Not all queries are the same. Even the two queries we support today
require a different amount of data per slot. Once we introduce pipeline
statistics queries, the size will vary wildly.
Reviewed-By: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We're about to make slots variable-length and always having the
available bits at the front makes certain operations substantially
easier once we do that.
Reviewed-By: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Instead of asserting inside the function, and then use use that information
to return early from its callers upon failure.
v2:
- Make sure that clear_color_attachment() and
clear_depth_stencil_attachment() get the VkResult as well so they
avoid executing the batch if an error happened. (Topi)
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Growing the reloc list happens through calling anv_reloc_list_add() or
anv_reloc_list_append(). Make sure that we call these through helpers
that check the result and set the batch error status if needed.
v2:
- Handling the crashes is not good enough, we need to keep track of
the error, for that, keep track of the errors in the batch instead (Jason).
- Make reloc list growth go through helpers so we can have a central
place where we can do error tracking (Jason).
v3:
- Callers that need the offset returned by anv_reloc_list_add() can
compute it themselves since it is extracted from the inputs to the
function, so change the function to return a VkResult, make
anv_batch_emit_reloc() also return a VkResult and let their callers
do the error management (Topi)
v4:
- Let anv_batch_emit_reloc() return an uint64_t as it originally did,
there is no real benefit in having it return a VkResult.
- Do not add an is_aux parameter to add_surface_state_reloc(), instead
do error checking for aux in add_image_view_relocs() separately.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Most of the time we use macros that handle this situation transparently,
but there are some cases were we need to handle this explicitly.
This patch makes sure we don't crash, notice that error handling takes
place in the function that actually failed the allocation,
anv_batch_emit_dwords(), which will set the status field of the batch
so it can be used at a later moment to report the error to the user.
v2:
- Not crashing is not good enough, we need to keep track of the error
(Topi, Jason). Iago: now that we track errors in the batch, this
is being handled.
- Added guards in a few more places that needed it (Iago)
v3:
- Check result of anv_batch_emitn() for NULL before calling memset()
in emit_vertex_input() (Topi)
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The anv_batch_set_error() helper will track the first error that happened
while recording a command buffer. The helper returns the currently tracked
error to help the job of internal functions that may generate errors that
need to be tracked and return a VkResult to the caller.
We will use the anv_batch_has_error() helper to guard parts of the driver
that are not safe to execute if an error has been generated while recording
a particular command buffer.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The vkCmd*() functions do not report errors, instead, any errors should be
reported by the time we call vkEndCommandBuffer(). This means that we
need to make the driver robust against incosistent and/or imcomplete
command buffer states through the command recording process, particularly,
avoid crashes due to access to memory that we failed to allocate previously.
The strategy used to do this is to track the first error ocurred while
recording a command buffer in the batch associated with it. We use the
batch to track this information because the command buffer may not be
visible to all parts of the driver that can produce errors we need to be
aware of (such as allocation failures during batch emissions).
Later patches will use this error information to guard parts of the driver
that may not be safe to execute.
v2: Move the field from the command buffer to the batch so we can track
errors from batch emissions (Jason)
v3: Registering errors in the command buffer's batch during
anv_create_cmd_buffer() is unnecessary, since the command buffer
is freed at the end of the function in that case (Topi)
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This situation can happen if we failed to allocate memory for the shader.
v2:
- We shouldn't see NULL shaders in anv_shader_bin_ref so we should not check
for that (Jason). Make sure that callers don't attempt to call this
function with a NULL shader and assert that this never happens (Iago).
v3:
- All callers to anv_shader_bin_unref seem to check for NULL before calling,
so just assert that it is not NULL (Topi)
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
We have a performance problem with dynamic buffer descriptors. Because
we are currently implementing them by pushing an offset into the shader
and adding that offset onto the already existing offset for the UBO/SSBO
operation, all UBO/SSBO operations on dynamic descriptors are indirect.
The back-end compiler implements indirect pull constant loads using what
basically amounts to a texelFetch instruction. For pull constant loads
with constant offsets, however, we use an oword block read message which
goes through the constant cache and reads a whole cache line at a time.
Because of these two things, direct pull constant loads are much faster
than indirect pull constant loads. Because all loads from dynamically
bound buffers are indirect, the user takes a substantial performance
penalty when using this "performance" feature.
There are two potential solutions I have seen for this problem. The
alternate solution is to continue pushing offsets into the shader but
wire things up in the back-end compiler so that we use the oword block
read messages anyway. The only reason we can do this because we know a
priori that the dynamic offsets are uniform and 16-byte aligned.
Unfortunately, thanks to the 16-byte alignment requirement of the oword
messages, we can't do some general "if the indirect offset is uniform,
use an oword message" sort of thing.
This solution, however, is recommended for a few of reasons:
1. Surface states are relatively cheap. We've been using on-the-fly
surface state setup for some time in GL and it works well. Also,
dynamic offsets with on-the-fly surface state should still be
cheaper than allocating new descriptor sets every time you want to
change a buffer offset which is really the only requirement of the
dynamic offsets feature.
2. This requires substantially less compiler plumbing. Not only can we
delete the entire apply_dynamic_offsets pass but we can also avoid
having to add architecture for passing dynamic offsets to the back-
end compiler in such a way that it can continue using oword messages.
3. We get robust buffer access range-checking for free. Because the
offset and range are baked into the surface state, we no longer need
to pass ranges around and do bounds-checking in the shader.
4. Once we finally get UBO pushing implemented, it will be much easier
to handle pushing chunks of dynamic descriptors if the compiler
remains blissfully unaware of dynamic descriptors.
