Move it to radv_cmd_buffer_flush_state() because if
rasterizerDiscardEnable is true, the flags are not cleared.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It can only be changed when CmdBindIndexBuffer() is called
or when a secondary buffer is used. Though not always, but
let's re-emit the packets in this situation for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This saves few CPU cycles when CmdDrawIndexed() is used a lot.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Missed that when I allowed waves to be launched out-of-order.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The spec requires the number of buffer to be greater than 0.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This saves some useless CMASK initializations/eliminations in
the Vulkan SSAO demo.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
My guess is that the GPU is going to report VM faults if
vkCmdDrawIndirectCountAMD() (and friends) are used.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
These registers don't change during the lifetime of the
command buffer, there is no need to re-emit them when
binding a new pipeline.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Ported from RadeonSI, and -pro seems to enable it as well.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We only need to dirty the descriptors when the pipeline is
a new one, because user SGPRs can be potentially different.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To check a valid usage requirement.
CID: 1401616
Signed-off-by: Mun Gwan-gyeong <elongbug@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The number of viewports/scissors can only be specified at pipeline
creation time, so make sure to copy them when binding a new one
because the dynamic state is cleared in BeginCommandBuffer().
Fixes: dcf46e995d ("radv: do not update the number of scissors in vkCmdSetScissor()")
Fixes: 60878dd00c ("radv: do not update the number of viewports in vkCmdSetViewport()")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
We are really not going to use a winsys which does not need to store
the va, so might as well store it in a standard field.
Not sure this helps perf much though, as most of the cost is in the
cache miss accessing the bo anyway, which we stil need to do.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Since most games use only a few, iterating through all of them is
a waste. Simplifies the code too.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The Vulkan spec (1.0.61) says:
"The number of scissors used by a pipeline is still specified
by the scissorCount member of VkPipelinescissorStateCreateInfo."
So, the number of scissors is defined at pipeline creation
time and shouldn't be updated when they are set dynamically.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
The Vulkan spec (1.0.61) says:
"The number of viewports used by a pipeline is still specified
by the viewportCount member of VkPipelineViewportStateCreateInfo."
So, the number of viewports is defined at pipeline creation
time and shouldn't be updated when they are set dynamically.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Also, it's useless to set the error code twice. Though, we
should probably skip the next commands when the command buffer
is considered invalid.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To dump them when a hang is detected.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To improve GPU hangs detection when shaders are stucked.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To share common code after every draw/compute calls.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When a GPU hang is detected in radv_gpu_hang_occured() we know
which command buffer is faulty but the bound pipelines might
have been updated during the execution.
The pointers to the radv_pipeline objects are emitted just
after the second trace ID, that way it would be easy to dump
the active shaders at the moment of the hang.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Per the spec:
"Resetting a command buffer is an operation that discards any
previously recorded commands and puts a command buffer in the
initial state."
As far I'm concerned, that flag can be changed by calling
VkCmdPushConstants() (or any other functions which update it),
so it should be cleared as well.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To be consistent with radv_emit_compute_pipeline().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reduce size of radv_pipeline.c and improve code isolation. More
code can probably moved but it's a start.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
malloc() failures are unrelated to the device memory.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
A return code error is stored in the command buffer and should
be returned to the user via EndCommandBuffer().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In my opinion, this improves code readability.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Just to make sure we are using the set 0, because it's the
only one which is saved/restored when doing meta operations.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>