partial clearing code
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>

4 years agov3dv: fix incorrect attachment reference
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>

4 years agov3dv: fix incorrect attachment reference
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>

4 years agov3dv: compute tile granularity for each subpass
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>

4 years agov3dv: set render area for partial clears to match clear rect
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>

4 years agov3dv: create a v3dv_cmd_buffer_subpass_resume helper
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>

4 years agov3dv: push/pop more state during meta operations
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>

4 years agov3dv/descriptor_set: support for immutable samplers
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>

4 years agov3dv: assert on subpasses that use input or resolve attachments
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>

4 years agov3dv: handle stencil load/store operations
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>

4 years agov3dv: restrict render pass clears to the render area
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>

4 years agov3dv: use the TLB to clear attachments even if we have an active scissor
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>

4 years agov3dv: don't always assert that we have an active job
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>

4 years agov3dv: fix v3dv_GetRenderAreaGranularity to account for attachment bpp
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>

4 years agov3dv: check the render area against the clip window
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>

4 years agov3dv: store the clip window in the command buffer state
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>

4 years agov3dv: implement proper caching for partial clear pipelines
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>

4 years agov3dv: implement partial depth/stencil attachment clears
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>

4 years agov3dv: implement partial color attachment clears
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>

4 years agov3dv: improve asserts for VkPipelineColorBlendStateCreateInfo handling
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>

4 years agov3dv: allow to create shader modules from NIR
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>

4 years agov3dv/pipeline: fix adding texture/samplers array elements to texture/sampler map
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>

4 years agov3dv/cmd_buffer: allow return in the middle of variant update if needed
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>

4 years agov3dv/cmd_buffer: update shader variants at CmdBindDescriptorSets/CmdBindPipeline
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>

4 years agov3dv/pipeline: add support for shader variants
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>

4 years agov3dv/uniforms: filling up QUNIFORM_TMU_CONFIG_P0/P1
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>

4 years agov3dv/descriptor_set: added support for samplers
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>

4 years agov3dv/pipeline: sampler lowering
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>

4 years agov3dv/pipeline: unify local allocator name
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>

4 years agov3dv/uniforms: cleaning up, moving udpate ubo/ssbo uniforms to a function
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>

4 years agov3dv/cmd_buffer: push constants not using descriptor anymore
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>

4 years agov3dv: fix a1r5g5b5 format
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>

4 years agov3dv: don't emit the subpass RCL for jobs that have emitted their own
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>

4 years agov3dv: fix job subpass index for vkCmdClearAttachments jobs
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>

4 years agov3dv: fix clearing of 3D images
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>

4 years agov3dv: fix incorrect image slice selection
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>

4 years agov3dv: use compatible TLB formats if possible during copies and clears
Iago Toral Quiroga [Tue, 24 Mar 2020 13:04:56 +0000 (14:04 +0100)]
v3dv: use compatible TLB formats if possible during copies and clears

If a format is not supported by the TLB, we can still use the TLB path
if we setup the render target using a compatible format. The only caveat
is that for clears we need to pack the clear value using the original
format of the underlying image, not the compatible format.

With this change we get to use the TLB path successfully for all supported
image formats (except a1r5g5b5, at least for now) so long as the region starts
at (0,0), and we only need to consider fallback paths for partial copies
and clears, not because of the format.

This gets us to pass a few extra hundreds of tests in:
dEQP-VK.api.image_clearing.core.clear_color_image.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: make sure we only expose transfer features for formats we can use
Iago Toral Quiroga [Tue, 24 Mar 2020 09:35:05 +0000 (10:35 +0100)]
v3dv: make sure we only expose transfer features for formats we can use

We were already doing this, but this makes it more explicit.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: check support for transfer usage flags
Iago Toral Quiroga [Tue, 24 Mar 2020 08:57:02 +0000 (09:57 +0100)]
v3dv: check support for transfer usage flags

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: improve assert handling for fallback paths on meta copy/clear operations
Iago Toral Quiroga [Tue, 24 Mar 2020 07:59:53 +0000 (08:59 +0100)]
v3dv: improve assert handling for fallback paths on meta copy/clear operations

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: assert on vkCreateComputePipelines
Iago Toral Quiroga [Thu, 19 Mar 2020 10:34:33 +0000 (11:34 +0100)]
v3dv: assert on vkCreateComputePipelines

So we can quickly identify tests that crash because they use compute shaders

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: disable depth/stencil testing if we don't have a depth/stencil attachment
Iago Toral Quiroga [Thu, 19 Mar 2020 09:45:12 +0000 (10:45 +0100)]
v3dv: disable depth/stencil testing if we don't have a depth/stencil attachment

Also, remove obsolete FIXME.

