| Commit message (Collapse) | Author | Age | Files | Lines |
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Useful to know which debug/perftest options were enabled when
a hang report is generated.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Copied from dd_dump_dmesg().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Might be useful for checking if all descriptors are sets by
the application.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump them when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This might be very useful in order to figure out where a shader
is stucked. This uses UMR to detect which instruction is executing
bad things.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Might report some useful information to help figuring out where
does the hang happened.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump some status MMIO registers when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump the shader stats when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Only the disassembly is currently dumped.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To improve GPU hangs detection when shaders are stucked.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To share common code after every draw/compute calls.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When a GPU hang is detected in radv_gpu_hang_occured() we know
which command buffer is faulty but the bound pipelines might
have been updated during the execution.
The pointers to the radv_pipeline objects are emitted just
after the second trace ID, that way it would be easy to dump
the active shaders at the moment of the hang.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To avoid random initial values.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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With the shaders in the ssao demo, the nir_opt_if wasn't
working properly without this, after this the if gets optimised
so that loop unrolling gets called.
(loop unrolling fails due to instruction count, but at least
it gets to do that.)
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
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Per the spec:
"Resetting a command buffer is an operation that discards any
previously recorded commands and puts a command buffer in the
initial state."
As far I'm concerned, that flag can be changed by calling
VkCmdPushConstants() (or any other functions which update it),
so it should be cleared as well.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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GFX9 changes how images are layed out, so this needs updating.
Fixes: dEQP-VK.query_pool.statistics_query.*
Cc: "17.2" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This field covers the whole resource.
Fixes:
dEQP-VK.pipeline.image.suballocation.sampling_type.combined.view_type.3d.format.*
dEQP-VK.texture.filtering.3d.combinations.*
Cc: "17.2" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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As GFX9 can't handle 1D depth textures, radeonsi and
apparantly pro just update all 1D textures to 2D,
and work around it.
This ports the workarounds from radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Work out the width/height from the level manually, as on GFX9
we won't minify the iview width/height.
This fixes:
dEQP-VK.api.image_clearing.core.clear_color_image* on gfx9
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We can't use it anyway in fast clears, and on GFX9 it seems to
actually hange the card if we specify it.
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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The current DCC init routine doesn't account for initializing a
single layer or level. Multilayer seems hard for small textures on
pre-GFX9 as tre metadata for the layers can be interleaved. For
GFX9 multilevel textures are a problem for similar reasons.
So just disable this for now, until we handle the texture modes
correctly.
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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This just reduces the calculations a bit further.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This moves a bunch of non-draw dependent calcs into the pipeline code,
to reduce CPU overheads in the draw path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This moves this out of the draw paths.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just a reusing code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This realigns this code with the radeonsi version and fixes
the indirect case to work properly.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If the upload BO allocation failed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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To be consistent with radv_emit_compute_pipeline().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We are seeing apps that sometimes rely on Windows behaviour, add
a flag to rule out vram zeroing.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The code can check for vm faults having happened. If we only do it
on a hang we don't know when the faults happened. This changes the
behavior to when the first VM faults is found, even without a hang.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This will allow to dump the active shaders when a hang is
detected. Only the ASM will be dumped for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The device object contains the debug flags.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reduce size of radv_pipeline.c and improve code isolation. More
code can probably moved but it's a start.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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malloc() failures are unrelated to the device memory.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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A return code error is stored in the command buffer and should
be returned to the user via EndCommandBuffer().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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In my opinion, this improves code readability.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Just to make sure we are using the set 0, because it's the
only one which is saved/restored when doing meta operations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes: e8d57802f (radv/gfx9: allocate events from uncached VA space)
Signed-off-by: Dave Airlie <[email protected]>
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This fixes some observed hangs on CIK GPUs.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This copies what amdgpu-pro does, and allocates the memory
for an event with an uncached mtype.
This fixes hangs with:
dEQP-VK.api.command_buffers.record_simul_use_primary
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is a precursor to the gfx9 fix to use uncached for the event
memory. Move to the interface which allows setting the flags,
but wrap it to avoid having to copy it around the place.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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