If the fragment shader exports MRTZ and the epilog some color exports,
DONE/VM should be added to the last export.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
The main fragment shader can only export MRTZ (if present) and the
epilog will export colors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
The first operand of this new pseudo-instruction is a 64-bit SGPR for
the continue PC, followed by a variable list of fixed VGPRS for the
color exports which are the PS epilog inputs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
The PS epilog would be a "normal" compiled shader using RA, etc. It
will declare up to 8x4 VGPRs for all color exports.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
The main FS would have to jump to the PC of the PS epilog. Given that
shaders are allocated in the 32-bit addr space, one user SGPR is fine.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
To pass the necessary pipeline information for compiling PS epilogs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
This is currently disabled but it will be used for testing first,
and then for graphics pipeline libraries.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17485>
When using a static callable stack, the required scratch has already
been allocated.
Dynamic stacks are located at the end of scratch memory
and are allocated on demand using radv_set_rt_stack_size.
Static stacks live at the start of scratch memory and are allocated in
create_rt_shader by setting scratch_size.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-By: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17579>
When culling enabled, it will use LDS space, which overlap with
the prim id export.
Fixes: e97f0463a8 ("ac/nir: Implement NGG deferred attribute culling in NIR.")
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17593>
This function causes a crash with RADV_DEBUG=llvm and this commit
works around that crash.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17580>
We used to do it for every queue, which was duplicate work as pstate is
per-device. It could also cause trouble when multiple hw_ctx are created as
the call will succeed for only one of them and the rest will return -EBUSY.
Simplify and fix this by only setting for the first non-null hw_ctx.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17541>
In the direct path we already skipped draws, but in DGC I noticed
that just emitting these packets can cause issues ...
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17269>
Got to put the commandbuffers & uploadbuffers there. With DGC
those can be allocated by the application.
Excluding it from all other buffers/images to avoid using the
precious 32bit address space.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17269>
Required for indirect(2) ray tracing to work.
Fixes the following tests:
dEQP-VK.ray_tracing_pipeline.trace_rays_indirect2.indirect_*
dEQP-VK.ray_tracing_pipeline.trace_rays_cmds_maintenance_1.indirect2_*
Fixes: 16585664 ("radv: vkCmdTraceRaysIndirect2KHR")
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17316>
Required for indirect(2) ray tracing to work.
Fixes: b30f96dd ("radv,aco: Use ray_launch_size_addr")
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17316>
Fixes dEQP-VK.ray_query.advanced.using_wrapper_function.comp.*
An empty struct is causing problems because when passing it as
argument the spirv parser will just drop the argument, considering it
does not hold any data.
v2: update radv CI
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4c703686db ("spirv: handle ray query intrinsics")
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17420>
With dynamic vertex bindings the vertex format lookups are a lot
more frequent (vs being baked in the pipeline). Add a simple lookup
cache using a dynamic array to keep track of the hw values, and
avoid repeated translation.
This also reduces the memset to just the bitfields since all
the others will be overwritten.
Seen in perf traces gputest gimark with zink on radv.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15846>
From looking at the CTS,
VK_QUERY_TYPE_ACCELERATION_STRUCTURE_SIZE_KHR
refers to the serialization size and not to the
actual, current size.
Fixes the following CTS:
dEQP-VK.ray_tracing_pipeline.acceleration_structures.query_pool_results.cpu.buffer.size
dEQP-VK.ray_tracing_pipeline.acceleration_structures.query_pool_results.cpu.memory.size
dEQP-VK.ray_tracing_pipeline.acceleration_structures.query_pool_results.gpu.buffer.size
dEQP-VK.ray_tracing_pipeline.acceleration_structures.query_pool_results.gpu.memory.size
Fixes: 5d56c2c ("radv: Add accel struct queries for maintenance1")
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17444>
Those tests either fail or hang so just exclude
all of them for now to make ray tracing CTS usable
again.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17443>
This workaround looks actually broken. We added it in the past
because otherwise the game would just report 3GiB of video memory
(ie. size of GTT on SD). Though, with this workaround enabled, the
game explodes in memory easily.
One theory is that because we fake integrated GPUs as discrete GPUS,
and because we report 6GiB of VRAM (ie. driver redistributes memory
for small carveout), the game thinks there is 6GiB of VRAM only and
then keep allocating stuff.
People reported that the memory explosion is gone without this
workaround applied and I confirmed this myself.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17421>