| Commit message (Collapse) | Author | Age | Files | Lines |
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Disabled by default for now, it can be enabled with
RADV_PERFTEST=outoforder.
No CTS regressions on Polaris, and all Vulkan games I tested
look good as well.
Expect small performance improvements for applications where
out-of-order rasterization can be enabled by the driver.
Loosely based on RadeonSI.
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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With cb_target_enabled_4bit in order to have four bits per CB.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Some will be used for further optimizations (ie. out-of-order rast).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For GFX9+ only, RadeonSI does this too.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Based on RadeonSI. Untested.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This extension removes the restrictions on minDepth/maxDepth,
minDepthBounds/maxDepthBounds and VkClearDepthStencilValue::depth.
The following CTS tests now pass:
dEQP-VK.glsl.builtin_var.fragdepth.line_list_d32_sfloat_large_depth
dEQP-VK.glsl.builtin_var.fragdepth.point_list_d32_sfloat_large_depth
dEQP-VK.glsl.builtin_var.fragdepth.triangle_list_d32_sfloat_large_depth
dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_depth_range_unrestricted
dEQP-VK.draw.inverted_depth_ranges.depthclamp_depth_range_unrestricted
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The fragment shader was trying to read this, but nothing
was exporting it from the vertex shader. This handles
it like the prim id export.
Fixes:
dEQP-VK.multiview.secondary_cmd_buffer.*
dEQP-VK.multiview.index.fragment_shader.*
v1.1: updated to use 0x1 (Samuel)
Fixes: e3265c10c89 (radv: Implement multiview draws.)
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the other geometry specific user sgpr.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This drops one of the geometry specific user sgprs,
we can work this out at compile time.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This moves the lds_size calcs into the shader so we have all
the size stuff in one file.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This drops the now unneeded scanning and results in favour
of the ones in the info.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Instead of recalculating the value, use the shader calculated value.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the last TES-specifc user sgpr.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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TES needs num_patches to do some of the calculations.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the last TCS specific user sgpr.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Move all calculations to shader generation.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Move all calculations to shader generation.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Inline all calcs at shader creation.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We can precalculate input_vertex_size at compile time.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Also replace ac_ by radv_.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Also replace ac_ by radv_.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Until llvm handles indirects better we will need to use these
workarounds in the radeonsi backend also.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We never use it in the shaders.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just avoids passing this value via user sgprs.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It makes no sense to compact before, and the description of
nir_compact_varyings() confirms that.
Polaris10:
Totals from affected shaders:
SGPRS: 108528 -> 108128 (-0.37 %)
VGPRS: 74548 -> 74500 (-0.06 %)
Spilled SGPRs: 844 -> 814 (-3.55 %)
Code Size: 3007328 -> 2992932 (-0.48 %) bytes
Max Waves: 16019 -> 16009 (-0.06 %)
Vega10:
Totals from affected shaders:
SGPRS: 106088 -> 106232 (0.14 %)
VGPRS: 74652 -> 74700 (0.06 %)
Spilled SGPRs: 692 -> 658 (-4.91 %)
Code Size: 2967708 -> 2953028 (-0.49 %) bytes
Max Waves: 18178 -> 18162 (-0.09 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Otherwise new local variables can cause hangs on vega.
CC: <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105098
Reviewed-by: Timothy Arceri <[email protected]>
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NIR->LLVM should only be a translation pass, and all scan stuff
should be done before.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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That's quite useless and that pollutes the output.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Also moved everything in a struct and then return the struct from
the helper function, so it is clear in the caller what part of the
pipeline gets modified.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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We don't need the pipeline state struct anymore.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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