| Commit message (Collapse) | Author | Age | Files | Lines |
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The closed Vulkan driver doesn't do it either.
Also remove some old comments that aren't useful.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The kernel sort of does the same thing with fences.
v2: do emit partial flushes on SI
Reviewed-by: Nicolai Hähnle <[email protected]>
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si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.
v2:
- use the correct sel/shader->compiler_ctx_state
Fixes: 86cc8097266c ("radeonsi: use a compiler queue with a low priority for optimized shaders")
Reviewed-by: Marek Olšák <[email protected]>
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instead of using a monotonic suballocator
v2: initialize the memory at context creation
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think this kernel commit fixes it:
drm/amdgpu:use FRAME_CNTL for new GFX ucode
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The main flush before texturing is done after the FMASK decompress pass.
CB after MSAA rendering is not flushed in set_framebuffer_state and also
not in memory_barrier if the current color buffer is MSAA. We fully rely
on the FMASK decompress pass for the flushing.
Some CB decompress and resolve passes need an explicit flush before and
after.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Use the mechanism of si_decompress_textures, but instead of doing
the actual decompression, just flag the DB cache flush there.
This removes a lot of unnecessary DB cache flushes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To avoid useless DCC fetches when DCC is disabled, descriptors
have to be updated in order to reflect this change. This is
quite similar to how we update descriptors of bound textures.
As a side effect, this should also prevent VM faults when
bindless textures are invalidated, because the VA in the
descriptor has to be updated accordingly as well.
I don't see any performance improvements with DOW3.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Needed for updating all resident texture descriptors when
dirty_tex_counter changes.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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GFX9 is affected.
We only have tests for GL_x_SNORM where x is R8, RG8, RGB8, and RGBA8.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is done by introducing a separate list.
si_decompress_textures() is now 5x faster.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is done by introducing a separate list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Useful for debugging performance issues when ARB_bindless_texture
is enabled. This query doesn't make a distinction between texture
and image handles.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The header embeds the struct so it needs the header inclusion instead of
the dummy forward declaration.
Cc: Nicolai Hähnle <[email protected]>
Cc: Marek Olšák <[email protected]>
Cc: Tom Stellard <[email protected]>
Fixes: 32206c5e560 ("radeonsi: Add radeon_shader_binary member to struct
si_shader")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Bas Nieuwenhuizen <[email protected]>
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This has only been tested on RX480.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When a buffer becomes resident, check if it has been invalidated,
if so update the descriptor and the dirty flag.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When texture buffers are invalidated the addr in the resident
descriptor has to be updated but we can't create a new descriptor
because the resident handle has to be the same.
Instead, use the WRITE_DATA packet which allows to update memory
directly but graphics/compute have to be idle in case the GPU is
reading the descriptor.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When the current bound shaders don't use any bindless textures
or images, it's useless to decompress the resident resources.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds some new helper functions to know if the current draw
call (or dispatch compute) is using bindless samplers/images,
based on TGSI analysis.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Similar to the existing decompression code path except that it
loops over the list of resident textures/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Analogous to bound textures/images. We should also update the
resident descriptors and disable COMPRESSION_EN for avoiding
useless DCC fetches, but I postpone this optimization for a
separate series.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This won't help much except for applications that use a ton
of resident handles. Though, this will reduce the winsys
overhead a little bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Resident buffers have to be added to every new command stream.
Though, this could be slightly improved when current shaders
don't use any bindless textures/images but usually applications
tend to use bindless for almost every draw call, and the winsys
thread might help when buffers are added early.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This implements the Gallium interface. Decompression of resident
textures/images will follow in the next patches.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For each texture/image handles, we need to allocate a new
buffer for the bindless descriptor. But when the number of
buffers added to the current CS becomes high, the overhead
in the winsys (and in the kernel) is important.
To reduce this bottleneck, the idea is to suballocate the
bindless descriptors using a slab similar to the one used
in the winsys.
Currently, a buffer can hold 1024 bindless descriptors but
this limit is arbitrary and could be changed in the future
for some reasons. Once a slab is allocated the "base" buffer
is added to a per-context list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will be used in order to initialize resident descriptors
for bindless textures/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Whether bindless texture operations are supported by the
underlying driver.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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there isn't much to gain here
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It makes si_vertex_elements a little smaller.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Each element has over 700 bytes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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