Ported from RadeonSI.
Local BOs ignore BO priorities, and we don't need those on APUs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Maintaining two different paths is annoying but this gets
rid of the performance regression introduced by the global
BO list.
We might find a better solution in the future, but for now
just keeps two paths.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In order to reduce a performance regression introduced by
4b13fe55a4 ("radv: Keep a global BO list for VkMemory."),
we are going to maintain two different paths.
One when VK_EXT_descriptor_indexing is enabled by the
application because we need to have a global BO list, and
one (the old one) when it's not enabled.
With Talos on Polaris, the global BO list reduces performance
by 10% which is too much for me.
This reverts commit ab6cadd3ec.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The LLVM instruction returns { i32, i1 }, where the i1 indicates success.
We're only interested in the first part, which is the loaded value.
Fixes dEQP-GLES31.functional.compute.shared_var.atomic.compswap.*
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
I have seen a few applications and games do the dynamic buffer bounds incorrectly, this
make it easier to work around, e.g. for debugging.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This can be enabled with RADV_PERFTEST=dccmsaa.
DCC for MSAA textures is actually not as easy to implement. It
looks like there is some corner cases. I will improve support
incrementally.
Vega support, as well as Polaris improvements, will be added later.
No CTS changes on Polaris using RADV_DEBUG=zerovram and
RADV_PERFTEST=dccmsaa.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Multisampled source images (ie. color attachments) can be now
DCC compressed, so the driver needs to perform a DCC decompression
pass before resolving
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This should be fixed at some point in order to improve
performance.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
CMASK is required because it should be cleared to
0xCCCCCCCC for MSAA textures.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When DCC is enabled with MSAA textures, CMASK should be
cleared to 0xCCCCCCCC.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes some random CTS failures:
dEQP-VK.renderpass.multisample.*.
Performing a fast-clear eliminate is still useless, but it
seems that we need to sync.
Found while running CTS with RADV_DEBUG=zerovram.
Fixes: 56a171a499 ("radv: don't fast-clear eliminate after resolving a subpass with compute")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Might be useful for debugging purposes, especially when we
want to replace a shader on the fly.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The continue means we do alignment differently than during creation,
making the buffer smaller than expected.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Previously we did not care about havin the set storage in order,
but for variable descriptor count we want the highest binding
at the end of the storage.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
With update after bind we can't attach bo's to the command buffer
from the descriptor set anymore, so we have to have a global BO
list.
I am somewhat surprised this works really well even though we have
implicit synchronization in the WSI based on the bo list associations
and with the new behavior every command buffer is associated with
every swapchain image. But I could not find slowdowns in games because
of it.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
'scale[i]' can be non-integer.
Original patch by Philip Rebohle.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106074
Fixes: 0f3de89a56 ("radv: Use the guard band.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
To handle the source color image transitions in the same place.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
That looks useless, and I think radv_handle_image_transition()
will do a fast-clear eliminate because it's called after the
resolve.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
DCC implies a fast-clear eliminate, so I think this sounds
reasonable.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
Into radv_handle_color_image_transition().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
In order to separate initialization from decompression. In the
future, that will allow us to init DCC/FMASK/CMASK in one shot.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
To handle CMASK, FMASK and DCC transitions in the same place.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
Mostly because DCC implies a fast-clear eliminate and we
should be able to skip some DCC decompressions by setting
a predicate like for CMASK and FMASK.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
When decompressing DCC we don't enable it, so it's useless
to disable it. This reduces the number of prediction packets
sent to the GPU when performing color decompression passes.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
No clue how I missed those ...
Fixes: 4503ff760c "ac/nir: Add workaround for GFX9 buffer views."
CC: <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105320
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Local BOs ignore BO priorities, and we don't need those on APUs.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <brianp@vmware.com>
Pretty straight forward, just pass the divisors through the shader
key and then do a LLVM divide.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For dcn1 && < 64 bpp displayable surfaces, addrlib only accepts
S swizzles.
At the same time addrlib prefers D swizzles is allowed, so we can
just allow S swizzles as fallback.
Fixes: b64b712558 "ac/surface/gfx9: request desired micro tile mode explicitly"
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
num_dcc_levels means that DCC is supported, but this doesn't
mean that it's enabled by the driver. Instead, we should rely
on radv_image_has_dcc().
This fixes some multisample regressions since 0babc8e5d6
("radv: fix picking the method for resolve subpass") on Vega.
This is because the resolve method changed from HW to FS, but
those fails are totally unexpected, so there might some
differences between Polaris and Vega here.
Fixes: 44fcf58744 ("radv: Disable DCC for GENERAL layout and compute transfer dest.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This helper shares common code before resolving using either
a fragment or a compute shader.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will give us meaningful wave information in the case of a hang where
shaders are still running in an infinite loop.
