| Commit message (Collapse) | Author | Age | Files | Lines |
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This assert wasn't in the original radeonsi code but I added
it without totally understanding the original code, it caused
some regressions in variable-indexing tessellation shaders.
Fixes: e2659176 radeonsi/ac: move vertex export remove to common code.
Reported-by: Michel Dänzer <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Add missing include to fix build.
Signed-off-by: Dave Airlie <[email protected]>
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This is ported from radeonsi, and I can see at least one
Talos shader drops an export due to this, and saves some
VGPR usage.
v2: use shared code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This code can be shared by radv, we bump the max to
VARYING_SLOT_MAX here, but that shouldn't have too
much fallout.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since the host pool changes,
Fixes:
dEQP-VK.api.descriptor_pool.out_of_pool_memory
Fixes: 126d5ad "radv: Use host memory pool for non-freeable descriptors."
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: - Added some error handling.
- memset the buffer to 0.
v3: Added assert for buffer size.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Noticed while looking at Sascha Willems deferred shaders.
This is a bit of an llvm workaround, llvm was producing this:
v_cvt_pkrtz_f16_f32_e64 v4, v7, v8 ; D2960004 00021107
v_cvt_pkrtz_f16_f32_e64 v6, v9, 1.0 ; D2960006 0001E509
s_waitcnt vmcnt(0) ; BF8C0F70
exp mrt0 v4, v4, v6, v6 compr ; C400040F 00000604
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e64 v4, v12, v5 ; D2960004 00020B0C
v_cvt_pkrtz_f16_f32_e64 v5, v14, 1.0 ; D2960005 0001E50E
exp mrt1 v4, v4, v5, v5 compr ; C400041F 00000504
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e64 v0, v0, v1 ; D2960000 00020300
v_cvt_pkrtz_f16_f32_e64 v1, v2, v3 ; D2960001 00020702
exp mrt2 v0, v0, v1, v1 done compr vm ; C4001C2F 00000100
After this change:
v_cvt_pkrtz_f16_f32_e64 v4, v7, v8 ; D2960004 00021107
s_waitcnt vmcnt(0) ; BF8C0F70
v_cvt_pkrtz_f16_f32_e64 v0, v0, v1 ; D2960000 00020300
v_cvt_pkrtz_f16_f32_e64 v6, v9, 1.0 ; D2960006 0001E509
v_cvt_pkrtz_f16_f32_e64 v5, v12, v5 ; D2960005 00020B0C
v_cvt_pkrtz_f16_f32_e64 v7, v14, 1.0 ; D2960007 0001E50E
exp mrt0 v4, v4, v6, v6 compr ; C400040F 00000604
v_cvt_pkrtz_f16_f32_e64 v1, v2, v3 ; D2960001 00020702
exp mrt1 v5, v5, v7, v7 compr ; C400041F 00000705
exp mrt2 v0, v0, v1, v1 done compr vm ; C4001C2F 00000100
No waitcnt for exports are emitted.
v2: fixup index->mrt mapping (Bas).
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In order to cleanly eliminate exports rewrite the
code first to mirror how radeonsi works for now.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These need to be ordered as per shader enum ordering, I'll
rewrite this soon, but this is a bug fix.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes following building errors due to missing include paths:
external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
^
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Acked-by: Dave Airlie <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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This just updates this to use the same flags as radeonsi
for consistency.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Results in faster code than the lowering by LLVM.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Fixes: ec15e0d30 "radv: optimise compute shader grid size emission."
Tested-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For consistency, doesn't really impact performance.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Looking at some Talos shaders vs radeonsi, I noticed they use
tex_lz in a few places, so we should be able to as well.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: previously getWithDereferenceableBytes() exists, but addAttr() doesn't take that type
Signed-off-by: Christoph Haag <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-and-reviewed-by: Mike Lothian <[email protected]>
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Signed-off-by: Bas Nieeuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Gives me approximately a 2% perf increase in bot dota2 & talos.