Fixes:
dEQP-VK.fragment_operations.early_fragment.early_fragment_tests_stencil_no_attachment

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: drop incorrect assertion on number of clear values at render pass begin
Iago Toral Quiroga [Thu, 19 Mar 2020 09:11:28 +0000 (10:11 +0100)]
v3dv: drop incorrect assertion on number of clear values at render pass begin

There can be more clear values than attachments, we should just ignore them
in that case.

Fixes some tests in:
dEQP-VK.fragment_operations.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: use perp end caps rasterization mode for lines
Iago Toral Quiroga [Thu, 19 Mar 2020 08:16:01 +0000 (09:16 +0100)]
v3dv: use perp end caps rasterization mode for lines

This is required to pass line rasterization tests in CTS while exposing
at least 4 bits of subpixel precision, which is the minimum required
by the spec. We are currently exposing 6 bits, however, if we select
diamond exit instead of perp end caps rasterization, then even if we
lower subpixel precision bits to 4 bits, we'd still fail one of the tests.

Fixes:
dEQP-VK.rasterization.flatshading.line_strip
dEQP-VK.rasterization.flatshading.lines
dEQP-VK.rasterization.interpolation.basic.line_strip
dEQP-VK.rasterization.interpolation.basic.lines
dEQP-VK.rasterization.interpolation.projected.line_strip
dEQP-VK.rasterization.interpolation.projected.lines

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: only emit config bits and varyings packets if needed
Iago Toral Quiroga [Thu, 19 Mar 2020 07:19:39 +0000 (08:19 +0100)]
v3dv: only emit config bits and varyings packets if needed

These should be emitted only if we have a new pipeline.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv/cmd_bufffer: rename and split emit_graphics_pipeline
Alejandro Piñeiro [Wed, 18 Mar 2020 14:53:24 +0000 (15:53 +0100)]
v3dv/cmd_bufffer: rename and split emit_graphics_pipeline

The name suggests that this method emits the full graphics pipeline,
but that is not the case (ie: scissor is emitted at a different
point).

Right now that method is mostly emitting the gl_shader state plus some
other packets. So we just renamed it to emit_gl_shader_state, and move
the other packet emission to new emission methods.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: stencil state fixes
Iago Toral Quiroga [Wed, 18 Mar 2020 15:52:17 +0000 (16:52 +0100)]
v3dv: stencil state fixes

First this makes it so we only clear dirty stencil state if we actually
emit the stencil packets. Second, now we check if we need to emit stencil
whenever a new pipeline is bound, since a new pipeline may not change the
dynamic stencil state but might still be changing other aspects of stencil,
which means that even if the dynamic stencil state is not dirty, we might
still need to emit new stencil packets.

This fixes a regression in VkRunner test depth-buffer.vk_shader_test after
we dropped the redundant emission of stencil state, since that redundant
emission was happening unconditionally whenever we had a new pipeline.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: drop redundant emission of stencil state
Iago Toral Quiroga [Wed, 18 Mar 2020 12:33:28 +0000 (13:33 +0100)]
v3dv: drop redundant emission of stencil state

If needed we are already calling this at draw time since stencil
can be dynamic state.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: rewrite dirty state handling
Iago Toral Quiroga [Wed, 18 Mar 2020 12:03:26 +0000 (13:03 +0100)]
v3dv: rewrite dirty state handling

The current implementation assumed that we would clear all dirty state
after we have emitted a pipeline, but that is not always true. In
particular, we don't emit blend constants unless we need them, so we
can't clear its dirty bit until we have bound a pipeline that actually
requires them.

The change implemented here has individual emit functions clear pipeline
states they hadle as they emit the corresponding state and we clear
the dirty pipeline bit at the end.

