| Commit message (Collapse) | Author | Age | Files | Lines |
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For extra args. Unlike image creation, I'm not embedding the vk
struct in there, so all the inline structs can be kept.
Reviewed-by: Dave Airlie <[email protected]>
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So we can use it with imageless framebuffers.
Reviewed-by: Samuel Pitoiset <[email protected]>
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That way we can use it for imageless framebuffers.
Reviewed-by: Samuel Pitoiset <[email protected]>
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If the destination attachment is UNUSED.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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SMEM and VMEM caches are L0 on gfx10. Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This path supports layers but it requires to decompress HTILE
before resolving. The driver also needs to fixup HTILE after
the resolve. This path is probably slower than the graphics one.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When resolving inside a subpass, we should rely on the framebuffer
layer count instead of resolving all images layers. This should
improve performance of layered resolves a bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-By: Bas Nieuwenhuizen <[email protected]>
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It makes sense to use the image view formats when resolving
inside subpasses, while we have to use the image formats for
normal resolves.
Original patch by Philip Rebohle.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110348
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 makes use of radv_meta_resolve_compute_image() by filling
a VkImageResolve region instead of duplicating code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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this helps reduce the overall code changes when a bit_size parameter is
added to nir_load_system_value
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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Now that image load/store intrinsics are variable-width, we need to set
num_components accordingly. In 15d39f474b890, both glsl_to_nir and
spirv_to_nir were updated to properly set num_components but radv meta
was left behind.
Fixes: 15d39f474b890 "nir: Make image load/store intrinsics..."
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-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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We already check that in radv_cmd_buffer_resolve_subpass().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The goal is to use radv_barrier()/radv_subpass_barrier() as
much as possible for further optimizations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Needed for VK_KHR_create_renderpass2.
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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This path should iterate across all layers, I've some ideas
for doing this in a single pass, but this is simpler for now.
This passes the tests because we don't use the fragment path
unless we have DCC, and we don't have DCC on layered images.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[email protected]>
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Multisampled source images (ie. color attachments) can be now
DCC compressed, so the driver needs to perform a DCC decompression
pass before resolving
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes some random CTS failures:
dEQP-VK.renderpass.multisample.*.
Performing a fast-clear eliminate is still useless, but it
seems that we need to sync.
Found while running CTS with RADV_DEBUG=zerovram.
Fixes: 56a171a499c ("radv: don't fast-clear eliminate after resolving a subpass with compute")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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That looks useless, and I think radv_handle_image_transition()
will do a fast-clear eliminate because it's called after the
resolve.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Niuwenhuizen <[email protected]>
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This helper shares common code before resolving using either
a fragment or a compute shader.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Generated with
git grep -l nir_intrinsic_image | xargs \
sed -i 's/nir_intrinsic_image/nir_intrinsic_image_var/g'
and some manual fixing in nir_intrinsics.h
Reviewed-by: Timothy Arceri <[email protected]>
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CC: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Gives a warning when the assert is disabled, and not even
necessarily true.
Reviewed-by: Samuel Pitoiset <[email protected]>
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If the destination has DCC, we will use the FS resolve.
Reviewed-by: Dave Airlie <[email protected]>
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Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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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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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It's safer and more elegant.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We don't use the render path so totally unneeded.
Fixes: 19be95f71e6 "radv: add subpass resolve compute path"
Reviewed-by: Dave Airlie <[email protected]>
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These are clearly not applicable to radv.
Reviewed-by: Kenneth Graunke <[email protected]>
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The argument here is a bitmask, so the old code selected .xy, which
got silently truncated to .x when constructing the vec4 from components,
instead of using .w.
Fixes: 588185eb6b7 "radv/meta: add srgb conversion to end of resolve shader."
Reviewed-by: Dave Airlie <[email protected]>
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It justs works with the fragment shader resolve, so no need to do
a custom conversion. In fact with SRGB dest, it actually gives
wrong results.
Fixes: 69136f4e633 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Dave Airlie <[email protected]>
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These seem to store very bogus results. Luckily there is some code
that converts srgb->linear already, so just making the descriptor
format UNORM should work.
Fixes: 588185eb6b7 "radv/meta: add srgb conversion to end of resolve shader."
Reviewed-by: Dave Airlie <[email protected]>
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This just sets them to INVALID COLOR, instead of shifting the
attachments together.
This also fixes a number of cases where we use it first and only
then check if it is VK_ATTACHMENT_UNUSED.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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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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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This isn't necessary yet but I'd like to use the range in
some future patches.
[airlied: add new resolve pass]
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds a path to allow compute resolves to be used
for subpass resolves.
This isn't used yet, but will be later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will allow to add a subpass compute resolve path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I want to reuse the same code for the fragment shader
version of the resolve shaders.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we are resolving into an srgb dest, we need to convert
to linear so the store does the conversion back.
This should fix some wierdness seen when we subresolves
hit the compute path.
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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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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Jason has patches to add validation to this area, this should fix
radv shaders.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Don't fast clear inside the meta loop as things get
confused, fixes a crash in:
dEQP-VK.api.copy_and_blit.resolve_image.whole_array_image.2_bit
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This iterates the fast clear flush across the layers in the
specified range.
It also moves the compute resolve flush into the function
and builds the range in there.
This fixes:
dEQP-VK.geometry.layered.* regressions since fast clears.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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