Now the "ac/nir" prefix will really be the shared code between
RadeonSI and RADV, that might avoid confusions in the future.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The vulkan API is not ideal as it does not allow us have a
shared limit.
Feral needs 15+6 for one of their games, and I'm not a fan
of overcommitting the limits, so increase the number of
dynamic uniform buffers to 16.
CC: <mesa-stable@lists.freedesktop.org>
CC: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This is an optimization which reduces the number of flushes for
small pool buffers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
If the query pool has been previously resetted using the compute
shader path.
Fixes: a41e2e9cf5 ("radv: allow to use a compute shader for resetting the query pool")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105292
Cc: "18.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is never used.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This implements strict checking for the entrypoint ProcAddr
functions.
- InstanceProcAddr with instance = NULL, only returns the 3 allowed
entrypoints.
- DeviceProcAddr does not return any instance entrypoints.
- InstanceProcAddr does not return non-supported or disabled
instance entrypoints.
- DeviceProcAddr does not return non-supported or disabled device
entrypoints.
- InstanceProcAddr still returns non-supported device entrypoints.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Ported from the radeonsi GL_AMD_pinned_memory implementation.
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The Vulkan spec says:
"pipelineBindPoint is a VkPipelineBindPoint indicating whether
the descriptors will be used by graphics pipelines or compute
pipelines. There is a separate set of bind points for each of
graphics and compute, so binding one does not disturb the other."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104732
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This can lead to a situation where cache flushes could get conditionally
disabled while still clearing the flush_bits, and thus flushes due to
application pipeline barriers may never get executed.
Fixes: a6c2001ace (radv: add support for cmd predication.)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Also moved everything in a struct and then return the struct from
the helper function, so it is clear in the caller what part of the
pipeline gets modified.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We don't need the pipeline state struct anymore.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This gives about 2% performance improvement on dota2 for me.
This is mostly a mechanical copy and replacement, but at bind time
we still do:
1) Some stuff that is only based on num_samples changes.
2) Some command buffer state setting.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We need to enable the pos float location 2 mode anytime we have
persample not just when forced by the frag shader.
This fixes:
dEQP-VK.pipeline.multisample.min_sample_shading*
Fixes: 58c97a079 (radv: enable location at sample when persample is forced.)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is ported from radeonsi and fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_mask.bit_*
v2: don't call this path for radeonsi, it does it in the epilog.
use the radeonsi code path.
v3: handle NULL pCreateInfo->pMultisampleState properly (Samuel)
v3.1: set ps_iter_samples default to 1 (Bas)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: bdcbe7c76 (radv: add sample mask input support)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some of the hw resolve passes need the SPI color format setup
correctly.
This fixes lots of 16-bit and 32-bit format tests in
dEQP-VK.renderpass.suballocation.multisample*
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: f4e499ec79 "radv: add initial non-conformant radv vulkan driver"
Signed-off-by: Dave Airlie <airlied@redhat.com>
Passes
dEQP-VK.api.smoke.*
dEQP-VK.wsi.android.*
with android-cts-7.1_r12 .
Unlike the initial anv implementation this does
use syncobjs instead of waiting on the CPU.
This is missing meson build coverage for now.
One possible todo is that linux 4.15 now has a
sycall that allows us to export amdgpu fence to
a sync_file, which allows us not to force all
fences and semaphores to use syncobjs. However,
I had trouble with my kernel crashing regularly
with NULL pointers, and I'm not sure how beneficial
it is in the first place given that intel uses
syncobjs for all fences if available.
Reviewed-by: Dave Airlie <airlied@redhat.com>
This is not hooked up to any messages yet, but useful for e.g.
renderdoc if you add some messages during development.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
If the number of instances hasn't changed and we've already
emitted it, don't emit it again.
If the vertex shader is the same and the first_instance, vertex_offset
haven't changed don't emit them again.
This increases the fps in GL_vs_VK -t 1 -m -api vk from around 40
to around 60 here, it may not impact anything else.
Dieter also reported smoketest going from 1060->1200 fps.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Tested with a modified deferred demo and no regressions in a 1.0.2
mustpass run.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
The EXT values are really large, e.g.
VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT = 1000099000, so 1 << value
is not going to fit into a 32-bit mask.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Overall it does not really help or hurt. The deferred demo gets 1%
improvement and some games a 3% decrease, so I don't think this
should be enabled by default.