Having descriptors (both sets and vertex buffers) prefetched
didn't help so I didn't include that.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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In cases where it is used it is always 1.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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With this we don't have any operations on a pool with non-freeable
descriptors left that have O(#descriptors) complexity.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: Handle out of pool memory error.
v3: Actually use VK_ERROR_OUT_OF_POOL_MEMORY_KHR for the error condition.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes the build after:
commit 399ebd2a84a133bd2ca3da388a059fd3bafe33f5
Author: Dave Airlie <[email protected]>
Date: Wed Apr 19 06:18:23 2017 +1000
radv/meta: add common shader vertex generation function
Signed-off-by: Mike Lothian <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the build after:
commit 224cf2906a8f38ce47411afc93a223ac0e41795f
Author: Dave Airlie <[email protected]>
Date: Mon Apr 17 13:01:52 2017 +1000
radv/ac: add initial pre-pass for shader info gathering
Signed-off-by: Mike Lothian <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This generates the position info using the vertex shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Generate the position vertices.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For depth clears we have to pass the depth in the 2nd
component, we can use push constants for some of this
later to drop the vertex buffer completely
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-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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This removes the vertex buffer, and just generates the values
in the shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Avoids having to setup vertex buffers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Instead of passing in the same 1.0, -1.0 combinations via
vertex buffers, we can just use vertex id to have the vertex
shader build them. This function introduces the generator
code needed, later patches will use this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Some of the shaders could just generate the vertex data in the
shader, so add helpers to allow us to move to doing that.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This bumps the limit to the number of sets to 32, now that
we have proper support for it. It also uses 1u in a few places
to make things a bit safer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We want to expose more descriptor sets to the applications,
but currently we have a 1:1 mapping between shader descriptor
sets and 2 user sgprs, limiting us to 4 per stage. This commit
check if we don't have enough user sgprs for the number of
bound sets for this shader, we can ask for them to be indirected.
Two sgprs are then used to point to a buffer or 64-bit pointers
to the number of allocated descriptor sets. All shaders point
to the same buffer.
We can use some user sgprs to inline one or two descriptor sets
in future, but until we have a workload that needs this I don't
think we should spend too much time on it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds an initial implementation to allocate the user
sgprs and make sure we don't run out if we try to bind
a bunch of descriptor sets.
This can be enhanced further in the future if we add
support for inlining push constants.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This pre calculates the used descriptor sets.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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mostly documenting things, since with modern llvm we always have the
spill enabled.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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First step to optimising push constants.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-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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In practice this will probably just drop draw id in a few places.
v2: just do draw_id for now. (Bas)
it might be possible to do something more if we need it in the
future. (nha)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is some radv specific info we need to gather from shaders
before we get into converting nir->llvm, so we can make
better decisions especially around user sgpr allocation.
This is just an initial placeholder to gather if sample positions
are required in the frag shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Commit bfee9866 "radv: Use RELEASE_MEM packet for MEC timestamp query."
added WriteTimestamp handling for compute queues but forgot to flip
the flag.
Tested with DOOM (by me) and CTS (by Bas), but without verification
that these tests actually use timestamps on compute queues.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes the following build error:
external/mesa/src/amd/addrlib/gfx9/gfx9addrlib.cpp:36:10: fatal error: 'gfx9_gb_reg.h' file not found
^
1 error generated.
Fixes: 7f160ef "amd/addrlib: import gfx9 support"
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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It is no longer used.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Use push descriptors instead of temp descriptor sets.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This allows meta to use push descriptors without disturbing user
push descriptors.
radv_meta_push_descriptor_set differs from vkCmdPushDescriptorSetKHR
in that partial updates are not supported; all descriptors used in
subsequent draw commands must be pushed at the same time.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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A leftover from anv.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The kernel returns frequency in kHz, so to convert to nanosecond
interval that Vulkan uses the dividend should be 1000000.0 and not
100000.0.
This fixes the GPU graph in DOOM and matches the amdgpu-pro blob.
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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