This commit improves performance of The Talos Principle on ULTRA
settings by around 50% and brings it nicely into line with OpenGL
performance.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Mostly a dummy git mv with a couple of noticable parts:
- With the earlier header cleanups, nothing in src/intel depends
files from src/mesa/drivers/dri/i965/
- Both Autoconf and Android builds are addressed. Thanks to Mauro and
Tapani for the fixups in the latter
- brw_util.[ch] is not really compiler specific, so it's moved to i965.
v2:
- move brw_eu_defines.h instead of brw_defines.h
- remove no-longer applicable includes
- add missing vulkan/ prefix in the Android build (thanks Tapani)
v3:
- don't list brw_defines.h in src/intel/Makefile.sources (Jason)
- rebase on top of the oa patches
[Emil Velikov: commit message, various small fixes througout]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is what comment above definition says and change fixes issue with
32bit build where BLOCK_POOL_MEMFD_SIZE is used as ftruncate parameter
and constant currently gets converted from 4294967296 to 0.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Over the course of driver development, we've come up with a number of
different schemes for adding giant blocks of asserts inside the driver.
This one is only being used once in anv_pipeline.c and the way it's
being used actually generates compiler warnings in release builds. This
commit drops the anv_validate macro and just puts the contents of the
one validation function in side of a "#ifdef DEBUG" guard.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Except for a few unimplemented things on gen7, we don't really have
stubs anymore so we should drop this. This commit replaces the few gen7
stub() calls with explicitly labeled finishme's and makes the sparse
binding stuff silently no-op or return a FEATURE_NOT_PRESENT error.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This acts identically to anv_finishme except that it only dumps out
these nice log messages if you run with INTEL_DEBUG=perf.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We'll loop through this array when performing automatic layout
transitions.
v2: Adjust formatting of an assignment (Jason Ekstrand)
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We will be using the image layout. Store the full struct directly from
the user.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will be used to sample a depth input attachment without having to
pass through the HiZ buffer.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Validate the inputs, verify that this image has a depth
buffer, use gen_device_info instead of
v2:
- Add parenthesis (Jason Ekstrand)
- Make parameters const
- Use gen_device_info instead of gen
- Pass aspect to missed function in transition_depth_buffer
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This function supersedes layout_to_hiz_usage().
v2:
- Don't find the optimal buffer for layout transitions (Jason Ekstrand).
- Pass the devinfo instead of the gen (Jason Ekstrand)
- Update the function documentation.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This allows us to allocate surface states from the command buffer when
pushing descriptor sets rather than allocating them through a
descriptor set pool.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This allows the helper to check for llc instead of having to do it
manually at all the call sites.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
All this cache line address calculation stuff is tricky. Let's not
duplicate it more places than we have to.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It's a bit shorter and easier to work with. Also, we're about to add a
helper called clflush which does the clflush but without any memory
fencing.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This adds support to radv_GetPhysicalDeviceXlibPresentationSupportKHR
and radv_GetPhysicalDeviceXcbPresentationSupportKHR to check if the
local device file descriptor is compatible with the descriptor
retrieved from the X server via DRI3.
This will stop radv binding to an X server until we have prime
support in place. Hopefully apps use this API before trying
to render things.
v2: drop unneeded function, don't leak memory. (jekstrand)
v3: also check in surface_get_support callback.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Unfortunately, this doesn't substantially improve the performance of any
known apps. With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This helps Dota 2 on Broadwell by 8-9%. I also hacked up the driver and
used the Sascha "shadowmapping" demo to get some results. Setting
uses_kill to true dropped the framerate on the demo by 25-30%. Enabling
the PMA fix brought it back up to around 90% of the original framerate.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Vulkan doesn't have a stencilWriteEnable bit like it does for depth.
Instead, you have a stencil mask. Since the stencil mask is handled as
dynamic state, we have to handle it later during command buffer
construction. This, combined with a later commit, seems to help Dota2
on my Broadwell GT3e desktop by a couple percent because it allows the
hardware to move the depth and stencil writes to early in more cases.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This allows shaders to write to storage images declared with unknown
format if they are decorated with NonReadable ("writeonly" in GLSL).
Previously an image view would always use a lowered format for its
surface state, however when a shader declares a write-only image, we
should use the real format. Since we don't know at view creation time
whether it will be used with only write-only images in shaders, create
two surface states using both the original format and the lowered
format. When emitting the binding table, choose between the states
based on whether the image is declared write-only in the shader.
Tested on both Sascha Willems' computeshader sample (with the original
shaders and ones modified to declare images writeonly and omit their
format qualifiers) and on our own shaders for which we need support
for this.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For RGB formats in Vulkan, we use the corresponding RGBA format with a
swizzle of RGB1. While this swizzle is exactly what we want for
texturing, it's not allowed for rendering according to the docs. While
we haven't been getting hangs or anything, we should probably obey the
docs. This commit just sanitizes all render swizzles so that the alpha
channel maps to ALPHA.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The struct was deleted by:
commit efe9d1cde3
Author: Edward O'Callaghan <funfunctor@folklore1984.net>
Subject: anv: Clean up some unused variables
Unlike the original anv_common, the new one has a non-const pNext
pointer because we will use it for the output structs of
VK_KHR_get_physical_device_properties2.
v2:
- Retype pNext from void* to struct anv_common*.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is a printf-like macro that prints a debug message to stderr when
built with DEBUG. If no DEBUG, then do nothing.
Reviewed-by: Jason Ekstranad <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes crash in dEQP-VK.ubo.random.all_shared_buffer.48 due to a
fragment shader code bigger than 128 kB.
This patch increases the allocation size limit to 1 MB.
v2:
- Increase it to 1 MB (Jason)
- Increase device->instruction_block_pool allocation size in
anv_device.c (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>