| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We only need to dirty the descriptors when the pipeline is
a new one, because user SGPRs can be potentially different.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This enables tc compatible htile for stencil surfaces as well.
This gives a 3-5fps boost on Mad Max on high@4k.
It also depends on Bas's tc-compat htile patch.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This looks a bit ugly to me, but the existing codepath
is not terribly elegant as well.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The situations where we enable it are quite limitied, but it works,
even for madmax, so lets just enable it.
Reviewed-by: Dave Airlie <[email protected]>
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For Vulkan SPIR-V the spec states
fma() Inherited from OpFMul followed by OpFAdd.
Matt says the backend will do the right thing depending on the
hardware being compiled for, if you use the fmuladd intrinsic.
Using the Mad Max pts test, on high settings at 4K:
CHP: 55->60
HGDD: 46->50
LM: 55->60
No change on Stronghold.
Thanks to Feral for spending the time to track this down.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We shouldn't reach this point because HTILE is only enabled
when the number of levels is 1.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Unnecessary to double check that handles are not NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It can't change during the decompression pass.
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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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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To be consistent with other meta operations.
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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Add helpers and some comments to make the thing more readable.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The hardware usually does this automatically. However, we upgrade
depth to Z32_FLOAT to enable TC-compatible HTILE, which means the
hardware no longer clamps the comparison value for us.
The only way to tell in the shader whether a clamp is required
seems to be to communicate an additional bit in the descriptor
table. While VI has some unused bits in the resource descriptor,
those bits have unfortunately all been used in gfx9. So we use
an unused bit in the sampler state instead.
Fixes dEQP-GLES3.functional.texture.shadow.2d.linear.equal_depth_component32f
and many other tests in dEQP-GLES3.functional.texture.shadow.*
Fixes: d4d9ec55c589 ("radeonsi: implement TC-compatible HTILE")
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Avoid a v_cndmask: the absolute value is free due to input modifiers.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Fix the custom cube coord selection sequence to be identical to
the hardware v_cubesc/tc and OpenGL spec. Affects texture sampling
with user-provided derivatives.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texturegrad.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Redundant with the recently added ac_llvm_context::chip_class.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To check a valid usage requirement.
CID: 1401616
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This was missing.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This builds, installs, and has been tested on a r290x (Hawaii) with the Vulkan
CTS. It dies horribly in a fire at the same point for the meson build as the
autotools build.
v2: - enable radv by default
- add shader cache support and enforce that it's built for radv
v3: - Fix typo in meson_options (Nicholas)
- strip trailing 'svn' from llvm version before setting the version
preprocessor flag (Bas)
- Check for LLVM module requirements
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's safer and more elegant.
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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We are pushing 16-bytes of constants, so we have to save/restore
the same amount of data to avoid data corruption.
Cc: 17.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is needed since we don't update the number of viewports/scissors
when they are set dynamically (according to the spec). In the following
scenario:
* vkCmdSetViewport()
* vkCmdClearColorImage() (or any other meta operations)
The viewports/scissors weren't saved correctly because no pipeline
was bound before, and thus the number of viewports/scissors were 0.
This fixes a regression with:
dEQP-VK.draw.negative_viewport_height.front_ccw_cull_back
Fixes: 60878dd00c ("radv: do not update the number of viewports in vkCmdSetViewport()")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Spec adding corner cases ...
Fixes: 969537d9358 "radv: Add support for more DCC compression with VK_KHR_image_format_list."
Reviewed-by: Dave Airlie <[email protected]>
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is provided""
I tested this 10 times with
./deqp-vk --deqp-case=dEQP-VK.texture.filtering.3d.formats.r4g4b4a4*
and one full run of CTS, seems the issue is gone.
Also reduces CTS runtime by 30% or so.
Reviewed-by: Timothy Arceri <[email protected]>
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Otherwise, the disasm string is NULL for meta shaders.
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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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: 17.2 <[email protected]>
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Tested with AMD's Anvil OutOfOrderRasterization demo on a RX 560.
Signed-off-by: Nicholas Miell <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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CID: 1418140
Fixes: c4ac522511d2 ("ac/surface: handle S8 on gfx9")
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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There's no reason to use va_copy here.
CID: 1418113
Reviewed-by: Eric Engestrom <[email protected]>
Fixes: e7fc664b91a5d886c270 ("winsys/amdgpu: add addrlib - texture
addressing and alignment calculator")
Reviewed-by: Marek Olšák <[email protected]>
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The number of viewports/scissors can only be specified at pipeline
creation time, so make sure to copy them when binding a new one
because the dynamic state is cleared in BeginCommandBuffer().
Fixes: dcf46e995d ("radv: do not update the number of scissors in vkCmdSetScissor()")
Fixes: 60878dd00c ("radv: do not update the number of viewports in vkCmdSetViewport()")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <[email protected]>
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We are really not going to use a winsys which does not need to store
the va, so might as well store it in a standard field.
Not sure this helps perf much though, as most of the cost is in the
cache miss accessing the bo anyway, which we stil need to do.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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