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 <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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 <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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 <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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 <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Most trace points happen after an operation, so add a trace point
at the start of the command buffer.
Furthermore, add one after a CmdUpdateBuffer using CP_DMA as that
didn't emit one yet.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
According to the Vulkan spec, VkPipelineInputAssemblyStateCreateInfo's
primitiveRestartEnable flag should only apply to indexed draws, however
it was being enabled regardless of the type of draw. This could cause
problems for non-indexed draws with >=65535 vertices if the previous
indexed draw used 16-bit indices.
Fixes corruption of the credits text in Mad Max.
v2: Reset primitive restart state after executing a secondary command
buffer.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This appears to be a leftover from an earlier version of this function.
Nothing is emitted into the CS.
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
All offsets and strides are precomputed by
radv_CreateDescriptorUpdateTemplateKHR and stored in the template.
v2: Move the new struct declarations from radv_descriptor_set.h
to radv_private.h (Bas)
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The current code was broken, and I decided to redesign it instead.
This puts the sample positions for all samples into the queue
constant descriptor buffer after all the spill/ring descriptors.
It then uses a single offset register to point how far into the
samples the samples for num_samples are. This saves one user sgpr
and means we only generate the sample position data in the rare
single case where we need it currently.
This doesn't fix the failing CTS tests without the followup
fix.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This emits the tessellation shaders and state to the command stream.
It contains the logic to emit the LS/HS shaders.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This ports the VGT_VERTEX_REUSE register settings
for Polaris GPUs from radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This patch adds support for the offchip rings for storing
tessellation factors and attribute data.
It includes the register setup for the TF ring
v2: always do tess ring size calcs (Bas)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just adds support for tess to the shader stage conversion
and emits the per-stage descriptors/constants for tess stages.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Vulkan Clipping is defined in terms of vertices, the scissor based
clipping happens on pixels. There is a difference with points and
lines, as a vertex can be outside the viewport while some pixels are in.
On Vulkan thoise pixels shouldn't be drawn, while they would be with
the guardband.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
With tess this becomes a bit more complex. so move to pipeline
for now.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This also takes the side band setting code from radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There is no need to calculate this on each command submit.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There is no need to recalculate this every time.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In order to faciliate adding tess support, split the vs/es
output info into a separate block, so we make it easier to
have the tess shaders export the same info.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The logic was different than radeonsi, fix it up before adding
tess support.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
It reads @ writes the DB cache, and we haven't flushed dst caches yet,
so DB cache may be stale. Also the user might be shader read (and probably is),
so also flush after.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
CC: <mesa-stable@lists.freedesktop.org>
Fixes: f4e499ec79 ("radv: add initial non-conformant radv vulkan driver")
CP DMA and PKT3_WRITE_DATA (in CmdUpdateBuffer) don't (currently) write
through L2. Therefore, to make these writes visible to later accesses
we must invalidate L2 rather than just writing it back, to avoid the
possibility that stale data is read through L2.
Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This was meant to be checking the index type to get the correct
index not the last emitted one. This fixes:
dEQP-VK.pipeline.input_assembly.primitive_restart.index_type_uint32.triangle_strip_with_adjacency
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This must be set to ICD_LOADER_MAGIC by vkAllocateCommandBuffers, which
was being done when allocating a new buffer but not when reusing an
existing one in the cache. This would hit an assertion and crash in
debug builds of the Vulkan loader.
Fixes: 682248db45 ("radv: Cache command buffers in command pool.")
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
I think we should only flush right before an action (draw/dispatch etc.),
as otherwise it is too easy to issue redundant flushes.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Without stores, the only writes are fast clears, transfers and metadata
initialization, each of which have the appropiate invalidations already.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
The data should always be in memory after a src flush.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This fixes the wrong dynamic buffer descriptors being updated when
firstSet > 0.
Cc: 17.0 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
If we have any pending flushes on the primary command buffer, these
must be performed before executing the secondary buffer.
This fixes potential corruption when the contents of a subpass which
clears any of its render targets are given in a secondary buffer: the
flushes after a fast clear would not have been performed until the
vkCmdEndRenderPass call.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: 13.0 17.0 <mesa-stable@lists.freedesktop.org>
Mainly to avoid gcc's complains about uninitialized ptr and offset use
later in that code.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
So that we don't keep allocating BOs for the IBs and upload buffers.
We run some risk of memory increase with e.g. a bimodal size
distribution of command buffers, but I haven't noticed a significant
increase with dota2 and talos.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Otherwise if the new compute pipeline is the same as the last used
pipeline before the call, we don't emit it again.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Cc: 13.0 17.0 <mesa-stable@lists.freedesktop.org>
This adds support to write to sample mask from the fragment shader.
We can optimise this later like radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The code was interpolating at the offset from the sample,
not the offset from the center. Also fix for persample interpolation
modes we should force the pixel center to be at the sample.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The preamble flushes now and the rest is the responsibility of the app.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>