Need to take the sample count into account in the depth decompress and
resummarize pipelines and render pass.
Fixes: f4e499ec79 ("radv: add initial non-conformant radv vulkan driver")
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
This mirrors what Marek has done for radeonsi, and uses
a separate counter to handle the fmask surface for MSAA
MRTs.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
It justs works with the fragment shader resolve, so no need to do
a custom conversion. In fact with SRGB dest, it actually gives
wrong results.
Fixes: 69136f4e63 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Dave Airlie <airlied@redhat.com>
These need to match for interop compatibility queries.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This reduces the number of BOs that we need for the BO lists during
a submission.
Currently uses a fairly simple linear search for finding free space,
that could eventually be improved to a binary tree, which with some
per-node info could make a check for space O(1) and finding it O(log n),
in the number of buffers in that slab.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.*
for a2r10g10b10 formats as destination on SI/CIK hardware.
This adds support to the meta program for emitting 10-bit
outputs, and adds 10-bit support to the fragment shader key.
It also only does the int8/10 on SI/CIK.
Fixes: f4e499ec7 (radv: add initial non-conformant radv vulkan driver)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We have a few UUIDs, so lets be more specific.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This adds support for sharing semaphores using kernel syncobjects.
Syncobj backed semaphores are used for any semaphore which is
created with external flags, and when a semaphore is imported,
otherwise we use the current non-kernel semaphores.
Temporary imports from syncobj fd are also available, these
just override the current user until the next wait, when the
temp syncobj is dropped.
v2: allocate more chunks upfront, fix off by one after
previous refactor of syncobj setup, remove unnecessary null
check.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
When using DCC some clear values don't require a cmask eliminate
step. This patch adds support for black and black with alpha 1,
there are other values, but I don't have access to a comprehensive list.
This works by setting the cmask eliminate predicate when doing the
fast clear, and later when doing the cmask elimination making sure
the draws are predicated.
This increases the fps on Sascha Willems deferred.
Tonga: 580fps->670fps on a Tonga PRO card.
Polaris 730->850fps
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This patch uses addrlib to workout the tile swizzles according
to the surface index. It seems to produce the same values as
amdgpu-pro for the deferred test.
v2: don't apply swizzle to CMASK. the eg docs don't mention
it, and we clearly don't align cmask for that.
v3: disable surf index for dedicated images, as these will
most likely be shared, and I don't think the metadata has
space for this info in it yet.
v4: update for shareable images, rename combined_swizzle
to tile_swizzle
This gets the deferred demo from 730->950fps on my rx480.
(dcc cmask elim predication patches get it further)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This effectively reverts commit 43a171878bb4b5aedb36a. Technically,
VK_KHR_get_memory_requirements2 and VK_KHR_dedicated_allocation are
required for the KHR version but this at least restores the removed
functionality. This patch builds but has received zero testing.
Acked-by: Dave Airlie <airlied@redhat.com>
If a cube image has VK_IMAGE_USAGE_STORAGE_BIT set, the type in an image
view's descriptor was set to a 2D array (and a few other fields adjusted
accordingly). This is correct when the image view is actually bound as a
storage image, but not when bound as a sampled image. In that case the
type should be set as a cube.
Fix by generating 2 sets of descriptors at view creation time for both
storage and non-storage usage, and then choose between them based on
descriptor type when writing descriptor sets.
v2: Generate storage descriptors for images with TRANSFER_DST, since
those may be used as storage images internally.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This doesn't get used yet, it just adds support to various PKT3
emissions to enable it later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We have some features that seem to slow things down or cause other
possible undesireable side effects, but it would be nice to test
games etc with them easily.
I forsee multisample DCC and maybe some shader opt changes using this.
For now use it for batch chaining.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just moves lots of stuff to the bind stage rather than
dealing with it in the draw stage.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There is no need to calculate this at draw time.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
I want to use these in the pipeline setup stage.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We have Vulkan utilities in both src/util and src/vulkan/util. The
latter seems a more appropriate place for Vulkan-specific things, so
move them there.
v2: Android build system changes (from Tapani Pälli)
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This adds some rb+ support, as on GFX9 we have to disable
it as per radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
GFX9 needs to write event EOP to a fence buffer, allocate some
space for this, and just write an ever increasing number to it,
this isn't exactly what radeonsi does, but it seems to work.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is mostly mechanical changes of renaming types and introducing
"legacy" everywhere.
It doesn't use the ac_surface computation functions yet.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Like radeonsi. This saves memory, and the information can easily be
recomputed on the fly where necessary.
Reviewed-by: Dave Airlie <airlied@redhat.com>
For GFX9 these will be needed to be 64-bit, so bump them early,
to avoid it causing any wierdness later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In prep for GFX9 refactor some of the eop event writing code
out.
This changes behaviour, but aligns with what radeonsi does,
it does double emits on CIK/VI, whereas previously it only
did this on CIK.
v2: bump the size checks.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This code was in a few places, consolidate into one.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
And correct implementation to specify only what we support.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Bas pointed out the fs key doesn't take srgb into account,
since there is just one srgb variant, just create a separate
pipeline for it. This also uses dest format to be more consistent
on when srgb matters.
Fixes: 69136f4e63 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.
The depth clear value needs to be emitted from the vertex
shader, but is only a single value.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This drops the resolve workarounds that change an image
tiling mode behinds it's back, this is horrible and breaks
the image_view->image relationship. Remove all this.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.
This code isn't used until later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This adds a path to allow compute resolves to be used
for subpass resolves.
This isn't used yet, but will be later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we are resolving into an srgb dest, we need to convert
to linear so the store does the conversion back.
This should fix some wierdness seen when we subresolves
hit the compute path.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This still doesn't give us complete pWaitDstStageMask support,
but it should provide enough to be correct if not as efficent as
possible.
If we have wait semaphores we must flush between submits and
flush the shaders as well.
This fixes the remaining fails in:
dEQP-VK.synchronization.op.single_queue.semaphore.*ssbo*
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is to rework the surface code like radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just makes it easier to do the follow in cleanups of the surface.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Gives me approximately a 2% perf increase in bot dota2 & talos.
Having descriptors (both sets and vertex buffers) prefetched
didn't help so I didn't include that.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
v2: Handle out of pool memory error.
v3: Actually use VK_ERROR_OUT_OF_POOL_MEMORY_KHR for the error condition.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Bas Nieuwenhuizen <basni@google.com>
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>