But with the code upstream it is easier to experiment with it.
v2: Remove initializing the registers from si_emit_config.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Apps can use this for render feedback loops, where things are
defined if they render each pixel only once. However, DCC fails
here, as the level of coherence is a block not a pixel, so disable it.
This is also going to help implementing other stuff.
Even if we optimize this later to only happen if there actually is
a loop (if possible at all ...), then the machinery is still useful
to exclude images accessible by the SDMA queue when that is implemented.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
For fast clear eliminate and decompressions, we always use the most compressed
format.
For clears, the code already creates a renderpass on demand with the exact same
layout as specified.
Otherwise we start distinguishing between GENERAL and TRANSFER_DST_OPTIMAL.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
We do an in place copy where we read compressed and write decompressed.
By doing this in sizes that cover entire DCC blocks and waiting for all
reads in the block before starting to write we avoid corruption.
In the end we clear the DCC metadata to 0xffffffff.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes the layout issue for the blit path as well.
This fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint*
v2: use compatible render passes.
v2.1: use enum
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we are doing a general->general transfer with HIZ enabled,
we want to hit the tile surface disable bits in radv_emit_fb_ds_state,
however we never get the current layout to know we are in general
and meta hardcoded the transfer layout which is always tile enabled.
This fixes:
dEQP-VK.api.copy_and_blit.core.image_to_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint.optimal_general
dEQP-VK.api.copy_and_blit.core.image_to_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint.general_general
v2: refactor some shared helpers for blit patches
v3: we only need multiple render passes as they should be compatible.
v3.1: use enum (Bas)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This add support for a 3D image reading path to the blit 2d paths,
like I did for the clear paths.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Alex Smith <asmith@feralinteractive.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
On GFX9 we must access 3D textures with 3D samplers AFAICS.
This fixes:
dEQP-VK.api.image_clearing.core.clear_color_image.3d.single_layer
on GFX9 for me.
v1.1: fix tex->sampler_dim to dim
v2: send layer in from outside
v3: don't regress on pre-gfx9
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Alex Smith <asmith@feralinteractive.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
They are dummy objects but the spec requires layout to not be
NULL, this just makes sure we are creating valid pipeline layout
objects. This will allow us to remove some useless checks.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
dota2 binds a ton of index buffers but the type is always 16-bit.
Note that we have to invalidate the type when switching from
indexed draws to normal draws.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
RADV_CMD_BUFFER_STATUS_INVALID is not used for now, but I think
it makes sense to declare it. Could be used later with better
command buffer error handling.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Allows apps to determine the LLVM version so that they can decide
whether or not to enable workarounds for LLVM issues.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Just check if image has scanout flag set
v2 (Jason Ekstrand):
- Rebase
- Also drop the now unused radv_mem_flag_bits enum
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Chad Versace <chadversary@chromium.org>
This allows to update them with only one memcpy().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
I don't think we will need a 64-bit unsigned integer for the
dirty flags in the future, and there is still 20 bits left.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
VkDeviceQueueCreateInfo::queueFamilyIndex is an unsigned 32-bit
integer.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Just after the vertex shader.
This seems to give a minor boost for, at least, Serious Sam
Fusion 2017 and Dawn of War 3. I don't see any real impacts
with The Talos Principle.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This moves some calculations of register values into the pipeline
construction, it saves looking at outinfo in the cmd buffer emit.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There's no point recalculating these the whole time on descriptor
emission, just store them at pipeline creation.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Instead of storing all the pointers and zeroing them all out,
just store a valid bitmask in the state. This also moves
the CmdBindPipeline path down the cpu usage path for the
multithreading demo as it no longer has to traverse MAX_SETS
to find the active descriptor sets.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This isn't required to be cleared, since buffers are only linked
by vertex elements, so if elements are clear then no buffers
should be referenced.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just removes a hole in the cmd_state and packs some bools
together.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The vram_list linked list resulted in lots of pointer chasing.
Replacing this with an array instead improves descriptor set
allocation CPU usage by 3x at least (when also considering the free),
because it had to iterate through 300-400 sets on average.
Not a huge improvement as the pre-improvement CPU usage was only
about 2.3% in the busiest thread.
Reviewed-by: Dave Airlie <airlied@redhat.com>
It confuses CTS. This pregenerates the heap info into the
physical device, so we can use it for translating contiguous
indices into our "standard" ones.
This also makes the WSI a bit smarter in case the first preferred
heap does not exist.
