| Commit message (Collapse) | Author | Age | Files | Lines |
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This shouldn't be scanned in the pipeline.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes a bunch of arb_gpu_shader_fp64 piglit tests for example:
generated_tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-mix-double-double-double.shader_test
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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If the number of instances hasn't changed and we've already
emitted it, don't emit it again.
If the vertex shader is the same and the first_instance, vertex_offset
haven't changed don't emit them again.
This increases the fps in GL_vs_VK -t 1 -m -api vk from around 40
to around 60 here, it may not impact anything else.
Dieter also reported smoketest going from 1060->1200 fps.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This creates two new internal dependencies, idep_nir_headers and
idep_nir. The former encapsulates the generation of nir_opcodes.h and
nir_builder_opcodes.h and adding src/compiler/nir as an include path.
This ensures that any target that needs nir headers will have the
includes and that the generated headers will be generated before the
target is build. The second, idep_nir, includes the first and
additionally links to libnir.
This is intended to make it easier to avoid race conditions in the build
when using nir, since the number of consumers for libnir and it's
headers are quite high.
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Currently the meosn build has a mix of two styles:
arg : [foo, ...
bar],
and
arg : [
foo, ...,
bar,
]
For consistency let's pick one. I've picked the later style, which I
think is more readable, and is more common in the mesa code base.
v2: - fix commit message
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Per spec:
"Additionally, exporting a fence payload to a handle with copy transference has the same side effects
on the source fence’s payload as executing a fence reset operation. If the fence was using a
temporarily imported payload, the fence’s prior permanent payload will be restored."
And similar for semaphores:
"Additionally, exporting a semaphore payload to a handle with copy transference has the same side
effects on the source semaphore’s payload as executing a semaphore wait operation. If the
semaphore was using a temporarily imported payload, the semaphore’s prior permanent payload
will be restored."
Fixes: 42bc25a79c "radv: Advertise sync fd import and export."
Reviewed-by: Dave Airlie <[email protected]>
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Trivial.
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Tested with a modified deferred demo and no regressions in a 1.0.2
mustpass run.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The EXT values are really large, e.g.
VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT = 1000099000, so 1 << value
is not going to fit into a 32-bit mask.
Reviewed-by: Samuel Pitoiset <[email protected]>
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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For Vega10 and Raven that need a special workaround for the
scissor bug.
This seems to give a minor boost for Talos and Dota 2, at least.
To reduce the cost of memcmp, the driver checks if it's
really useful to do the comparison.
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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VGPR1 is only needed for topology that needs 3 offsets like
triangles or quads.
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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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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Needed for the following commit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Found by inspection.
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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Copied from radeonsi.
Putting in the correct metadata flush commands for eventually not
flushing L2 on CB/DB switch.
Does not remove the need for V_028A90_CACHE_FLUSH_AND_INV_TS_EVENT
at the moment.
Reviewed-by: Samuel Pitoiset <[email protected]>
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These are just shaders reads, so we need to invalidate L1.
Fixes: 6dbb0eaccc "radv: handle subpass cache flushes"
Reviewed-by: Samuel Pitoiset <[email protected]>
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This can still be improved, but let's start with this.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It makes more sense to move all scan stuff in the same place.
Also, we don't really need to duplicate the uses_primid field
for each stages.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When rasterization is disabled we can have that few.
Fixes: 76603aa90b8 "radv: Drop the default viewport when 0 viewports are given."
Reviewed-by: Dave Airlie <[email protected]>
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Seems like users are actually hitting 0xFFFFFFFF actually making
things broken for them, and the mad max regression is fixed, so
lets put this in once more.
v2: Use 0xf for depth-only htile. (Dave)
Fixes: af2844116fd "radv: Revert HTILE reset word to 0xFFFFFFFF."
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Overall it does not really help or hurt. The deferred demo gets 1%
improvement and some games a 3% decrease, so I don't think this
should be enabled by default.
But with the code upstream it is easier to experiment with it.
v2: Remove initializing the registers from si_emit_config.
Reviewed-by: Dave Airlie <[email protected]>
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Letting it be disabled by default.
Reviewed-by: Dave Airlie <[email protected]>
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Those are implemented as texture sampling, so we need to make the
texture TC-compatible too.
Fixes: 34d23e82ca9 "radv: set some dcc parameters depending on if texture will be sampled"
Reviewed-by: Fredrik Höglund <[email protected]>
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Before this DCC was in practice disabled for most games. This
enables practical DCC use. Expect a 5-10% perf increase on a
bunch of games on vega @ 4k.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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If both source and destination are DCC compressed, and their formats
are not compatible, we need to decompress one of them to make
sure we can do reinterpretation (which needs src format == dst format)
.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Apps can use this for render feedback loops, where things are
defined if they render each pixel only once. However, DCC fails
here, as the level of coherence is a block not a pixel, so disable it.
This is also going to help implementing other stuff.
Even if we optimize this later to only happen if there actually is
a loop (if possible at all ...), then the machinery is still useful
to exclude images accessible by the SDMA queue when that is implemented.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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It should already be valid there + the RB will update it during
rendering.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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For fast clear eliminate and decompressions, we always use the most compressed
format.
For clears, the code already creates a renderpass on demand with the exact same
layout as specified.
Otherwise we start distinguishing between GENERAL and TRANSFER_DST_OPTIMAL.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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We do an in place copy where we read compressed and write decompressed.
By doing this in sizes that cover entire DCC blocks and waiting for all
reads in the block before starting to write we avoid corruption.
In the end we clear the DCC metadata to 0xffffffff.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Simplifies failure paths. The caller already calls
radv_device_finish_meta_fast_clear_flush_state on failure.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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We don't get a layout when binding to a descriptor set, but can
assume that the LAYOUT is GENERAL.
For DCC stores with the DCC bits set will result in a hang, so
better be safe than sorry.
Reviewed-by: Dave Airlie <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This reverts commit 59515780433837ad3975f8ed20b93cf2fe6870e5.
The mentioned commit causes a hang in DoW3 on Vega.
Fixes: 59515780433 "radv/gfx9: fix block compression texture views."
Acked-by: Dave Airlie <[email protected]>
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This should fix:
dEQP-VK.pipeline.sampler.view_type.*.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
and a few others in that area.
Fixes: b11c4a5546 (radv: add texture descriptor/fmask/cmask support for GFX9)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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amdvlk is probably more subtle than this but it never uses
the inv cb/db variants, we fail some CTS tests without this.
Fixes:
dEQP-VK.renderpass.dedicated_allocation.formats.d32_sfloat_s8_uint.input*.
Fixes: c2fbeb7ca05 (radv: add GFX9 cache flushing support.)
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (for now :-)
Signed-off-by: Dave Airlie <[email protected]>
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This ports a fix from amdvlk, to fix the sizing for mip levels
when block compressed images are viewed using uncompressed views.
Fixes:
dEQP-VK.image.texel_view_compatible.graphic.extended*bc*
Fixes: e38685cc62e 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62e 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62e 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62e 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It's legal to a pipeline stat query on a compute queue,
but we'd emit the wrong packet here. This should fix it to emit
the correct packet.
Noticed while inspecting the mpv hang.
Fixes: ad61eac250 (radv: factor out eop event writing code. (v2))
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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