Note that we call umr multiple times for different sections of the ddebug
hang dump, and so the wave information will not necessarily match up
between sections.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
All the information in vk_android_native_buffer.xml is now in vk.xml.
The only exception is the extension type attribute which we can work
around in the generators while we wait for the XML to be fixed.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
According to Marek, not enabling it on Stoney has a significant
negative performance impact. (And I guess this might impact
performance on Raven as well)
The register settings are pretty much copied from radeonsi. I did
not put this in the pipeline as that would make the pipeline more
dependent on the format which mean we would have to have more
pipelines for the meta shaders.
v2: Don't clear RB+ regs if not enabled as the CLEAR_STATE packet
does already.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The source and destination image parameters were swapped.
No CTS changes on Polaris10, but I suspect this might
fix something.
Fixes: 2a04f5481d ("radv/meta: select resolve paths")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Otherwise, the shader BOs are not added to the list on SI because
prefetching isn't supported. Calling radv_cs_add_buffer() in the
prefetch codepath was a bad idea.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105952
Fixes: 4ad7595f35 ("radv: rename radv_emit_prefetch() to radv_emit_prefetch_L2")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Turo Lamminen <turo@alternativegames.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This enables the tile swizzle for some cases of the displayable micro mode,
and it also fixes an addrlib assertion failure on Vega.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Saves about 2% of compile time for F1 2017, as well as reduce code
size of an optimized libvulkan_radeon.so by about 1 KiB.
This still keeps the hashtable, as we also stored blocks in there.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
As we sometimes reset them to -1, -1 does not mean that they are
not written by the secondary command buffer.
Fixes: ad11fc3571 "radv: don't emit unneeded vertex state."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The packet can sometimes be skipped, but we still think the change takes effect.
This just makes the packet always take effect.
Fixes: ad11fc3571 "radv: don't emit unneeded vertex state."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105942
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Forgot one check... Too many mistakes for a simple change.
Fixes: f1d7c16e85 ("radv: fix prefetching compute shaders on CIK and older chips")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Simple extension that only returns information for AMD hw.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
... to radv_use_tc_compat_htile_for_image(). This function
name makes more sense to me because we want to know if and
only if TC-compat HTILE should be used.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
If the image has FMASK metadata, the number of samples is > 1
because radv_image_can_enable_fmask() handles that already.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
And rename to radv_dcc_enabled() to be consistent.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
DCC for MSAA textures are currently unsupported but that will
be used later on.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
They will help for DCC MSAA textures and if we support mipmaps
in the future.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is unnecessary because we record an error which should
be returned by vkEndCommandBuffer(), and the app shouldn't
submit a command buffer when this happens.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Because the check was moved to radv_emit_prefetch_L2().
Fixes: 4ad7595f35 ("radv: rename radv_emit_prefetch() to radv_emit_prefetch_L2()")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This unnecessary when the precision bit flag is not set, and this
might hurt performance. The Vulkan explains that not setting
VK_QUERY_CONTROL_PRECISE_BIT might be more efficient on some
implementations.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Enable it directly in the preamble, but do not enable line
on Polaris10/11/12 because there is a hw bug.
There is possibly an issue when MSAA is off, but this doesn't
regress any CTS and AMDVLK doesn't have a workaround as well.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This allows to start draws as soon as possible.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Disabled by default for now, it can be enabled with
RADV_PERFTEST=outoforder.
No CTS regressions on Polaris, and all Vulkan games I tested
look good as well.
Expect small performance improvements for applications where
out-of-order rasterization can be enabled by the driver.
Loosely based on RadeonSI.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
With cb_target_enabled_4bit in order to have four bits per CB.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Some will be used for further optimizations (ie. out-of-order rast).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For GFX9+ only, RadeonSI does this too.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The driver already supports exporting the Layer and ViewportIndex
built-ins from vertex or tessellation shaders.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Include llvm-c/Transforms/Utils.h with the newest LLVM 7
Signed-of-by: Mike Lothian <mike@fireburn.co.uk>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Previously bitset.h would include u_math.h to get bitscan.h. u_math.h
lives in src/gallium/auxiliary/util while both bitset.h and bitscan.h
live in src/util. Having the one file directly include another file
that lives in the same directory makes much more sense.
As a side-effect, several files need to directly include standard header
files that were previously indirectly included.
v2: Fix build break in src/amd/common/ac_nir_to_llvm.c.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
The new name make the zero-input behavior more obvious. The next
patch adds a new function with different zero-input behavior.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Suggested-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
To fix a regression in:
dEQP-VK.spirv_assembly.instruction.graphics.variable_init.output.struct
And the following regressions (Polaris only):
dEQP-VK.glsl.indexing.varying_array.*
Fixes: f3275ca01c ("ac/nir: only enable used channels when exporting parameters")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
On GFX9 whether the buffer size is interpreted as elements or bytes
depends on whether IDXEN is enabled in the instruction. If the index
is a constant zero, LLVM optimizes IDXEN to 0.