This fixes some CTS pipeline blend tests where we have multiple draws
with blending and only some of them require blend constants. In this case,
the original behavior would clear the blend constants dirty bit on draw
calls that don't actually emit blend constants (because they don't need
them), making the later draw calls that do need them fail because they
don't emit them either (since the previous draw calls cleared the dirty
bit).

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: only emit blend state if the pipeline is dirty
Iago Toral Quiroga [Wed, 18 Mar 2020 10:58:12 +0000 (11:58 +0100)]
v3dv: only emit blend state if the pipeline is dirty

Except for blend constants, which can be dynamic state.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: implement dynamic state for blend constants
Iago Toral Quiroga [Wed, 18 Mar 2020 10:50:47 +0000 (11:50 +0100)]
v3dv: implement dynamic state for blend constants

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: always flush draw calls if we are doing sRGB blending
Iago Toral Quiroga [Wed, 18 Mar 2020 09:41:19 +0000 (10:41 +0100)]
v3dv: always flush draw calls if we are doing sRGB blending

Not quite sure why this is required though. Conversion from/to
sRGB happens on tile loads and stores, with the tile buffer
being always linear, so there should be no difference.

Fixes all test failures in:
dEQP-VK.pipeline.blend.format.r8g8b8a8_srgb.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: add an 'always flush' mode
Iago Toral Quiroga [Wed, 18 Mar 2020 09:00:31 +0000 (10:00 +0100)]
v3dv: add an 'always flush' mode

In this mode, which can be activated with V3D_DEBUG=always_flush like
in the GL driver, we flush every draw call separately. For now this
is useful for debugging, but we can also set the flag internally on
specific jobs when we identify scenarios where we need the same behavior.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: only expose blending on formats that support it
Iago Toral Quiroga [Tue, 17 Mar 2020 13:21:17 +0000 (14:21 +0100)]
v3dv: only expose blending on formats that support it

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: implement color blending
Iago Toral Quiroga [Tue, 17 Mar 2020 11:10:58 +0000 (12:10 +0100)]
v3dv: implement color blending

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: fix depth/stencil clear color
Iago Toral Quiroga [Tue, 17 Mar 2020 13:38:57 +0000 (14:38 +0100)]
v3dv: fix depth/stencil clear color

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: fix copies and clears of 3D images
Iago Toral Quiroga [Mon, 16 Mar 2020 09:56:36 +0000 (10:56 +0100)]
v3dv: fix copies and clears of 3D images

3D images have a single layer and we should instead consider their depth.

Fixes some tests in:
dEQP-VK.synchronization.op.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: use vk_error() for all queue/submit errors
Iago Toral Quiroga [Fri, 13 Mar 2020 11:01:38 +0000 (12:01 +0100)]
v3dv: use vk_error() for all queue/submit errors

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: return OOM error if we fail to import or export sync objects
Iago Toral Quiroga [Fri, 13 Mar 2020 10:48:17 +0000 (11:48 +0100)]
v3dv: return OOM error if we fail to import or export sync objects

Typically, these functions would error out if we exceed the user limit
for open file descriptors, so this seems more appropriate.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: support submits without a command buffer
Iago Toral Quiroga [Fri, 13 Mar 2020 10:35:06 +0000 (11:35 +0100)]
v3dv: support submits without a command buffer

It is valid to submit with an empty list ofcommand buffers, however,
we still need to wait on the pWaitSemaphores provided and only signal
the pSignalSemaphores and fence once we have finished waiting on them
to honor the semantics of the submission.

Because waiting and signaling happens in the kernel, the easiest way
to do this is to submit a trivial no-op job to the GPU. To do this,
we need to refactor some of our code so that code that might have been
operating on a command buffer starts operating on a job instead, so we
can resuse most of our infrastructure to create the no-op job.

