The slips-file should use the plural form of skip, otherwise it doesn't
end up being used.
We also had some tests that were supposed to be skipped in the expected
failures. Let's remove them, and add a new failure that should have been
turned into a skip to the list as well.
Fixes: eff8a3517d ("panvk: Enable CI on G610")
Acked-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32460>
The texture/sampler reswizzle is implemented to allow AFBC for non
canonical component order formats, but it's enabled regardless of
whether the format supports AFBC.
Limit the reswizzling to only apply to formats that support AFBC.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32515>
The AFBC texture/sample reswizzle will not work for formats with
component orders that are not canonical or RB-swapped, as moving the
alpha channel breaks opaque black border-colors.
Disable AFBC for formats with other component orders than RGB and BGR on
v7.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32515>
There should be no limitation on component order support for AFRC, so
the reswizzling of texture/sampler should not be necessary in this case.
For PanVK, only the texture reswizzling was implemented (with the
equivalent sampler reswizzling missing), so removing it allows us to
pass various border-color tests.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32515>
The spec says:
"
When an image view of a depth/stencil image is used as a
depth/stencil framebuffer attachment, the aspectMask is
ignored and both depth and stencil image subresources are used.
"
Make sure we do that when initializing depth/stencil attachments.
Fixes the
dEQP-VK.renderpass.suballocation.subpass_dependencies.late_fragment_tests.*.subpass_count_*.d24_unorm_s8_uint
dEQP-VK.renderpass.suballocation.subpass_dependencies.late_fragment_tests.*.subpass_count_*.d32_sfloat_s8_uint
failures.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32379>
Unscissored glClearColor is using i915_fill_blit().
Clearing can be done with the 1 byte formats
GL_ALPHA, GL_LUMINANCE or GL_INTENSITY.
Routine i915_fill_blit() is called with a rgba-mask containing
1 byte, but it is handling this as a 2-byte color.
This fix adds the needed 1 byte setup to both
i915_fill_blit() and i915_copy_blit().
It solves 1 piglit-test concerning arb_clear_texture-base-formats
and 15 tests concerning fbo-clear-formats.
No regression is shown at other piglit-tests.
Cc: mesa-stable
Signed-off-by: GKraats <vd.kraats@hccnet.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32178>
"constant" is a special keyword in OpenCL C, and we'd like to #define it
suitably in host C23 to facilitate compatiblity between host/device headers.
That means we can't have any identifiers named "global" or "constant".
Fortunately, this is the only 'constant' in any file I'm hitting.
To avoid the clash, don't abbreviate "constant factor", use "constant_factor"
instead. For consistency, "slope factor" then becomes "slope_factor".
The new names are longer but match the Vulkan API exactly.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> [Intel]
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com> [NVK and panvk]
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> [V3DV]
Reviewed-by: Simon Perretta <simon.perretta@imgtec.com> [IMG]
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32505>
Source 2 games segfault if certain buffers are not able to use the same
memory types as images. CS2 specifically expects this to be the case for
vertex and index buffers (VK_BUFFER_USAGE_2_INDEX_BUFFER_BIT,
VK_BUFFER_USAGE_2_VERTEX_BUFFER_BIT). I have not tested other Source 2
games to see how much the requirement differs for the usage (if at all).
Up until now, we've disabled CCS for the Source 2 engine with the
anv_disable_xe2_ccs driconf option. However, this option is not great
for performance. So, replace this with a new option to allow the same
memory types we use for images on buffers - anv_enable_buffer_comp.
Compression of buffers is generally not good for performance. I
collected the result of unconditionally enabling the feature in the
performance CI on BMG. I used the default configuration to average the
result of two runs of each trace.
The CI reports that 4 game traces would regress between 0.44-1.01% FPS
with buffer compression. However, the CI actually shows it to be
beneficial in three of our game traces:
* Cyberpunk-trace-dx12-1080p-high 106.51%
* Hitman3-trace-dx12-1080p-med 101.59%
* Blackops3-trace-dx11-1080p-high 100.44%
So, enable the option for the two games we already have driconf entries
for, Cyberpunk and Hitman3.
Of course, also enable the option for Source 2 games. Casey Bowman
reports that on BMG, some frame times drop from ~15ms to ~7ms in CS2.
This is in large part due to the removal of HiZ resolves, which is a
consequence of the game now using of HIZ_CCS_WT instead of plain HIZ.
Ref: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11520
Acked-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32519>
* drop FDO_CI_CONCURRENT to 1; eliminate intermittent piglit concurrecy issues
* bump PIGLIT_FRACTION to 2; lowering concurrency increases exec time, so
for now compensate with job fraction set to 50%
* triage piglit failures
Signed-off-by: Martin Krastev <martin.krastev@broadcom.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32526>
As regular branch instructions cannot jump further than
32768 dwords, previously we used long jumps as fallback
solution. The disadvantage of that is that an extra SGPR
pair must be provided in order to temporarily store the PC.
This patch changes that to chained branch instructions by
inserting an artificial extra block into the code to be
targeted by the original branch. This block contains a
single branch instruction jumping to the original target.
Before the block, if necessary, we insert a <branch 1>
instruction for the existing code in order to jump over
the newly inserted block.
Only a few RT shaders are affected.
Totals from 29 (0.04% of 79395) affected shaders: (Navi31)
CodeSize: 17281176 -> 17276332 (-0.03%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32037>
We are about to add new blocks during assembly which makes
pointers into a vector unreliable.
Also, only set it if the loop has no back-edge.
Totals from 126 (0.16% of 79206) affected shaders: (Navi31)
CodeSize: 1486152 -> 1488152 (+0.13%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32037>