| Commit message (Collapse) | Author | Age | Files | Lines |
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Similar to 90dd6e5 ("Android: egl: add dependency on libnativewindow")
Fixes the following building errors:
In file included from external/mesa/src/intel/vulkan/gen7_cmd_buffer.c:30:
In file included from external/mesa/src/intel/vulkan/anv_private.h:72:
external/mesa/include/vulkan/vk_android_native_buffer.h:22:10: fatal
error: 'system/window.h' file not found
^~~~~~~~~~~~~~~~~
1 error generated.
...
In file included from external/mesa/src/intel/vulkan/anv_gem.c:32:
In file included from external/mesa/src/intel/vulkan/anv_private.h:72:
external/mesa/include/vulkan/vk_android_native_buffer.h:22:10: fatal
error: 'system/window.h' file not found
^~~~~~~~~~~~~~~~~
1 error generated.
Cc: "18.0" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Building rules are aligned to automake ones
The correct script to build anv_extensions.{c,h} is anv_extensions_gen.py
Generation rules for anv_extensions.c requires --out-c option
Generation rules for anv_extensions.h were missing
Necessary include paths are added to avoid following build errors:
cp: cannot stat '.../gen/STATIC_LIBRARIES/libmesa_vulkan_common_intermediates/vulkan/anv_extensions.c':
No such file or directory
In file included from external/mesa/src/intel/vulkan/anv_gem.c:32:
external/mesa/src/intel/vulkan/anv_private.h:75:10: fatal error: 'anv_extensions.h' file not found
^~~~~~~~~~~~~~~~~~
1 error generated.
In file included from external/mesa/src/intel/vulkan/anv_batch_chain.c:30:
external/mesa/src/intel/vulkan/anv_private.h:75:10: fatal error: 'anv_extensions.h' file not found
^~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: dd088d4bec7 ("anv/extensions: Generate a header file with extension tables")
Cc: "18.0" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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We were only resolving the first.
v2:
- Do not require that the number of layers on dst and src are an
exact match, it is okay if the dst has more layers so long as
it has at least the same that we are going to resolve.
- Do not always resolve array_len layers, we should resolve
only from base_array_layer to array_len.
v3:
- v2 was assuming that array_len represented the total number of
layers in the image, but it represents the number of layers
starting at the base array ayer.
v4:
- The number of layers to resolve should be taken from the
framebuffer (Nanley).
Fixes new CTS tests for multisampled layered rendering:
dEQP-VK.renderpass.multisample_resolve.layers_*
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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This adds support for the modifiers portion of the WSI "extension".
Reviewed-by: Daniel Stone <[email protected]>
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For a bit there, we had a bug in i965 where it ignored the tiling of the
modifier and used the one from the BO instead. At one point, we though
this was best fixed by setting a tiling from Vulkan. However, we've
decided that i965 was just doing the wrong thing and have fixed it as of
50485723523d2948a44570ba110f02f726f86a54.
The old assumptions also affected the solution we used for legacy
scanout in Vulkan. Instead of treating it specially, we just treated it
like a modifier like we do in GL. This commit goes back to making it
it's own thing so that it's clear in the driver when we're using
modifiers and when we're using legacy paths.
v2 (Jason Ekstrand):
- Rename legacy_scanout to needs_set_tiling
Reviewed-by: Daniel Stone <[email protected]>
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It's true for depth HiZ clears because we only have HiZ on single-slice
images right now. However, for stencil-only clears there is no such
restriction.
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Rafael Antognolli <[email protected]>
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This looks like it should be protected by the assume() about
nr_color_regions, but my compiler warns anyway.
Reviewed-by: Matt Turner <[email protected]>
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Instead of having aux usage and ANV_AUX_USAGE_DEFAULT to mean "give me
something reasonable" we now use anv_layout_to_aux_usage whenever a
layout is available. If a layout is available, we ignore the aux_usage
parameter. For the cases where we have an explicit aux usage such as
clears and aux ops, we have a new ANV_IMAGE_LAYOUT_EXPLICIT_AUX layout.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Checking the sample count is almost as good as aux usage in this case.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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If we don't have HiZ, then anv_layout_to_aux_usage will return NONE for
both layouts. If the two layouts are the same, they will get the aux
usage. In either case, the code below will give us ISL_AUX_OP_NONE and
we'll return without doing anything.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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This is quite a bit cleaner because we now sync the clear values at the
same time as we do the fast clear. For loading the clear values into
the surface state, we now do it once when we handle the LOAD_OP_LOAD
instead of every subpass.