Additionally, because no-op jobs are created internally by the driver,
we are responsible for destroying them too. For this, we bind a fence
to each no-op job we submit and we test for completion of in-flight
no-op jobs (and destory them if completed) every time vkQueueSubmit
is called.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: only export the last job sync object once
Iago Toral Quiroga [Fri, 13 Mar 2020 09:38:31 +0000 (10:38 +0100)]
v3dv: only export the last job sync object once

Instead of exporting the very same object once per signal semaphore

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: handle the case where we fail to allocate a new job gracefully
Iago Toral Quiroga [Thu, 12 Mar 2020 10:59:04 +0000 (11:59 +0100)]
v3dv: handle the case where we fail to allocate a new job gracefully

There are a handful of tests that simulate 'out of memory' situations
during swapchain image creation, and these can lead to failed job
allocations when the driver is running on the prime blit path, as that
involves creating a command buffer. The tests expect us to handle this
scenario gracefully and return an appropriate OOM error as a result.
This make sure we don't try to dereference a job if we failed to allocate
it so we don't crash and can return the OOM error gracefully in the
process.

Fixes:
dEQP-VK.wsi.xlib.swapchain.simulate_oom.*

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: don't leak job allocations
Iago Toral Quiroga [Thu, 12 Mar 2020 10:53:13 +0000 (11:53 +0100)]
v3dv: don't leak job allocations

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: work around viewport Z scale hardware bug
Iago Toral Quiroga [Thu, 12 Mar 2020 08:36:24 +0000 (09:36 +0100)]
v3dv: work around viewport Z scale hardware bug

It looks like when the Z scale is small enough the hardware clipper
won't work properly.

Fixes:
dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltazero

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: fix viewport Z
Iago Toral Quiroga [Thu, 12 Mar 2020 08:06:16 +0000 (09:06 +0100)]
v3dv: fix viewport Z

Vulkan has Z NDC range in [0, 1], we where using OpenGL's [-1, 1].

Fixes:
dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltasmall
dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltaone

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: fix scissor outside viewport
Iago Toral Quiroga [Wed, 11 Mar 2020 15:24:15 +0000 (16:24 +0100)]
v3dv: fix scissor outside viewport

In this scenario we can end up generating a clip window where
the max coordinates are smaller than the min coordinates and the simulator
asserts.

Fixes:
dEQP-VK.draw.scissor.dynamic_scissor_outside_viewport
dEQP-VK.draw.scissor.static_scissor_outside_viewport

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>

4 years agov3dv: fix image tiling configuration
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>

4 years agov3dv: drop assert for map of a mapped buffer
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>

4 years agov3dv: drop incorrect assertion
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>

4 years agov3dv: don't assume that VkPipelineColorBlendStateCreateInfo is provided
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>

4 years agov3dv: lower {i,u}mulExtended
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>

4 years agov3dv: lower usubborrow and uaddcarry
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>

4 years agov3dv: split fragment shader array outputs
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>

4 years agov3dv/device: tweak ssbo/ubo device limits
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>

4 years agov3dv: fix incorrect sizing of the vertex attribute state array
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>

4 years agov3dv: call nir_lower_io_arrays_to_elements_no_indirects on vertex shaders
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>

4 years agov3d/compiler: implement nir_op_fquantize2f16
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>

4 years agov3dv/descriptor: take into account pPushConstantRanges
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>

4 years agov3dv: implement interpolation qualifiers
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>

4 years agov3dv: add a no-op fragment shader if we don't have one
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>

4 years agov3dv/pipeline: clean up io lowering
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>

4 years agov3dv/pipeline: revamp nir lowering/optimizations passes
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>

4 years agov3dv: drop incorrect assertion
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>

4 years agov3dv: don't reset loader data on command buffers
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>

4 years agov3dv: assign driver locations on fragment shader output variables
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>

4 years agov3dv: trivial refactors in a few meta copy helpers
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>

4 years agov3dv: more frame tiling refactors
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>

4 years agov3dv: rewrite frame tiling setup
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>

4 years agov3dv: fix subpass tracking in the command buffer state
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>

4 years agov3dv: fix framebuffer format when computing fragment shader key
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>

4 years agov3dv: take memory format from appropriate miplevel for image load/store
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>

4 years agov3dv/descriptor: support for dynamic ubo/ssbo
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>

4 years agov3dv: fix supertile coverage when render are size is 0.
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>

4 years agov3dv: implement vkGetRenderAreaGranularity
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>

4 years agov3dv: fix fill buffer with VK_WHOLE_SIZE
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>

4 years agov3dv: don't support image formats that we can rendet to or texture from
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>