| Commit message (Collapse) | Author | Age | Files | Lines |
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As they were emitted after the new pipeline, the changed pipeline
detection was not working anymore.
Fixes: 341529dbee5 'radv: use optimal packet order for draws'
Reviewed-by: Samuel Pitoiset <[email protected]>
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They don't take a single wave anymore and we need the barriers.
Fixes: 6bc42855f92 'radv: enable GS on GFX9'
Reviewed-by: Dave Airlie <[email protected]>
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Fixes: ffaf4d608a1 'radv: Enable tessellation shaders for GFX9.'
Reviewed-by: Dave Airlie <[email protected]>
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Need to lock around the whole process of retrieving cached shaders, and
around GetPipelineCacheData.
This fixes GPU hangs observed when creating multiple pipelines in
parallel, which appeared to be due to invalid shader code being pulled
from the cache.
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Implicit sync kicks in when a buffer is used by two different amdgpu
contexts simultaneously. Jobs that use explicit synchronization
mechanisms end up needlessly waiting to be scheduled for long periods
of time in order to achieve serialized execution.
This patch disables implicit synchronization for all radv allocations
except for wsi bos. The only systems that require implicit
synchronization are DRI2/3 and PRIME.
v2: mark wsi bos as RADV_MEM_IMPLICIT_SYNC
v3: Add drm version check (Bas)
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This allows us to pass extra parameters to the memory allocation
operation that are not defined in the vulkan spec. This is useful for
internal usage.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Expose the extension string as supported
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This patch helps lower high priority compute latency. Found by
bisecting a perf regression on computeparticles with high priority
compute queues enabled.
Reverting this micro-optimization doesn't seem to have any negative
effect on performance on Dota2 or ssao.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This extension allows the caller to change a queue's system wide
priority. This is useful for applications with specific
latency constraints.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When WAVE_LIMIT is set, a submission will opt-in for SPI based resource
scheduling. Because this mechanism is cooperative, we must ensure that
all submissions have this field set, otherwise they will bypass resource
arbitration.
We always hardcode the field to its maximum value, instead of attempting
to calculate an approximate usage. In testing, there were no benefits to
using anything other than the maximum.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's redundant with nir_shader::info::stage.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Ported from RadeonSI. The time where shaders are idle should
be shorter now. This can give a little boost, like +6% with
the dynamicubo Vulkan demo.
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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The Vulkan specification says:
"... an execution dependency with only VK_PIPELINE_STAGE_TOP_OF_-
PIPE_BIT in the source stage mask will effectively not wait for
any prior commands to complete."
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes two compilation warnings in release build. Trivial.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Similar to the dispatch codepath.
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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Indirect draws with a count buffer will be refactored in a
separate patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Similar to the dispatch compute logic but for draw calls. For
convenience, indirect draws will be converted in a separate
patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Only on CIK and later. We should only update VGT_INDEX_TYPE but
it seems easier to re-emit all the index buffer packets.
Fixes: 966d66f28f (radv: do not re-emit the index buffer for every draw call)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This will allow us to fix the VGT_INDEX_TYPE issue properly.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To be consistent with the emit function name.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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CLEAR_STATE will initialize DB_COUNT_CONTROL to 0 for CIK+.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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[airlied: merged fixup + and fixed up a couple more bits].
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This fixes some access to the tess eval shader when it's combined
with geometry on gfx9.
This is a review of Bas's commit:
radv: Prevent crashing by accessing TES for VGT reuse depth.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This struct used to rely on being in a union, it isn't anymore,
so we have to pick the correct outinfo struct now.
This should fix a regression since the union became a struct.
dEQP-VK.tessellation.geometry_interaction.point_size.vertex_set_geometry_set
Fixes: 6078a3bd51 (ac/nir: Allow ac_shader_variant_info to contain info about multiple stages.)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It mostly works now.
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Looking at shader traces I noticed some registers were missing,
one of them was being eaten by the wrong clear state length.
Fixes: 4f42ea4dc (radv: use CLEAR_STATE for initializing some registers)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It looks the original indirect mask was probably copied from
ANV.
Sascha Willems demo results:
tessellation ~4000 -> ~4200 fps
V2: continue lowering local indirects due to llvm deficiencies.
Tested-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We already set it when above in the nir compilation loop.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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No OC_LDS_EN for HS, and the included LS vgpr_comp_cnt is at
a different offset.
Reviewed-by: Dave Airlie <[email protected]>
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We need different regs to end up in s0/s1.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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