| Commit message (Collapse) | Author | Age | Files | Lines |
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This will allow to emit consecutive shader pointers for
reducing the number of emitted SET_SH_REG packets, which
is recommended.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Literally the same as the AMD ext.
Passes *indirect_draw_count* CTS tests.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This improves dota2 performance for me by 11% when I force the
GPU DPM level to low (otherwise dota2 is CPU limited for 4k on my
threadripper), which should be a large part of the radv-amdvlk gap.
(For me with that was radv 60.3 -> 66.6, while AMDVLK does about 68
fps)
It looks like dota2 rendered the GUI with a bunch of draws with
a SetScissors before almost each draw, causing a lot of pipeline
stalls.
I'm not really happy with the duplication of code, but overriding
radeon_set_context_reg would also be messy since we have the
pre-recorded pipelines and a bunch of si_cmd_buffer code, as well
as some memory->context reg loads for which things would be more
complicated.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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It's recommended by the instruction combining pass, and
RadeonSI also runs it.
This pass used to segfault with one shader of F12017 in the
past, but it no longer crashes. Maybe the LLVM IR generated
by RADV has changed.
Polaris10:
Totals from affected shaders:
SGPRS: 441352 -> 441648 (0.07 %)
VGPRS: 310888 -> 300784 (-3.25 %)
Spilled SGPRs: 13576 -> 12983 (-4.37 %)
Code Size: 22560328 -> 22420544 (-0.62 %) bytes
Max Waves: 40755 -> 41366 (1.50 %)
Vega10:
Totals from affected shaders:
SGPRS: 442848 -> 442000 (-0.19 %)
VGPRS: 310396 -> 300460 (-3.20 %)
Spilled SGPRs: 13708 -> 12906 (-5.85 %)
Code Size: 22479428 -> 22336216 (-0.64 %) bytes
Max Waves: 45783 -> 46506 (1.58 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The graphics pipeline can be 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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Use a flag for the active stages instead.
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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Do not lower FS inputs because this moves all load_var
instructions at beginning of shaders and because
interp_var_at_sample (and friends) seem broken. That might
be eventually enabled later on if we really want to preload
all FS inputs at beginning.
Polaris10:
Totals from affected shaders:
SGPRS: 54072 -> 54264 (0.36 %)
VGPRS: 38580 -> 38124 (-1.18 %)
Spilled SGPRs: 652 -> 652 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Code Size: 2128116 -> 2127380 (-0.03 %) bytes
Max Waves: 8048 -> 8086 (0.47 %)
Vega10:
Totals from affected shaders:
SGPRS: 52616 -> 52656 (0.08 %)
VGPRS: 37536 -> 37116 (-1.12 %)
Spilled SGPRs: 828 -> 828 (0.00 %)
Code Size: 2043756 -> 2042672 (-0.05 %) bytes
Max Waves: 9176 -> 9254 (0.85 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This doesn't nothing special currently because we don't create
any copy_var instructions, but this is needed for the next patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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With 32-bit pointers we only need one user SGPR per desc set.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's only used inside allocate_user_sgprs().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We still use 64-bit GPU pointers for all ring buffers because
llvm.amdgcn.implicit.buffer.ptr doesn't seem to support 32-bit
GPU pointers for now. This can be improved later anyways.
Vega10:
Totals from affected shaders:
SGPRS: 1008722 -> 1026710 (1.78 %)
VGPRS: 706580 -> 707136 (0.08 %)
Spilled SGPRs: 22555 -> 22209 (-1.53 %)
Spilled VGPRs: 75 -> 75 (0.00 %)
Code Size: 34819208 -> 35202140 (1.10 %) bytes
Max Waves: 175423 -> 175086 (-0.19 %)
Polaris10:
Totals from affected shaders:
SGPRS: 1029849 -> 1036517 (0.65 %)
VGPRS: 709984 -> 708872 (-0.16 %)
Spilled SGPRs: 22672 -> 22309 (-1.60 %)
Spilled VGPRs: 82 -> 66 (-19.51 %)
Scratch size: 76 -> 60 (-21.05 %) dwords per thread
Code Size: 34915336 -> 35309752 (1.13 %) bytes
Max Waves: 151221 -> 151677 (0.30 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This helper will hep for switching to 32-bit GPU pointers.