Now the size in elements is interpreted in bytes which of course
results in out of bounds accesses.
The correct fix is most likely to disable the LLVM optimization,
but we need something to work with LLVM <= 6.0.
radeonsi does the max between stride and element count on the CPU
but that results in the size intrinsics returning the wrong size
for the buffer. This would cause CTS errors for radv.
v2: Also include the store changes.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Only enable for CIK+ because it's buggy on SI.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The driver only supports the required formats for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We also fix the base_index for bindless by using the driver
location.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We need to wait until after the writemask is widened before we
adjust it for component packing.
Together with the previous patch this fixes a number of
arb_enhanced_layouts component layout piglit tests.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The hardware only supports 32-bit depth surfaces, but we can
enable TC-compat HTILE for 16-bit depth surfaces if no Z planes
are compressed.
The main benefit is to reduce the number of depth decompression
passes. Also, we don't need to implement DB->CB copies which is
fine.
This improves Serious Sam 2017 by +4%. Talos and F12017 are also
affected but I don't see a performance difference.
This also improves the shadowmapping Vulkan demo by 10-15%
(FPS is now similar to AMDVLK).
No CTS regressions on Polaris10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Instead of that huge conditional that's going to be crazy.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Generated with
git grep -l nir_intrinsic_image | xargs \
sed -i 's/nir_intrinsic_image/nir_intrinsic_image_var/g'
and some manual fixing in nir_intrinsics.h
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This extension removes the restrictions on minDepth/maxDepth,
minDepthBounds/maxDepthBounds and VkClearDepthStencilValue::depth.
The following CTS tests now pass:
dEQP-VK.glsl.builtin_var.fragdepth.line_list_d32_sfloat_large_depth
dEQP-VK.glsl.builtin_var.fragdepth.point_list_d32_sfloat_large_depth
dEQP-VK.glsl.builtin_var.fragdepth.triangle_list_d32_sfloat_large_depth
dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_depth_range_unrestricted
dEQP-VK.draw.inverted_depth_ranges.depthclamp_depth_range_unrestricted
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's a 32-bit integer like the layer.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Noticed while passing by. Not sure if it impacts anything, but
likely to impact GFX9 more than anything else since we lower
inputs, outputs and locals there.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We have some cases where in subpass we want the layer but having
it be 0 and loaded in the frag shader without the vertex shader
exporting it is fine.
So don't export the layer if we don't have a value to put in it.
Fixes: d4c74aed7a (radv/multiview: mark layer_input if we have input attachments.)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
If a shader only writes to an output via a constant initializer we
need to lower it before we call nir_remove_dead_variables so that
this pass sees the stores from the initializer and doesn't kill the
output.
Fixes test failures in new work-in-progress CTS tests:
dEQP-VK.spirv_assembly.instruction.graphics.variable_init.output.float
This is ported from anv:
99b57daf4a anv/pipeline: lower constant initializers on output variables earlier
from Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
For multiview we need to emit a number of sequential queries
depending on the view mask.
This avoids dEQP-VK.multiview.queries.15 waiting forever
on the CPU for query results that are never coming.
We only really want to emit one query,
and the rest should be blank (amdvlk does the same),
so we emit begin/end pairs for all the others except
the first query.
v2: fix tests
v3: split out patch.
Fixes: dEQP-VK.multiview.queries*
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This just splits out the begin/end query hw emissions,
it makes it easier to add multiview support for queries.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This fixes:
dEQP-VK.multiview.input_attachments*
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The fragment shader was trying to read this, but nothing
was exporting it from the vertex shader. This handles
it like the prim id export.
Fixes:
dEQP-VK.multiview.secondary_cmd_buffer.*
dEQP-VK.multiview.index.fragment_shader.*
v1.1: updated to use 0x1 (Samuel)
Fixes: e3265c10c8 (radv: Implement multiview draws.)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This removes the other geometry specific user sgpr.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This drops one of the geometry specific user sgprs,
we can work this out at compile time.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This moves the lds_size calcs into the shader so we have all
the size stuff in one file.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This drops the now unneeded scanning and results in favour
of the ones in the info.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Instead of recalculating the value, use the shader calculated value.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
TES needs num_patches to do some of the calculations.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We can precalculate input_vertex_size at compile time.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This gathers the ls outputs written by the vertex shader,
and the tcs outputs, these are needed to calculate certain
tcs parameters.
These have to be separate for combined gfx9 shaders.
This is a bit pessimistic compared to the nir pass,
as we don't work out the individual slots for tcs outputs,
but I actually thing it should be fine to just mark the whole
thing used here.
v2: move to radv, handle clip dist (Samuel),
handle compacts and patchs properly.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>