Reviewed-by: Dave Airlie <airlied@redhat.com>
CC: <mesa-stable@lists.freedesktop.org>
This should make sure we don't treat exports buffers as local
bos.
Fixes: a639d40f13 (radv: add support for local bos. (v3))
Tested-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This allows an app to query shader statistics and get a disassembly of
a shader. RenderDoc git has support for it, so this allows you to view
shader disassembly from a capture.
When this extension is enabled on a device (or when tracing), we now
disable pipeline caching, since we don't get the shader debug info when
we retrieve cached shaders.
v2: Improvements to resource usage reporting
v3: Disassembly string must be null terminated (string_buffer's length
does not include the terminator)
v4: Fixed LDS reporting. (Bas)
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Only needed when the CS path is used.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
radeonsi only emits these when dfsm is enabled, so for now
just hinge them on a flag we never set.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This allows us to pass extra parameters to the memory allocation
operation that are not defined in the vulkan spec. This is useful for
internal usage.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This extension allows the caller to change a queue's system wide
priority. This is useful for applications with specific
latency constraints.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To be consistent with the emit function name.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will be used to create a hash of the combined shaders in the
pipeline.
Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Dave Airlie <airlied@redhat.com>
So one of the CTS tests tries to allocate a 16384x1 2048 array
texture. This overflows a bunch of calculations when we want it
tiled as the heights goes to 128.
addrlib returns us the correct size (16GB or so), but we mangle
it in the htile calcs due to the 32-bit offset fields, then
userspace gives us the reduced number and we try to allocate
it on a heap and things blow up.
We really need to give the app back the correct size for the
image so we can blow up properly in memory allocation later.
This should fix hangs in
dEQP-VK.pipeline.render_to_image.core.1d_array.huge.width_layers.r8g8b8a8_unorm_d32_sfloat_s8_uint
since
Fixes: ad3d98da9f (radv: enable tc compatible htile for d32s8 also.)
Now there's an open question if we should be enabling tc-compat
htile at all for shallow textures like the above.
This might cause some other wierd side effects in CTS even
without the tc compat so:
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This ports radv to using the anv entrypoint/extension generator
code.
No differences on enabled extensions list in vulkaninfo.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We want to generate different variants for sisched and unsafe_math
shader variants, so add them to the hash key.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This will allow us to emit the CLEAR_STATE packet instead
of a bunch of useless packets when doing CS initialization.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This is the drivers on-disk cache intended to be used as a
fallback as opposed to the pipeline cache provided by apps.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The situations where we enable it are quite limitied, but it works,
even for madmax, so lets just enable it.
Reviewed-by: Dave Airlie <airlied@redhat.com>
To be consistent with other meta operations.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is needed since we don't update the number of viewports/scissors
when they are set dynamically (according to the spec). In the following
scenario:
* vkCmdSetViewport()
* vkCmdClearColorImage() (or any other meta operations)
The viewports/scissors weren't saved correctly because no pipeline
was bound before, and thus the number of viewports/scissors were 0.
This fixes a regression with:
dEQP-VK.draw.negative_viewport_height.front_ccw_cull_back
Fixes: 60878dd00c ("radv: do not update the number of viewports in vkCmdSetViewport()")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
I tested this 10 times with
./deqp-vk --deqp-case=dEQP-VK.texture.filtering.3d.formats.r4g4b4a4*
and one full run of CTS, seems the issue is gone.
Also reduces CTS runtime by 30% or so.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Useful to know which debug/perftest options were enabled when
a hang report is generated.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This just reduces the calculations a bit further.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This moves a bunch of non-draw dependent calcs into the pipeline code,
to reduce CPU overheads in the draw path.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-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>
In my opinion, this improves code readability.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Useless to track which one has been updated because we
re-upload all the vertex buffers in one shot.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's fairly simple for now, but this might be quite useful.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
At the moment, debugging radv is not really easy because the
driver doesn't report enough information when it hangs. This
new file will be the main location for all debug tools.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will allow to propagate VK_ERROR_OUT_OF_HOST_MEMORY to
vkEndCommandBuffer() when necessary.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Avoid passing the vulkan image creation into the image view descriptor
setup. This cleans up the usage of range inside the init, instead
using the properly inited values in the image view.
This is just a cleanup but some future vega changes will depend on it.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
GFX9 needs the SX MRT blend registers programmed, port over
the code from radeonsi to workout the values from the blend
state, and program the registers on rbplus systems.
This fixes lots of:
dEQP-VK.pipeline.blend.*
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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>