Only align resource dimensions on creation, not when importing existing D3D resource object.
Otherwise importing the resource fails since the resource descriptor does not match the aligned
dimensions passed in the template.
Fixes: 62fded5e4f ("d3d12: Allocate d3d12_video_buffer with higher alignment for compatibility")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25913>
(cherry picked from commit dfb9516026)
glsl_type_is_vector_or_scalar would more accruately be called "can be an
r-value that isn't an array, structure, or matrix. This optimization
pass really shouldn't do anything to cooperative matrices. These
matrices will eventually be lowered to something else (dependent on the
backend), and that thing may (or may not) be handled by this or another
pass.
Fixes: 2d0f4f2c17 ("compiler/types: Add support for Cooperative Matrix types")
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25871>
(cherry picked from commit 18d8a96a00)
Tessellation shader which are using indirect
addressing for tesslevels e.g
gl_TessLevelOuter[gl_InvocationID] = tessLevelOuter;
are crashing because gl_TessLevelOuter is now a
compact array variable and nir expects a constant
array index into the compact array variable.
This patch handles such cases.
This fixes MR 21940
Fixes: 84006587d7 ("glsl: Delete the lower_tess_level pass.")
Tested with glretrace
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25773>
(cherry picked from commit 8cfb46e27d)
We can end up in situation where we are dispatched with a multisample
framebuffer but not at per-sample. In this case we would request the
at_sample value with the wrong message configuration.
Relying on the BRW_WM_MSAA_FLAG_MULTISAMPLE_FBO flag superseeds
BRW_WM_MSAA_FLAG_PERSAMPLE_DISPATCH.
Fixes piglit tests :
spec@arb_gpu_shader5@arb_gpu_shader5-interpolateatsample*
With Zink on Anv
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 68027bd38e ("intel/fs: implement dynamic interpolation mode for dynamic persample shaders")
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25854>
(cherry picked from commit 439b0e8688)
We have been using drm_render_device to refer to the render device and
drm_primary_device to refer to the display device, but that is confusing
because the render device also has a primary node (for legacy reasons),
so don't use primary to refer to the display device.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Acked-by: Erico Nunes <nunes.erico@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25748>
only certain drivers can successfully run an xserver with implicit modifier
handling, and the rest will have broken rendering
until such time that a vk extension emerges to handle this more widely,
break this interop for drivers where it's already broken
fixes#9819
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25299>
It's been a very long time since this was useless because dmesg
required sudo access for a while.
This will be replaced by the new GPUVM fault interface which allows
to query from the kernel directly instead of trying to parse dmesg.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23238>
Fix regex pattern in zink_extensions to use proper escaping. While the original
code works, it relies on Python ignoring incorrect syntax and fallbacking to
passing through the escape. Current behaviour results in SyntaxWarning
whenever the code is used.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25881>
After converting a texture from one modifier to another, there is
no reason to force the modifier to stay constant afterwards. Set
back `modifier_constant` to false because it is changed by
`resource_setup` as it is causing issues when implementing AFBC
packing.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>
Make sure we don't convert the texture for nothing by only
legalizing when creating a batch instead of on surface creation.
Also, to avoid recursive blit, we need to legalize the destination
resource before blitting.
Finally, make sure the resource has a sparse memory layout if
AFBC compressed. The GPU doesn't support rendering to a AFBC-packed
texture.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>
When the GPU is converting a texture from linear/tiled to compressed
AFBC, it uses a sparse memory layout. That means that the
superblocks are stored starting at intervals equal to the size of an
uncompressed superblock. When memory usage needs to be optimized, it
is possible to pack the resource by trimming each superblock as much
as possible. The GPU will still be able to read from these packed
textures, but won't be able to write directly to them. If the
layout is AFBC-tiled, the packing process will also de-tile as
tiled+packed is not supported by Mali GPUs.
No new modifier flag has been added as the absence of the
`AFBC_FORMAT_MOD_SPARSE` flag means the resource will be packed.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>
The compute shader is going through all the AFBC header blocks and
calculating the size of valid data by summing up the subblock
sizes (and taking into account solid color, uncompressed mode and
copy blocks). The result is written into the given buffer (array
of `pan_afbc_block_info`).
The size is rounded up to the alignment parameter directly in the
shader.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>
For an upcoming feature (AFBC packing), we're gonna run internal
compute shaders on resources. This commit just split the internal
of `panfrost_launch_grid` so we can run the shader on a given
batch.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>
For AFBC packing, we will need to have the stride of the resource
in terms of superblocks and the total number of blocks. It is
easier to pre-calculate once when initializing the resource layout.
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25012>