Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Add an entry point for resolving using BLORP's gen8 HiZ op function.
v2: Manually add the aux info
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The helper doesn't provide additional functionality over the current
infrastructure.
v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When the memfd_create() and u_vector_init() fail on anv_block_pool_init(),
this patch makes to return VK_ERROR_INITIALIZATION_FAILED.
All of initialization success on anv_block_pool_init(), it makes to return
VK_SUCCESS.
CID 1394319
v2: Fixes from Emil's review:
a) Add the return type for propagating the return value to caller.
b) Changed anv_block_pool_init() to return VK_ERROR_INITIALIZATION_FAILED
on failure of initialization.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Mun Gwan-gyeong <elongbug@gmail.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Port of an equivalent commit for radv.
v2: Move the call just after MMAP_VERSION (Ken).
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit adds the last remaining bits to support input attachments in
the Intel Vulkan driver. For color and depth attachments, we allocate an
input attachment surface state during vkCmdBeginRenderPass like we do for
the render target surface states. This is so that we can incorporate the
clear color and aux information as used in rendering. For stencil, we just
treat it like a regular texture because we don't there is no aux. Also,
only having to worry about at most one input attachment surface for each
attachment makes some of the vkCmdBeginRenderPass code simpler.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Initially, the field is set to ISL_AUX_USAGE_NONE so this commit shouldn't
bring any functional changes. Setting this field to something else will
cause all sampled and storage image views to be created with AUX and blorp
will start trying to respect it so set with care.
This commit adds basic support for color compression. For the moment,
color compression is only enabled within a render pass and a full resolve
is done before the render pass finishes. All texturing operations still
happen with CCS disabled.
This commit moves the allocation and filling out of surface state from
CreateImageView time to BeginRenderPass time. Instead of allocating the
render target surface state as part of the image view, we allocate it in
the command buffer state at the same time that we set up clears. For
secondary command buffers, we allocate memory for the surface states in
BeginCommandBuffer but don't fill them out; instead, we use our new
SOL-based memcpy function to copy the surface states from the primary
command buffer. This allows us to handle secondary command buffers without
the user specifying the framebuffer ahead-of-time.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
There are a few dynamic bits, namely binding table and sampler addresses,
but most of it is static and really belongs in the pipeline. It certainly
doesn't belong in flush_compute_descriptor_set. We'll use the same state
merging trick we use for gen7 DEPTH_STENCIL.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Now that we have anv_shader_bin, they're completely redundant with other
information we have in the pipeline. For vertex shaders, we also go
through way too much work to put the offset in one or the other field and
then look at which one we put it in later.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
fixes following compilation warnings on Android build:
"warning: implicit declaration of function 'static_assert' is invalid in
C99 [-Wimplicit-function-declaration]"
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Our previous fence implementation was very simple. Fences had two states:
signaled and unsignaled. However, this didn't properly handle all of the
edge-cases that we need to handle. In order to handle the case where the
client calls vkGetFenceStatus on a fence that has not yet been submitted
via vkQueueSubmit, we need a three-status system. In order to handle the
case where the client calls vkWaitForFences on fences which have not yet
been submitted, we need more complex logic and a condition variable. It's
rather annoying but, so long as the client doesn't do that, we should still
hit the fast path and use i915_gem_wait to do all our waiting.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Ever since the early days of the Vulkan driver, we've been setting up the
lists of relocations at EndCommandBuffer time. The idea behind this was to
move some of the CPU load out of QueueSubmit which the client is required
to lock around and into command buffer building which could be done in
parallel. Then QueueSubmit basically just becomes a bunch of execbuf2
calls.
Technically, this works. However, when you start to do more in QueueSubmit
than just execbuf2, you start to run into problems. In particular, if a
block pool is resized between EndCommandBuffer and QueueSubmit, the list of
anv_bo's and the execbuf2 object list can get out of sync. This can cause
problems if, for instance, you wanted to do relocations in userspace.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
The original reason for putting it in the batch_bo was to allow primaries
to share it across secondaries or something like that. However, the
relocation lists in secondary command buffers are are always left alone and
copied into the primary command buffer's relocation list. This means that
the offset really applies at the command buffer level and putting it in the
batch_bo doesn't make sense. This fixes a couple of potential bugs around
re-submission of command buffers that are not likely to be hit but are bugs
none the less.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
This commit adds a little helper struct for storing everything we use to
build an execbuf2 call. Since the add_bo function really has nothing to do
with a command buffer, it makes sense to break it out a bit. This also
reduces some of the churn in the next commit.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Since -1 is an invalid GPU address, this lets us know whether or not we
have a valid address for a buffer. We don't get a valid address until the
first time that buffer is used in an execbuf2 ioctl.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
The previous implementation was being overly clever and using the
anv_bo::size field as its mutex. Scratch pool allocations don't happen
often, will happen at most a fixed number of times, and never happen in the
critical path (they only happen in shader compilation). We can make this
much simpler by just using the device mutex. This also means that we can
start using anv_bo_init_new directly on the bo and avoid setting fields
one-at-a-time.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Because our relocation processing happens at EndCommandBuffer time and
because RENDER_SURFACE_STATE objects may be shared by batches, we really
have no clue whatsoever what address is actually written to the relocation
offset in the BO. We need to stop making such claims to the kernel and
just let it relocate for us.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
When you fire up Dota2 on Haswell you get spammed with thousands of
"Implement Gen7 HZ ops" finishme's. The point of anv_finishme is to act as
a reminder that there is something left to implement. Printing it once
should be sufficient.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>