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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This introduces a new flag called RADEON_FLAG_32BIT.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is needed for 32-bit GPU pointers. Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's legal to set the centroid and sample interpolation modes
when MSAA disabled. So, we have to initialize the centroid
inputs because the hardware doesn't.
This fixes rendering issues with DXVK and The Witness, World of
Warcraft, Trackmania and probably more games.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106315
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102390
CC: 18.0 18.1 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Since we have the common WSI code, we use vkCmdCopyImageToBuffer
instead.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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SRGB stores are broken. We had compensation code in the
resolve path but none in the copy path. Since we don't
want any conversion and it does not matter for DCC,
just make everything UNORM instead.
This happened to cause wrong colors for the PRIME path, as
that uses image->buffer copies which always use the compute
path.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106587
Reviewed-by: Dave Airlie <[email protected]>
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GetPhysicalDeviceProperties2KHR() was crashing because features was null
Fixes: 0e10790558b "radv: Enable VK_EXT_descriptor_indexing."
CC: 18.1 <[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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For future work (support for 32-bit GPU pointers).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Because this function looks a bit ugly to me.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It doesn't support GFX9.
Acked-by: Dave Airlie <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
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GFX9 uses LDS instead.
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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GFX9:
Totals from affected shaders:
SGPRS: 472 -> 464 (-1.69 %)
VGPRS: 576 -> 584 (1.39 %)
Code Size: 45432 -> 44324 (-2.44 %) bytes
Max Waves: 40 -> 40 (0.00 %)
VI:
SGPRS: 720 -> 720 (0.00 %)
VGPRS: 728 -> 728 (0.00 %)
Code Size: 45348 -> 43992 (-2.99 %) bytes
Max Waves: 120 -> 120 (0.00 %)
This affects Rise of Tomb Raider and the three Vulkan demos
that use a geometry shader (geometryshader, deferredshadows
and viewportarray).
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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That way the winsys might use a faster path when the global
BO list is NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Having an entrypoint different than "main" doesn't mean we
have multiple shaders per module.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's always true.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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By using the geometry shader output usage mask.
This improves all Vulkan demos that use a geometry shader
(ie. geometryshader, deferredshadows, viewportarray).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For reducing the number of parameters that are exported by
the GS copy shader.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For further optimizations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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An upcoming patch will run the shader info pass on the
geometry shader just before emitting the GS copy shader.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The hardware always interprets the alpha as unsigned and fixing it
in the shader is going to add unacceptable overheads.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106480
Reviewed-by: Samuel Pitoiset <[email protected]>
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Pre-Vega HW always interprets the alpha for this format as unsigned,
so we have to implement a fixup to do the sign correctly for signed
formats.
v2: Improve indexing mess.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106480
Reviewed-by: Samuel Pitoiset <[email protected]>
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Basic sampling support for linear tiling.
No CTS regressions, but it seems the blitting coverage is not very
extensive.
https://bugs.freedesktop.org/show_bug.cgi?id=106331
Reviewed-by: Samuel Pitoiset <[email protected]>
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radeonsi could pass them through but the enum changed between
Gallium and Vulkan, so we have to translate.
In progress I made the register defines a bit more readable.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100430
Reviewed-by: Samuel Pitoiset <[email protected]>
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This moves the extra queries to after the main query ended, instead
of doing it after the begin and hence doing nesting.
We also emit only (view count - 1) extra queries, as the main query
is already there for the first view.
This fixes the CTS occasionally getting stuck in
dEQP-VK.multiview.queries* waiting on results.
Fixes: 32b4f3c38dc "radv/query: handle multiview queries properly. (v3)"
CC: 18.1 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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radv_can_dump_shader() already handles if module is NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These are going to be crazy and we are probably going to add
more scan stuff in the future. Also use switch cases instead.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I don't think the hw resolve path can't handle multi-layer images.
This fixes all the:
dEQP-VK.renderpass.multisample_resolve.layers_*
tests on my VI card.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[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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For a multi-layer subpass resolve we want to make sure we flush all
the layers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[email protected]>
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