The problem is that we missed looking at pipeline changes. Pipelines
hold bits of dynamic states and when it changes we might need to
reemit a packet.
v2: fix comment (Tapani)
Add missing anv_cmd_buffer_needs_dynamic_state() use (Tapani)
Cc: mesa-stable
Fixes: 505d176a8e ("anv: disable baked in pipeline bits from dynamic emission path")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15310>
This is about the only "small" change we can make in the process of
converting from render-pass-based to dynamic-rendering-based. Make
everything in pipeline creation work in terms of dynamic rendering and
create the dynamic rendering structs from the render pass as-needed.
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14961>
This raises our vertex input bindings limit from 28 to 31, and our
vertex input attribute limit from 28 to 29. We could theoretically
go higher, but it will take additional work.
The 3DSTATE_VERTEX_BUFFERS and 3DSTATE_VERTEX_ELEMENTS limits are 33
vertex buffers, and 34 vertex elements. But we need up to two vertex
elements for system values (FirstVertex, BaseVertex, BaseInstance,
DrawID), and we currently use two vertex bindings for those.
There is another hidden limit: our compiler backend only supports the
push model for VS inputs currently. 3DSTATE_VS only allows URB Read
Lengths between [0, 15], which is measured in pairs of inputs, which
means we can theoretically push no more than 32 vertex elements. This
is no artifical limit either, as a vec4 element takes up 4 registers
in the payload, and 32 * 4 = 128, the entire size of our register file.
Plus, the VS Thread payload needs at least g0 and g1 for other things,
so we can really only push 31.
We can theoretically support one additional binding, by combining our
two SGV bindings into a single upload. In order to support additional
vertex elements, we would need to add support to the backend compiler
for the pull model for VS inputs.
References: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5917
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14991>
With Vulkan 1.1, we have a VkImageSwapchainCreateInfoKHR struct which
lets you create a new VkImage which aliases a swapchain image. However,
there is no corresponding swapchain create flag so we have to set
VK_IMAGE_CREATE_ALIAS_BIT all the time.
We need to do a bit of work in ANV to prevent it from asserting the
moment it sees one of these. Fortunately, they're already safe because
WSI images go through a different bind path for
VkBindImageMemorySwapchainInfoKHR.
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12031>
There's two of them because they can be created from three points in the
code that provide different details and this is the least ugly way I
could think of for now.
v2: Avoid allocations (Lionel)
v3: Move definition closer to its usage (Lionel)
v4: (Lionel)
- Simplify anv_dynamic_pass_init_full
- Zero out pass/subpass to avoid stall pointers
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13980>
This change introduces the anv_descriptor_size_for_mutable_type and
anv_descriptor_data_for_mutable_type helpers to compute the size and
data flags respectively for mutable descriptor types.
In order to make handling these types easier we now store a precomputed
descriptor stride for all types and use in the in appropriate places.
We also need to adjust the compiler to take into account this descriptor
stride. To that extent, we now pack the stride into the upper 16 bits
alongside the index and the dynamic offset index and use it later to
compute the correct offset.
Closes: #4250
Signed-off-by: Rohan Garg <rohan.garg@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14633>
Binding table pool runs out of capacity quickly on modern games,
requiring new Surface Base Address instructions to be sent. That
is costly due to flushes and stalls. Increasing BT pool capacity
to 64KB improves performance several workloads.
Fallout4 +4%
Shadow of the Tomb Raider +4%
Borderlands3 +3%
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14483>
Putting it in the pipeline is a bit of a lie. We no longer need it for
nir_lower_wpos_center. The only other user is pipeline_has_coarse_pixel
and that is used to build the shader key which we construct before we've
processed any NIR so we don't have accurate information at that time
anyway. Instead, look at ms_info->sampleShadingEnable directly in
pipeline_has_coarse_pixel and trust the back-end to deal with disabling
coarse when we need per-sample dispatch.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14198>
Engines based contexts operate somewhat different for executing
batches. Previously, we would specify a bitmask value such as
I915_EXEC_RENDER to specify to run the batch on the render ring.
With engines contexts, instead this becomes an array of "engines", and
when the context is created we specify the class and instance of the
engine.
Each index in the array has a separate hardware-context. Previously we
had to create separate kernel level contexts to create multiple
hardware contexts, but now a single kernel context can own multiple
hardware contexts.
Another forward looking advantage to using the engines based contexts
is that the kernel does not plan to add new supported I915_EXEC_FOO
masks, whereas they instead plan to add new I915_ENGINE_CLASS_FOO
engine classes. Therefore some rings may only be usable with an engine
based class.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12692>
Instead of having a bunch of const vk_sync_type for each permutation of
vk_drm_syncobj capabilities, have a vk_drm_syncobj_get_type helper which
auto-detects features. If a driver can't support a feature for some
reason (i915 got timeline support very late, for instance), they can
always mask off feature bits they don't want.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13427>