Reviewed-by: Nanley Chery <[email protected]>
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This requires us to ditch the VkAttachmentReference struct in favor of
an anv-specific struct. However, we can now easily identify from just
the subpass attachment what kind of an attachment it is. This will make
iteration over anv_subpass::attachments a little easier in some case.
Reviewed-by: Nanley Chery <[email protected]>
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These are the same as pending clear aspects only for the "load"
operation.
Reviewed-by: Nanley Chery <[email protected]>
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This unifies things a bit because we now handle depth and stencil at the
same time.
Reviewed-by: Nanley Chery <[email protected]>
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This moves the decision out of begin_subpass and into BeginRenderPass
like the decision for color clears. We use a similar name for the
function for depth/stencil as for color even though no aux usage is
really getting computed.
v2 (Jason Ekstrand):
- Don't always disable HiZ clears by accident
- Use the initial layout to decide whether to do fast clears
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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This is similar to blorp_gen8_hiz_clear_attachments except that it takes
actual images instead of trusting in the already set depth state.
Reviewed-by: Nanley Chery <[email protected]>
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This doesn't really change much now but it will give us more/better
control over clears in the future. The one interesting functional
change here is that we are now re-emitting 3DSTATE_DEPTH_BUFFERS and
friends for each clear. However, this only happens at begin_subpass
time so it shouldn't be substantially more expensive.
Reviewed-by: Nanley Chery <[email protected]>
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This is a bit less awkward than passing in the subpass because it means
we don't have to extract the subpass id from the subpass.
Reviewed-by: Nanley Chery <[email protected]>
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Having begin/end_subpass is a bit nicer than the begin/next/end hooks
that Vulkan gives us.
Reviewed-by: Nanley Chery <[email protected]>
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This seems slightly more correct because it means that the flushes
happen before any clears or resolves implied by the subpass transition.
Reviewed-by: Nanley Chery <[email protected]>
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Fixes: de3be618016 "anv/cmd_buffer: Rework aux tracking"
Reviewed-by: Nanley Chery <[email protected]>
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Previously, we just used all the channels regardless of the format.
This is less than ideal because some channels may have undefined values
and this should be ok from the client's perspective. Even though the
driver should do the correct thing regardless of what is in the
undefined value, it makes things less deterministic. In particular, the
driver may choose to fast-clear or not based on undefined values. This
level of nondeterminism is bad.
Cc: [email protected]
Reviewed-by: Nanley Chery <[email protected]>
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Cc: [email protected]
Reviewed-by: Nanley Chery <[email protected]>
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This fixes a pile of hangs caused by the recent shuffling of resolves
and transitions. The particularly problematic case is when you have at
least three attachments with load ops of CLEAR, LOAD, CLEAR. In this
case, we execute the first CLEAR followed by a MI memcpy to copy the
clear values over for the LOAD followed by a second CLEAR. The MI
commands cause the first CLEAR to hang which causes us to get stuck on
the 3DSTATE_MULTISAMPLE in the second CLEAR.
We also add guards for BLORP to fix the same issue. These shouldn't
actually do anything right now because the only use of indirect clears
in BLORP today is for resolves which are already guarded by a render
cache flush and CS stall. However, this will guard us against potential
issues in the future.
Acked-by: Kenneth Graunke <[email protected]>
Acked-by: Nanley Chery <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The PIPE_CONTROL command description says:
"Whenever a Binding Table Index (BTI) used by a Render Taget Message
points to a different RENDER_SURFACE_STATE, SW must issue a Render
Target Cache Flush by enabling this bit. When render target flush
is set due to new association of BTI, PS Scoreboard Stall bit must
be set in this packet."
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Sampling from hiz is enabled in i965 for GEN9+ but this feature has
been removed from gen11. So, this new flag will be useful to turn
the feature on/off for different gen h/w. It will be used later
in a patch adding device info for gen11.
Suggested-by: Kenneth Graunke <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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SIMD4x2 dispatch mode has been removed in GEN11. We're not using
it anyways in Mesa. Adding few asserts to make it explicit.
Use GEN_GEN macro in place of devinfo->gen (Ken)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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StateCacheInvalidation is required on all gen7+ platforms. We
don't need to update this check for every new gen h/w unless
this requirement is changed. So, dropping the check for latest
gen h/w.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Move build system changes in to one patch (Ken, Emil)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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