| Commit message (Collapse) | Author | Age | Files | Lines |
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For clarification purposes.
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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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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Running dota2 since the below commit crashes with an llvm assert.
Trim the vector like the other user. This possible could also be
avoided by not padding inside the load vec3->vec4.
Fixes: 41c36c4549 (amd/common: use ac_build_buffer_load() for emitting UBO loads)
Reviewed-by: Samuel Pitoiset <[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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These were added after adderlib was mesonified, but it still good to use
them instead of open coding them.
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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Without this we end up with the llvm error message:
"Both operands to a binary operator are not of the same type!"
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Without this we end up with the llvm error message:
"Both operands to a binary operator are not of the same type!"
Reviewed-by: Samuel Pitoiset <[email protected]>
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Without this we end up with the llvm error message:
"Both operands to a binary operator are not of the same type!"
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[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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Fixes the follow test for radeonsi nir:
tests/spec/arb_tessellation_shader/execution/quads.shader_test
Also stops 8 other tests from crashing, they now just fail e.g.
tcs-output-array-float-index-rd-after-barrier.shader_test
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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If they were promoted from inputs/outputs, they could have a
non-zero value left over, which messed with our store handling.
Fixes: 06f05040eb "radv: Link shaders."
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: move those helpers to the header and use static inline
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v1)
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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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It makes more sense to rely on nir_intrinsic_load_push_constant
instead of the pipeline layout.
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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nir_to_llvm_context will always be NULL for radeonsi so we need
work around this.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes the following piglit tests in radeonsi:
vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test
vs-tes-tessinner-tessouter-inputs-quads.shader_test
vs-tes-tessinner-tessouter-inputs-tris.shader_test
v2: make use of si_shader_io_get_unique_index_patch()
via the helper in the previous patch rather than
shader_io_get_unique_index()
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
Reviewed-by: Marek Olšák <[email protected]>
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VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1
Ported from RadeonSI.
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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Reviewed-by: Samuel Pitoiset <[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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Similar to RadeonSI.
This fixes:
dEQP-VK.image.texel_view_compatible.graphic.basic.attachment_read.bc*r16g16b16a16_sfloat
dEQP-VK.image.extended_usage_bit.attachment_write.r16_sfloat
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When allocate_user_sgprs() was called, ctx->stage was actually
unset and 0 is for the vertex shader. This doesn't change
anything for now because of the spill support thing.
Though, the number of user SGPRs has to be fixed for merged
shaders on GFX9. It was broken before anyway.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This might decrease VGPR spilling, because we no longer
have to use v4i32 for 2D fetches when level == 0. We now
use v2i32 for those cases.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Simplifies the logic a little and asserts index is 0.
Suggested-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We will call these from the radeonsi NIR backend.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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