| Commit message (Collapse) | Author | Age | Files | Lines |
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Viewport/scissor don't need to be updated for array textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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VK_NULL_HANDLE replaces NULL to avoid following building error:
external/mesa/src/amd/vulkan/radv_meta_decompress.c:365:54: error:
incompatible pointer to integer conversion passing 'void *' to parameter
of type 'VkShaderModule' (aka 'unsigned long long') [-Werror,-Wint-conversion]
VkResult ret = create_pipeline(cmd_buffer->device, NULL, samples,
^~~~
prebuilts/clang/host/linux-x86/clang-4053586/lib64/clang/5.0.300080/include/stddef.h:105:16:
note: expanded from macro 'NULL'
# define NULL ((void*)0)
^~~~~~~~~~
external/mesa/src/amd/vulkan/radv_meta_decompress.c:97:32:
note: passing argument to parameter 'vs_module_h' here
VkShaderModule vs_module_h,
^
1 error generated.
Fixes: fbcd167314 ("radv: Add on-demand compilation of built-in shaders.")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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They are dummy objects but the spec requires layout to not be
NULL, this just makes sure we are creating valid pipeline layout
objects. This will allow us to remove some useless checks.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[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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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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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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This was missing.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Otherwise radv_cmd_state_setup_attachments() will complain it has no clearvalues,
when called via radv_process_depth_image_inplace().
v2: use LOAD/STORE instead of DONT_CARE, to preserve stencil values.
Signed-off-by: Xavier Bouchoux <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Need to take the sample count into account in the depth decompress and
resummarize pipelines and render pass.
Fixes: f4e499ec791 ("radv: add initial non-conformant radv vulkan driver")
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[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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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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The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the vertex buffer, and just generates the values
in the shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-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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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Interpreting layerCount literally would try to create billions of image
views in radv_process_depth_image_inplace().
Signed-off-by: Pierre-Loup A. Griffais <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These might be useful in the future, or not.
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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