| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
This will help for clearing DCC arrays because we need to know
the subresource range.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
Addrlib doesn't provide this info. Because DCC is linear, at least
on GFX8, it's easy to compute the size of one slice.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
| |
Fixes: b5e04e9217b "radv: Support allocating variable size descriptor sets."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111019
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Sagar Ghuge <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
| |
Just a cleanup, it shouldn't change anything.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
Just move around the switch case. GFX9+ is handled below.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
We only need to 2.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
Found while working on DCC for arrays.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently libdrm_amdgpu provides a typedef of the various handles. While
the goal was to make those opaque, it effectively became part of the API
To the best of my knowledge there are two ways to have opaque handles:
- "typedef void *foo;" - rather messy IMHO
- "stuct foo;" and use "struct foo *" through the API
In our case amdgpu_device_handle is used only internally, plus
respective code is not used or applicable for r300 and r600. Hence we
copied the typedef.
Seemingly this will be a problem since libdrm_amdgpu wants to change the
API, while not updating the code(?).
Either way, we can safely s/amdgpU_device_handle/void */ and carry on.
Cc: Michel Dänzer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These two extensions are supported on GFX8 but the throughput
of 16-bit floats/integers is same as 32-bit. Also, shaderInt16
is only enabled on GFX9+ for the same reason, be more consistent.
This fixes a crash with Wolfenstein II because it expects
shaderInt16 to be enabled when VK_AMD_gpu_shader_half_float is
exposed. Note that AMDVLK only enables these extensions on GFX9+.
Cc: 19.1 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The only exception is the GS copy shader which emits them
unconditionally.
Totals from affected shaders:
SGPRS: 71320 -> 71008 (-0.44 %)
VGPRS: 54372 -> 54240 (-0.24 %)
Code Size: 2952628 -> 2941368 (-0.38 %) bytes
Max Waves: 9689 -> 9723 (0.35 %)
This helps Dota2, Doom, GTAV and Hitman 2.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
This doesn't fix anything known, but it's likely going to
break if layerCount is ~0U.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
SMEM and VMEM caches are L0 on gfx10. Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
Ported from RadeonSI, will be emitted for GFX10 too.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This reduces the size of fill operations needed to clear CMASK
for layered color textures.
GFX9 unsupported for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This reduces the size of fill operations needed to clear FMASK
for layered color textures.
GFX9 unsupported for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
This fixes a rendering issue with RoTR/DXVK.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
otherwise the behavior is undefined
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The initial prototype used a processor-specific symbol type, but
feedback suggests that an approach using processor-specific section
name that encodes the alignment analogous to SHN_COMMON symbols is
preferred.
This patch keeps both variants around for now to reduce problems
with LLVM compatibility as we switch branches around.
This also cleans up the error reporting in this function.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
| |
Reviewed-by: Connor Abbott <[email protected]>
|
|
|
|
| |
Reviewed-by: Connor Abbott <[email protected]>
|
|
|
|
|
|
|
|
| |
This simple extension might be useful for debugging purposes.
GAPID has support for it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fix android building errors in winsys/amdgpu and radv
due to 'amdgfxregs.h' not found.
Changelog:
amd/common - generated $(intermediated)/common path is added to exports
winsys/amdgpu - libmesa_amd_common static dependency is added
radv - correct generated $(intermediated)/common path is added to includes
Fixes: f480b8a ("amd/common: use generated register header")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
HTILE decompressions need the user sample locations if specified
in the current subpass.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
The driver might need to clear one aspect of the depth/stencil
resolve attachment before performing the resolve itself.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
It's required to decompress HTILE before resolving with the
compute path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
Only fallback to the compute path for layers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This path supports layers but it requires to decompress HTILE
before resolving. The driver also needs to fixup HTILE after
the resolve. This path is probably slower than the graphics one.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
When using graphics, the driver doesn't need to decompress HTILE
before resolving. This path currently doesn't support layers
so we have to fallback to the compute path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
Only supported with vkCreateRenderPass2().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Otherwise fast color/depth clears can't work because they depend
on the framebuffer.
This fixes the following CTS (when the small hint is disabled):
- dEQP-VK.geometry.layered.1d_array.secondary_cmd_buffer
- dEQP-VK.geometry.layered.2d_array.secondary_cmd_buffer
- dEQP-VK.geometry.layered.cube.secondary_cmd_buffer
- dEQP-VK.geometry.layered.cube_array.secondary_cmd_buffer
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110810
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107986
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
It's tricky on GFX9, so only GFX8 for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
And fallback to slow color clears.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
For clearing only one level.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
|
|
|
| |
Apparently the android part was never ported to meson.
CC: <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
|