This adds support for global 64-bit GPU addresses as a pair of
32-bit values. This is useful for platforms with 32-bit GPUs
that want to support VK_KHR_buffer_device_address, which makes
GPU addresses explicitly 64-bit.
With the new format we also add new global intrinsics with 2x32
suffix that consume the new address format.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17275>
Also add radv and radeonsi implementation. Will be used in tess lowering.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16705>
This changes the trace rays logic to always use
VkTraceRaysIndirectCommand2KHR and implements
vkCmdTraceRaysIndirect2KHR. I renamed the
load_sbt_amd to sbt_base_amd and moved the SBT
load lowering from ACO to NIR.
Note that we can not just upload one pointer to
all the trace parameters because that would
be incompatible with traceRaysIndirect.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16430>
The mesh shader task ring is a buffer in VRAM which we will use to
store some mesh shader outputs that don't fit into LDS.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16737>
These will be used to facilitate transform feedback lowering for Panfrost,
although other backends could use the sysvals in the future.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15720>
Task shaders store their output payload to VRAM where mesh
shaders read from. There are two ring buffers:
1. Draw ring: this is where mesh dispatch sizes and
the ready bit are stored.
2. Payload ring: this is where the optional payload
is stored (up to 16K per task workgroup).
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14929>
These are the same as the normal ones, but they take an unsigned 32-bit
offset in BASE and another unsigned 32-bit offset in the last source.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14124>
- load_reloc_const is just an immediate constant load, it's convergent.
- nir_intrinsic_load_global_const_block_intel should be convergent,
it says the address must be uniform, and we uniformize the predicate
- Lowered image intrinsics: image_deref_load_param_intel just reads
information about an image, as long as the image variable is
convergent it should be too. load_raw_intel...if the address we
come up with is convergent, it ought to be as well.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15484>
load_smem_gcn is similar to load_global/load_global_constant, but it's
guaranteed to use SMEM and it's much easier to utilize the format's 32-bit
offset source.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12773>
After running divergence analysis, we include "div" or "con" for each
SSA def's divergence/convergence status:
vec1 32 div ssa_35 = fddy ssa_34
vec1 32 con ssa_36 = fddy ssa_6.x
We omit this before the first time divergence analysis has been run.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15445>
The workgroup_index is intended for situations when a 3 dimensional
workgroup_id is not available on the HW, but a 1 dimensional index is.
In this case, we can use lower the 3D ID to use this.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15103>
This intrinsic specific to RADV will be used to load VRS rates from
an user SGPR when RADV_FORCE_VRS is enabled by the application.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14713>
Instead of v_bfe + v_lshl_or for each vertex, get all 3 edge flags
at once of every vertex. This takes fewer VALU instructions than
previously.
Fossil DB results on Sienna Cichlid (with NGGC on):
Totals from 56917 (44.24% of 128647) affected shaders:
CodeSize: 161028288 -> 158751628 (-1.41%)
Instrs: 30917985 -> 30519571 (-1.29%)
Latency: 130617204 -> 129975532 (-0.49%); split: -0.50%, +0.01%
InvThroughput: 21280238 -> 20927401 (-1.66%)
Copies: 3011120 -> 3011125 (+0.00%); split: -0.00%, +0.00%
No Fossil DB changed with NGGC off.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11908>
The new intrinsics fall into the following categories:
1. New viewport intrinsics:
For missing components that we need.
RADV will emit new SGPR arguments which will contain the
viewport information for culling shaders. These are used to
compute the screen space coordinates for small primitive culling.
2. load_cull_xxx:
Load the culling settings in runtime.
These will be a new SGPR argument in RADV.
3. overwrite_xxx:
These are needed because system values such as vertex and
instance ID are not writeable, but we need to change them
after repacking shader invocations of VS and TES.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10525>
These map directly to v_perm_b32 and v_permlane_b32.
Unfortunately there is no corresponding NIR opcode or
intrinsics, and it's too tedious to puzzle these things
together from the existing NIR instructions.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Tony Wasserka <tony.wasserka@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11072>
Be consistent with other usages in Vulkan and SPIR-V, and the recently
added workgroup_size field.
Acked-by: Emma Anholt <emma@anholt.net>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11190>
These intrinsics represent what the hardware can actually do.
Lowering our shaders to use these intrinsics will allow us to
deal with mapping the classic VS, TES, GS (and the future MS)
stages to the hardware capabilities using NIR, which makes our
backend compilers simpler.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10740>
The lowered NIR code of NGG VS shaders uses this intrinsic
when the VS has to export the primitive ID.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10740>
The V3D hardware allows us to pack multiple workgroups together to avoid
wasting execution lanes in shader cores.
For example, if we dispatch 16 workgroups with a local size of 1 element, we
can pack all 16 workgroups in a single 16-wide dispatch where each lane
executes a different workgroup, instead of 16 1-wide dispatches.
When we do this, we don't have a uniform workgroup id any more.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>