Modify the code path taken in `u_pipe_screen_get_param_defaults`
to call DRM to check if `PIPE_CAP_DMABUF` is supported. This is
required for overriding the behavior in `dri2_init_screen_extensions`
to support importing DMA bufs on drivers that don't support DRM, by
simply changing how `PIPE_CAP_DMABUF` is handled in their driver.
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21654>
We dropped support for hardware macOS drivers in afe134a49c ("asahi: Drop macOS
backend"), so drop the corresponding documentation. Layered and software drivers
are still supported on macOS for better or worse, so the main "Notes on macOS"
page can stay I think.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22213>
When this debug flag is set, the driver sets the umd metadata for
all color textures and enables the use of extended metadata.
Extended metadata allows umr to import textures and setting these
on all color texture allows to import non-exported textures
(eg: dGPU draw surface when DRI_PRIME=1 is used).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21984>
Having two top-level headings in an article confuses Sphinx, and makes
both appear as separate articles in the toc-tree.
It doesn't seem like there's a good reason why the following headings
should be nested under the "Turnip"-heading anyway, so let's just make
it a sibling to the "Hardware architecture" heading.
Acked-by: Rob Clark <robclark@freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21948>
Unlike most other cases, we don't put the YAML-file in a ci-folder,
because we already have one for the CI-specific docs. So let's just
leave the YAML file directly in the docs-folder.
This should fix the problem that any docs-changes that touches the
CI-rules needs a full CI run just because of touching the root
.gitlab-ci.yml file. This causes needless friction and wastes CI
resources.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21953>
Intel Gen9 GPUs have hardware ASTC support, but have a bug where they
don't handle denormalized values in void extent blocks correctly. This
isn't that hard to work around - on upload, we can detect such blocks,
and flush any denorms to zero. Because we're altering the data behind
the application's back, and applications can theoretically ask to
download the original unaltered image data, we unfortunately need to
maintain shadow copies of the data.
To make sure that we don't accidentally skip the void-extent flushing
via any fast-upload paths, and support download correctly, we plug this
into the st/mesa compressed texture format fallback paths, which store
a CPU copy of the original image data, and upload altered data.
This is unfortunately common code for what's likely to be a single
driver's issue (on a single generation), but it beats replicating an
entire framework we already have inside the driver.
Fixes dEQP-GLES3.functional.texture.compressed.astc.void_extent_ldr.*
using iris on Intel Gen9 GPUs.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4167
Reviewed-by: Emma Anholt <emma@anholt.net>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21943>
Following PAL's implementation, this patch avoids allocating shader code
buffers in BAR and use SDMA to upload them to invisible VRAM
directly.
For some games like HZD, shaders can take as much as 400MB, which exceeds
the non-resizable BAR size (256MB) and cause inconsistent spilling
behavior. The kernel will normally move these to invisible VRAM on its own,
but there are a few cases that it does not reliably happen. This patch does
the moving explicitly in the driver to ensure predictable results.
In this patch, we upload the shaders synchronously; so the shader will be
ready as soon as vkCreate*Pipeline returns. A following patch will make
this asynchronous and don't block until we see a use of the pipeline.
As a side effect, when SQTT is used we now store the shaders on a cacheable
buffer which would speed up writing the trace to the disk.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16271>
Connor Abbott wrote a nice explanation of how instance divisors work on Mali.
Let's add it to the driver docs instead of letting it languish in a forgotten
header file.
This is mostly pasted from the existing header in tree, with a few local changes
applied.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20445>