| Commit message (Collapse) | Author | Age | Files | Lines |
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RADV and RadeonSI both lower these two NIR instructions.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This lowers fmod and frem at NIR level like RadeonSI. fmod is
already lowered directly in NIR->LLVM, and frem will be lowered by
LLVM anyways.
This fixes a LLVM crash with:
dEQP-VK.glsl.builtin.precision_fp16_storage32b.frem.compute.scalar.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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uintptr_t is 32 bits in a 32-bits build, resulting in shifting out
of bounds.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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We need the continue CS for referencing the tess/GDS/sample position BOs.
Fixes: 46e52df34d3 "radv: add tessellation ring allocation support. (v2)"
Fixes: e1dc3ab7534 "radv/gfx10: allocate GDS/OA buffer objects for NGG streamout"
Fixes: 1171b304f30 "radv: overhaul fragment shader sample positions."
Reviewed-by: Samuel Pitoiset <[email protected]>
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Random hangs no longer happen, I'm actually not sure if they were
related to this.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Forgot to amend the commit before updating the MR.
Signed-off-by: Samuel Pitoiset <[email protected]>
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This was actually the wrong fix.
This reverts commit 0a313cc285c2939de9cac07f045b0b699bc208ca.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Make sure to export the expected clear values to the depth
stencil attachment.
This fixes dEQP-VK.pipeline.depth_range_unrestricted.* on GFX10.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The number of vertices has to be adjusted with the output primitive
type.
This fixes dEQP-VK.transform_feedback.simple.triangle_strip_*.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The GS outputs are stored differently in the LDS storage, they
are indexed by out_idx which is incremented for each stored DWORD.
Thus, we need a different path for exporting the stream outputs.
This fixes a bunch of CTS failures when NGG GS is force enabled.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's unnecessary to store/load more components that needed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The LDS storage allocated for stream outputs is 4 * N, where N
is the number of outputs. So, we have to store/load with N as index
and not with the output location as index.
This doesn't fix anything known but it should fix out-of-bounds
access and it also reduces the number of outputs written to the
LDS storage.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The buffer isn't necessarily used before.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Trivial.
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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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Cc: 19.2 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Cc: 19.2 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Cc: 19.2 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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57559 shaders in 28980 tests
Totals:
SGPRS: 2963407 -> 2959935 (-0.12 %)
VGPRS: 2014812 -> 2016328 (0.08 %)
Spilled SGPRs: 1077 -> 1077 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 10348 -> 10348 (0.00 %) dwords per thread
Code Size: 114545436 -> 114498084 (-0.04 %) bytes
LDS: 933 -> 933 (0.00 %) blocks
Max Waves: 375997 -> 375866 (-0.03 %)
Reviewed-by: Connor Abbott <[email protected]>
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40228 shaders in 20236 tests
Totals:
SGPRS: 2045512 -> 2046496 (0.05 %)
VGPRS: 1430856 -> 1430464 (-0.03 %)
Spilled SGPRs: 1077 -> 1077 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 10348 -> 10348 (0.00 %) dwords per thread
Code Size: 77202840 -> 77151832 (-0.07 %) bytes
LDS: 863 -> 863 (0.00 %) blocks
Max Waves: 260729 -> 260754 (0.01 %)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Android building rules are added in src/amd/Android.compiler.mk
libmesa_aco static library is built conditionally to radeonsi
as done for vulkan.radv module
This will prevent Android build errors for non x86 systems
filter-out compiler/aco_instruction_selection_setup.cpp source,
as already included by compiler/aco_instruction_selection.cpp
and would cause several multiple definition linker errors
NOTE: libLLVM requires AMDGPU Disassembler to build radv with aco
Fixes: 93c8ebf ("aco: Initial commit of independent AMD compiler")
Fixes: a70a998 ("radv/aco: Setup alternate path in RADV to support the experimental ACO compiler")
Signed-off-by: Mauro Rossi <[email protected]>
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Fixes a few building errors similar to the following:
In file included from external/mesa/src/amd/compiler/aco_instruction_selection.cpp:26:
In file included from external/libcxx/include/algorithm:639:
external/libcxx/include/utility:321:9:
error: implicit instantiation of undefined template 'std::__1::array<aco::Temp, 4>'
_T2 second;
^
Fixes: 93c8ebf ("aco: Initial commit of independent AMD compiler")
Signed-off-by: Mauro Rossi <[email protected]>
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No pipeline-db changes.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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We need the loop header phis for the outer exec masks. Needed for
dEQP-VK.glsl.demote.dynamic_loop_texture
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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According to radeonsi, GLM doesn't support WB alone, so
we have to set INV too when WB is set.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This new option can help debug shader compiler problems when
there are issues with the meta shaders.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Add a function called ac_get_fs_input_vgpr_cnt which will return
the number of input VGPRs used by an AMD shader. Previously,
radv and radeonsi had the same code duplicated, but this commit also
allows them to share this code.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This commit allows RADV to set the shared VGPR count according to
the shader config.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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In GFX10 wave64 mode, shared VGPRs allow the two wave halves to
share some data with each other.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This commit moves ac_get_tbuffer_format, ac_get_sampler_dim and
ac_get_image_dim into ac_shader_util, thus enabling them to be used
by compilers other than LLVM.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The aim of this commit is to keep ac_shader_util LLVM-free,
since we would like to use it in ACO later.
Signed-off-by: Timur Kristóf <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: rename pass_temp to pass_flags
v2: also CSE reductions
v3: add ds_swizzle_b32 support
v3: check gds/offset0/offset1 fields
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We were setting this twice. The second time, we weren't later disabling
it if unsupported.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes dEQP-VK.glsl.builtin.function.integer.imulextended.*_compute
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes various dEQP-VK.image.store.* tests.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We currently lower them, but nir_opt_algebraic() can add new ones because
lower_sub=true.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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nir_lower_idiv() asserts on 64-bit integers.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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Fixes: cdc6efddf918bc07d30d ("radv: implement all depth/stencil resolve modes using graphics")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Released today and hangs on RADV. We don't have the root cause yet,
but this should unblock people playing the game.
No drirc because the radv debugflags are not usable from drirc and
I want this backported.
CC: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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