| Commit message (Collapse) | Author | Age | Files | Lines |
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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: Timothy Arceri <[email protected]>
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In environments where we cannot cache, e.g. Android (no homedir),
ChromeOS (readonly rootfs) or sandboxes (cannot open cache), the
startup cost of creating a device in radv is rather high, due
to compiling all possible built-in pipelines up front. This meant
depending on the CPU a 1-4 sec cost of creating a Device.
For CTS this cost is unacceptable, and likely for starting random
apps too.
So if there is no cache, with this patch radv will compile shaders
on demand. Once there is a cache from the first run, even if
incomplete, the driver knows that it can likely write the cache
and precompiles everything.
Note that I did not switch the buffer and itob/btoi compute pipelines
to on-demand, since you cannot really do anything in Vulkan without
them and there are only a few.
This reduces the CTS runtime for the no caches scenario on my
threadripper from 32 minutes to 8 minutes.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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While at it, share the exemplars and account for a non-occurring
fs key.
Reviewed-by: Dave Airlie <[email protected]>
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Inherited commands buffers are not supported.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For fast clear eliminate and decompressions, we always use the most compressed
format.
For clears, the code already creates a renderpass on demand with the exact same
layout as specified.
Otherwise we start distinguishing between GENERAL and TRANSFER_DST_OPTIMAL.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This fixes the layout issue for the blit path as well.
This fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint*
v2: use compatible render passes.
v2.1: use enum
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2 17.3" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We did not set the layer correctly for the dst, as we would keep
using the base layer. Same for the source image.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102710
CC: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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And merge radv_meta_save_novertex() with
radv_meta_save_graphics_reset_vport_scissor_novertex().
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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This will allow us to save/restore the different states on-demand
based on the meta operation. For now, this saves/restores all
states. Compute will follow once the graphics part is done.
The main idea is to merge all save/restore helpers.
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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Unnecessary to double check that handles are not NULL.
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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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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This fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.*
for a2r10g10b10 formats as destination on SI/CIK hardware.
This adds support to the meta program for emitting 10-bit
outputs, and adds 10-bit support to the fragment shader key.
It also only does the int8/10 on SI/CIK.
Fixes: f4e499ec7 (radv: add initial non-conformant radv vulkan driver)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Acked-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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valgrind reports them as leaked, and I could not find anything making a
copy of the nir pointer. Also, radv_device_init_meta_blit_color() is
already freeing them unconditionally like this.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Remove use of vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is to rework the surface code like radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This generates the position info using the vertex shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use push descriptors instead of temp descriptor sets.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes:
dEQP-VK.api.copy_and_blit.blit_image.simple_tests.mirror*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just a cleanup before I rework this code to fix mirrored
blits.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.
There are other advantages such as being able to reuse the
shader info populated by GLSL IR.
Reviewed-by: Jason Ekstrand <[email protected]>
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This is leftover from anv, and we really never needed it.
Signed-off-by: Dave Airlie <[email protected]>
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This squashes all the radv development up until now into
one for merging.
History can be found:
https://github.com/airlied/mesa/tree/semi-interesting
This requires llvm 3.9 and is in no way considered
a conformant vulkan implementation. It can run a number
of vulkan applications, and supports all GPUs using
the amdgpu kernel driver.
Thanks to Intel for providing anv and spirv->nir,
and Emil Velikov for reviewing build integration.
Parts of this are:
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Authors: Bas Nieuwenhuizen and Dave Airlie
Signed-off-by: Dave Airlie <[email protected]>
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