Commit Graph

112661 Commits

Author SHA1 Message Date
Marek Olšák 4bdf44724f radeonsi/gfx10: set DLC for loads when GLC is set
This fixes L1 shader array cache coherency.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Marek Olšák f81aa6b0c8 radeonsi/gfx10: fix shader images
Don't promote 2D image instructions to 3D, and don't set z=BASE_ARRAY.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Marek Olšák 7c805a7c67 radeonsi/gfx10: set the DCC constant encoding flag
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Marek Olšák 6eb219e963 radeonsi/gfx10: fix intensity formats
move the ALPHA_IS_ON_MSB fixup into vi_alpha_is_on_msb

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Marek Olšák 6944f99176 radeonsi/gfx10: allocate GDS BOs for streamout
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Marek Olšák 395185912d radeonsi/gfx10: make sure GDS is idle between IBs
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 5ff3aff0d6 radeonsi/gfx10: implement streamout
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 792a638b03 radeonsi/gfx10: implement streamout-related queries
The NGG hardware pipeline doesn't track these statistics automatically,
and in fact *cannot* track them automatically when API geometry shaders
are involved, so we accumulate statistics in the shader using atomic
adds.

This implementation accumulates statistics via the memory system and
the RW buffer descriptor setup. We could use GDS, but since these
atomics aren't latency-sensitive, that basically just trades off
L2$ bandwidth vs. export bus bandwidth. One single memory transaction
per shader workgroup doesn't seem too bad. The result ring buffer in
memory is needed either way to avoid pipeline stalls.

The shader code contains the atomic unconditionally, though the
GFX10_GS_QUERY_BUF is a null buffer when no queries are active. The
atomic is simply discarded by the shader hardware in that case.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle bcd2d2e194 radeonsi/gfx10: enable the workaround for unaligned vertex fetch
Yes, really. Note that non-format buffer loads are unaffected and work
just fine with unaligned pointers (as long as SH_MEM_CONFIG is setup
correctly, which amdgpu ensures).

Fixes e.g. KHR-GL45.vertex_attrib_64bit.vao

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 22b85bfc02 radeonsi/gfx10: re-order the initialization order in si_compile_tgsi_main
It's useful to be able to access gs_ngg_scratch before creating the
main wrapping branch.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 3aa622aab1 radeonsi/gfx10: apply DCC MSAA blend workaround
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle bc25ccfe22 radeonsi/gfx10: implement si_emit_global_shader_pointers
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 6bcc273de8 radeonsi/gfx10: implement si_init_tess_factor_ring
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 2492cfde66 radeonsi/gfx10: initialize EXEC for TES-as-NGG (without geometry shader)
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 591537c7fa radeonsi/gfx10: use correct VGPR for instance ID in LS shader
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle f3b9a37278 radeonsi/gfx10: implement si_shader_hs
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle e4d6b4daae radeonsi/gfx10: implement si_create_sampler_state
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 0bf3e6fae7 radeonsi/gfx10: double the number of tessellation offchip buffers per SE
Each gfx10 shader engine corresponds to two gfx9 shader engines, so scale
the number of offchip buffers accordingly.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 2afd3c421d radeonsi/gfx10: implement get_tess_ring_descriptor
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle d028440f57 radeonsi/gfx10: mask DCC tile swizzle by alignment
DCC alignment can be less than the alignment of the main surface. In that
case, the DCC tile swizzle needs to be masked accordingly. Should have no
impact on pre-gfx10.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 1666ee183e radeonsi/gfx10: implement hardware MSAA resolve
MSAA is only supported for 64KB_{R,Z}_X modes, so the micro tile
optimization that we use on gfx9 and earlier does not work.

Be very explicit about how the swizzle mode of the temporary surface is
selected.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:13 -04:00
Nicolai Hähnle 69c41fb8ff radeonsi/gfx10: fix binding on si_update_scratch_relocs
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle fd8758366b radeonsi/gfx10: set llvm_has_working_vgpr_indexing
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 48810ad02d radeonsi/gfx10: implement load_const_buffer_desc_fast_path
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 1b11fb148c radeonsi/gfx10: take PRIMID from the correct output when exported by GS
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 8060339278 radeonsi/gfx10: change location of instance ID shader input
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle ccdf792910 radeonsi/gfx10: set USER_DATA_ADDR offset for geometry shaders
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 00707922d4 radeonsi/gfx10: implement si_emit_derived_tess_state
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle e0c2a4d58c radeonsi/gfx10: implement si_shader_gs
This is only used in the legacy, non-NGG path.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 2864d53deb radeonsi/gfx10: implement preload_ring_buffers
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 56cab3e996 radeonsi/gfx10: implement si_set_ring_buffer
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 3c1aeb834f radeonsi/gfx10: allow rectangle outputs from NGG primitive shader
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 77e715541c radeonsi/gfx10: emit VGT_GS_OUT_PRIM_TYPE from draw and add it to VS_STATE
With NGG, the VGT_GS_OUT_PRIM_TYPE can change without a shader change.

The VS_STATE is required for both streamout and culling from a vertex
shader without pre-compiling outprim-specific variants.

We could consider compiling specialized variants in the future. We
could also consider compiling the NGG logic as an epilog.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 4ecc39e1aa radeonsi/gfx10: NGG geometry shader PM4 and upload
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle a04aa4be2b radeonsi/gfx10: generate geometry shaders for NGG
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle efe1cd4859 radeonsi/gfx10: use the correct register for image descriptor dumping
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 1ce52c1e37 radeonsi/gfx10: emit GE_CNTL instead of IA_MULTI_VGT_PARAM for legacy mode
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 77c0f9e7ba radeonsi/gfx10: initialize GE_{MAX,MIN}_VTX_INDX/INDX_OFFSET
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 47c9505a92 radeonsi/gfx10: setup registers for OpenGL compute
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle b8d3fd46d6 radeonsi/gfx10: set user data base registers
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 016a465d7d radeonsi/gfx10: implement gfx10_shader_ngg
For pipelines without API GS. We will later expand this to cover NGG
geometry shaders as well.

Note that the vtx offset passed into the GS part is just the
vertex index multiplied by VGT_ESGS_RING_ITEMSIZE.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle d0c204a1e0 radeonsi/gfx10: add NGG registers to si_init_config
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle ae00cae0b7 radeonsi/gfx10: update shader-related fields in si_init_config
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 1dee01ee13 radeonsi/gfx10: implement si_shader_ps
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 612489bd5d radeonsi/gfx10: generate VS and TES as NGG merged ESGS shaders
This does not support geometry shading yet. Also missing are streamout
and NGG-specific optimizations.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle e86256c512 radeonsi/gfx10: distinguish between merged shaders and multi-part shaders
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 4063ea95e9 radeonsi/gfx10: update si_get_shader_name
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 8ec60d3031 radeonsi/gfx10: add as_ngg shader key bit
Also add the shader main part NGG variant, so that in principle
we can switch between legacy in NGG modes.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 40b12c0f5a radeonsi/gfx10: implement si_update_shaders
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00
Nicolai Hähnle 5726ec0d24 radeonsi/gfx10: implement si_build_vgt_shader_config
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2019-07-03 15:51:12 -04:00