| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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To prevent VS/TCS collisions in merged shaders.
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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Reviewed-by: Dave Airlie <[email protected]>
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Needed for GFX9 merged shaders.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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