This reverts commit bcfec61d1e.
The previous patch fixed the underlying issue that the above commit was
actually working around. It turns out that the previously observed
performance regression was due to invalid aux-map entries for
multi-layer HiZ+CCS buffers.
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7046>
On Fallout4, enabling HIZ_CCS_WT compression for D16_UNORM format
regress the performance by 2%, in order to avoid that disable
compression via driconf option.
The experiment showed that, running Fallout4 with HIZ performs better
than HIZ_CCS and HIZ_CCS_WT. Reason behind that is the benchmark uses
the depth pass with D16_UNORM surfaces format which fills the L3 cache
and next pass doesn't make use of it where we end up clearing cache.
v2:
- Don't add conditional check in isl (Nanley, Jason)
- Move disable_d16unorm_compression flag to instance (Lionel)
- Use plane_format.isl_format (Nanley)
v3:
- Add more descriptive comment (Marcin Ślusarz)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6734>
The only user was radeon/r200, which was using it to have something that
looks a lot like an enum value return a float from the config option.
Just convert that option to a plain float value (for compat with existing
driconfs) with the min and max of its disjoint range as the range. The
driver's option handling code already correctly deals with other values in
the range.
The disjoint range support was a bunch of extra parsing for this dead
driver, and made turning driconf into static structs difficult.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6916>
Game does the equivalent of a
ALIGN(..., minUniformBufferOffsetAlignment >> 4)
which breaks when said alignment is <16 with a SIGFPE.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6120>
This adds applicationName + version through like engineName.
Rationale: A game (World War Z) includes the store name in the
executable name, so has multiple executable names.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6120>
The compton compositor is unmaintained, with a new fork named picom taking
its place. As with the other compositors (including compton), adaptive
sync should not be enabled.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5740>
DOOM Eternal happily creates a swapchain with 2 images for IMMEDIATE.
This fixes a 10% performance issue with RADV.
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
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/5704>
It looks like there's also a standalone version and a 32-bit version.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5574>
Apply the destination swizzle on GLES games based on HL2 engine.
Also add Portal 2 since some people are experiencing issues with
that.
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5481>
To fix game artifacts. It's always sad to have to fix game bugs
inside drivers ...
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/5359>
When the LLVM version is too old or missing, SotTR applies shader
workarounds and that reduces performance by 2-5% with ACO.
SotTR workarounds are applied with LLVM 8 and older, so reporting
LLVM 9.0.1 should be fine.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4984>
This is useful to enable workarounds for applications with a generic name.
For instance all games made with the YoYo game engine have the same executable
name "runner".
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4181>
With 781a78 ("mesa: enable ARB_direct_state_access in compat for
GL3.1+), it's possible to have DSA with GL3.1+.
FTL creates a GL3.1 compat context, but fails the
_mesa_has_geometry_shaders(..) check in frame_buffer_texture.
Bump the compat version to pass the check.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When drawing the main character in Shadow of Mordor, the game appears
to draw Talion with one vertex shader, and the Wraith with another.
If the compiler optimizes those in different ways which lead to slight
imprecisions, then the resulting positions may not line up, leading to
Z-fighting occurring as the game decides which of the two are in front.
brw_nir_opt_peephole_ffma looks at usages of multiply adds across the
entire shader, and may make different decisions between the two, leading
to such imprecisions and Z-fighting. This started happening recently
after a NIR change to eliminate unnecessary MOVs (7025dbe7), but that
change simply exposed the existing problem.
Improves performance on Skylake GT4e by 1.22945% +/- 0.398672% (n=3),
likely due to the fixed rendering.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1985
Fixes: 7025dbe794 ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
GiMark benchmark from GpuTest has such code in VS:
out vec4 lightDir0;
out vec4 lightDir1;
...
lightDir0.xyz = lp0 - vVertex.xyz;
lightDir1.xyz = lp1 - vVertex.xyz;
In FS:
float distSqr = dot(lightDir0, lightDir0);
So due to the usage of uninitialized .w channel in the dot product,
distSqr may become undefined which results in many black dots
in the test on Iris.
In https://www.geeks3d.com/forums/index.php/topic,6242.0.html
developer stated that this benchmark most likely won't be updated.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1919
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Dolphin: 75 fps -> 88 fps - Super Mario Galaxy
Citra: 81 fps -> 91 fps - A Link Between Worlds
Yuzu: 21 fps -> 27 fps - Super Mario Odyssey
Dolphin still has many syncs because of glFenceSync and glClientWaitSync.
Moving them to the dispatcher thread might yield another speedup.
Yuzu uses a compatible profile by default. This benchmark used the variable
MESA_GL_VERSION_OVERRIDE=4.5FC to overwrite this behavior.
This profilation was done on a mobile i7-8550U CPU with i965.
Signed-off-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
They use the "sample" keyword as a variable name.
Cc: 19.2 19.3 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
DOOM fails to handle more images than expected when the adaptative
sync mode is enabled.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1902
Cc: 19.2 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This was meant to include up to version 23.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 0616b7ac90 ("vulkan: add vk_x11_strict_image_count option")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111522
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This option strictly allocate the minImageCount given by the
application at swapchain creation.
This works around application that do not deal with the fact that the
implementation allocates more images than the minimum specified.
v2: Add values in default drirc (Bas)
v3: specify engine name/version (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111522
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Cc: 19.2 <mesa-stable@lists.freedesktop.org>
Vulkan applications can register with the following structure :
typedef struct VkApplicationInfo {
VkStructureType sType;
const void* pNext;
const char* pApplicationName;
uint32_t applicationVersion;
const char* pEngineName;
uint32_t engineVersion;
uint32_t apiVersion;
} VkApplicationInfo;
This enables the Vulkan implementations to apply workarounds based off
matching this description.
Here we add a new parameter for matching the driconfig options with
the following :
<device driver="anv">
<application engine_name_match="MyOwnEngine.*" engine_versions="10:12,40:42">
<option name="blaaah" value="true" />
</application>
</device>
v2: switch engine name match to use regexps
v3: Verify that the regexec returns REG_NOMATCH for match failure (Eric)
v4: Add missing bit that went to the following commit (Eric)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: 19.2 <mesa-stable@lists.freedesktop.org>