The workaround causes a massive performance decrease on 1-SE parts.
(Cape Verde, Hainan, Oland)
The performance regression is already part of 17.0 and 17.1.
v2: check tess_uses_prim_id
Cc: 17.0 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
When a stencil buffer is part of the framebuffer state, it is
decompressed but because it's bindless, all draw calls set
stencil_dirty_level_mask to 1.
v2: Marek - set the flags outside the loop
- also clear and set framebuffer.do_update_surf_dirtiness there
- do it in the DB->CB copy path too
v3: Marek - save and restore the do_update_surf_dirtiness flag
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
A later commit will only upload descriptors used by shaders, so we won't do
full dumps anymore, so the only way to have a complete mirror of CE RAM
in memory is to do a separate dump after the last draw call.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Constant buffers: slot[16], .. slot[31] (ascending)
Shader buffers: slot[15], .. slot[0] (descending)
The idea is that if we have 4 constant buffers and 2 shader buffers, we only
have to upload 6 slots. That optimization is left for a later commit.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
What we care about is whether PrimID is used while tessellation is
enabled; whether it's used in TCS/TES or further down the pipeline is
irrelevant.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
pipe_draw_info::indexed is replaced with index_size. index_size == 0 means
non-indexed.
Instead of pipe_index_buffer::offset, pipe_draw_info::start is used.
For indexed indirect draws, pipe_draw_info::start is added to the indirect
start. This is the only case when "start" affects indirect draws.
pipe_draw_info::index is a union. Use either index::resource or
index::user depending on the value of pipe_draw_info::has_user_indices.
v2: fixes for nine, svga
The use of PrimID in the pixel shader is too rare to deserve such
a sizable support code.
The initial idea of the VS epilog was to move the clipping code there and
remove it based on states, but optimized variants are now used to do that
and are easier to support, so the VS epilog has turned out to be not so
useful.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Note: si_shader.h has also "type" variable that should be changed to
"enum pipe_prim_type", however it triggers a bunch of warnings about
unhandled switches, so due not knowing the correct way to handle them, I
decided to leave it as is.
Signed-off-by: Constantine Kharlamov <Hi-Angel@yandex.ru>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
The same PS epilog workaround as for 8-bit integer formats is required,
since the CB doesn't do clamping.
Fixes GL45-CTS.gtf32.GL3Tests.packed_pixels.packed_pixels*.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The update frequency is very low.
Difference: Only account for the size when allocating a new one and when
starting a new IB, and check for NULL. (v3)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The perf difference is very small: 0.99% -> 0.40% for the time spent
in si_get_ia_multi_vgt_param when si_draw_vbo is 20%. Pretty much nothing.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
We can hardcode all of the fields for swizzling in the geometry shader.
The advantage is that we use fewer descriptor slots and we no longer have to
update any of the (ring) descriptors when the geometry shader changes.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
key->part.*: prolog and epilog flags only
key->as_{ls,es}: special flags
key->mono.*: flags for monolithic compilation only
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Fixes GL45-CTS.geometry_shader.adjacency.adjacency_indiced_triangle_strip and
others.
This leaves the case of triangle strips with adjacency and primitive restarts
open. It seems that the only thing that cares about that is a piglit test.
Fixing this efficiently would be really involved, and I don't want to use the
hammer of degrading to software handling of indices because there may well
be software that uses this draw mode (without caring about the precise
rotation of triangles).
v2:
- skip the GS prolog entirely if workaround is not needed
- only check for TES (TES is always non-null when tessellation is used)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The copy shader only depends on the selector. This change avoids creating
separate code paths for monolithic vs. non-monolithic geometry shaders.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>