| Commit message (Collapse) | Author | Age | Files | Lines |
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According to Marek, not enabling it on Stoney has a significant
negative performance impact. (And I guess this might impact
performance on Raven as well)
The register settings are pretty much copied from radeonsi. I did
not put this in the pipeline as that would make the pipeline more
dependent on the format which mean we would have to have more
pipelines for the meta shaders.
v2: Don't clear RB+ regs if not enabled as the CLEAR_STATE packet
does already.
Reviewed-by: Samuel Pitoiset <[email protected]>
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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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