| Commit message (Collapse) | Author | Age | Files | Lines |
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Similar to the dispatch codepath.
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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Indirect draws with a count buffer will be refactored in a
separate patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Similar to the dispatch compute logic but for draw calls. For
convenience, indirect draws will be converted in a separate
patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Only on CIK and later. We should only update VGT_INDEX_TYPE but
it seems easier to re-emit all the index buffer packets.
Fixes: 966d66f28f (radv: do not re-emit the index buffer for every draw call)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This will allow us to fix the VGT_INDEX_TYPE issue properly.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To be consistent with the emit function name.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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CLEAR_STATE will initialize DB_COUNT_CONTROL to 0 for CIK+.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It is already done in NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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It is already done in NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2:
- Use helper to add a new source to the texture instruction.
v3:
- Use nir_tex_instr_src_index() to simplify the patch (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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[airlied: merged fixup + and fixed up a couple more bits].
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This fixes some access to the tess eval shader when it's combined
with geometry on gfx9.
This is a review of Bas's commit:
radv: Prevent crashing by accessing TES for VGT reuse depth.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This struct used to rely on being in a union, it isn't anymore,
so we have to pick the correct outinfo struct now.
This should fix a regression since the union became a struct.
dEQP-VK.tessellation.geometry_interaction.point_size.vertex_set_geometry_set
Fixes: 6078a3bd51 (ac/nir: Allow ac_shader_variant_info to contain info about multiple stages.)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Remove allocation of > 2kbyte buffers into context memory in
swr_copy_to_scatch_space() (which is used to copy small vertex/index buffers
and shader constants to a scratch space to be used by the upcoming draw.)
Large shader constant allocations need to be done in the circular scratch
buffer instead of context memory, because their values persist across
render calls.
Also lower SCRATCH_SINGLE_ALLOCATION_LIMIT to 8k, since allocations of larger
buffers will get too large for the circular scratch space.
Fixes render issues with CEI Ensight.
Reviewed-by: Bruce Cherniak <[email protected]>
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It mostly works now.
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-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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Looking at shader traces I noticed some registers were missing,
one of them was being eaten by the wrong clear state length.
Fixes: 4f42ea4dc (radv: use CLEAR_STATE for initializing some registers)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise -Dgallium-drivers= will cause libmesa_gallium to be built and
the megadriver install script to attempt to install drivers without any
actual drivers being built.
fixes: 66f97f6640f5316b36177fd1053f0027eb6ec6cc ("meson: build radeonsi")
Reported-by: Rafael Antognolli <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Lyude Paul <[email protected]>
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It looks the original indirect mask was probably copied from
ANV.
Sascha Willems demo results:
tessellation ~4000 -> ~4200 fps
V2: continue lowering local indirects due to llvm deficiencies.
Tested-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We already set it when above in the nir compilation loop.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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No OC_LDS_EN for HS, and the included LS vgpr_comp_cnt is at
a different offset.
Reviewed-by: Dave Airlie <[email protected]>
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We need different regs to end up in s0/s1.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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To prevent VS/TCS collisions in merged shaders.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Needed for GFX9 merged shaders.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Architecture benefits from having more threads/work outstanding.
Patch by Jan Zielinski.
Reviewed-by: Bruce Cherniak <[email protected]>
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