This decreases memory usage, because serialized NIR is more compact.
The main shader part is compiled from nir_shader.
Monolithic shader variants are compiled from nir_binary.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We need two different values of the register, one for NGG and one for
legacy, in order to fix edge flags for the legacy pipeline.
Passing the ngg flag to emit_clip_regs would be too complicated,
so CONTEXT_REG_RMW is used for partial register updates.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Lowering PS inputs can eliminate some of them, which messes up
persp/linear barycentric coord usage info.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Legacy GS has to use Wave64, so TES before GS has to use Wave64 too.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
as_ngg is required by Wave32.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This can decrease LDS and/or memory usage for shader outputs when geometry
shaders or tessellation is used.
Only PS inputs support higher indices and those aren't eliminated by
kill_outputs.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
- don't pass it via a parameter if it can be derived from other parameters
- set shader_type for ac_rtld_open
- use enum pipe_shader_type instead of unsigned
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
We need to tell PA to accept edge flags generated by the input assembler,
because decomposed primitives shouldn't draw inner edges.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
With NGG, the VGT_GS_OUT_PRIM_TYPE can change without a shader change.
The VS_STATE is required for both streamout and culling from a vertex
shader without pre-compiling outprim-specific variants.
We could consider compiling specialized variants in the future. We
could also consider compiling the NGG logic as an epilog.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For pipelines without API GS. We will later expand this to cover NGG
geometry shaders as well.
Note that the vtx offset passed into the GS part is just the
vertex index multiplied by VGT_ESGS_RING_ITEMSIZE.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Also add the shader main part NGG variant, so that in principle
we can switch between legacy in NGG modes.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will make it easier to use LDS for other purposes in geometry
shaders in the future.
The lifetime of the esgs_ring variable is as follows:
- declared as [0 x i32] while compiling shader parts or monolithic shaders
- just before uploading, gfx9_get_gs_info computes (among other things)
the final ESGS ring size (this depends on both the ES and the GS shader)
- during upload, the "esgs_ring" symbol is given to ac_rtld as a shared
LDS symbol, which will lead to correctly laying out the LDS including
other LDS objects that may be defined in the future
- si_shader_gs uses shader->config.lds_size as the LDS size
This change depends on the LLVM changes for emitting LDS symbols into
the ELF file.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Upcoming changes to LLVM will emit LDS objects as symbols in the ELF
symbol table, with relocations that will be resolved with this change.
Callers will also be able to define LDS symbols that are shared between
shader parts. This will be used by radeonsi for the ESGS ring in gfx9+
merged shaders.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Since it can only be used for reading the config of an individual,
non-combined shader, it is not very reusable anyway.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The prim discard compute shader bakes InstanceID into the output index buffer.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
We already use GFX9 and I don't want us to have confusing naming
in the driver. GFXn naming is better from the driver perspective,
because it's the real version of the gfx portion of the hw. Also,
CIK means Bonaire-Kaveri-Kabini, it doesn't mean CI.
It shouldn't confuse our SDMA, UVD, VCE etc. code much. Those have
nothing to do with GFXn and they have their own version numbers.
The overall goal is to support unaligned loads from vertex buffers
natively on SI.
In the unaligned case, we fall back to the general case implementation in
ac_build_opencoded_load_format. Since this function is fully general,
we will also use it going forward for cases requiring fully manual format
conversions of dwords anyway.
This requires a different encoding of the fix_fetch array, which will now
contain the entire format information if a fixup is required.
Having to check the alignment of vertex buffers is awkward. To keep the
impact on the fast path minimal, the si_context will keep track of which
vertex buffers are (not) at least dword-aligned, while the
si_vertex_elements will note which vertex buffers have some (at most dword)
alignment requirement. Vertex buffers should be dword-aligned most of the
time, which allows a fast early-out in almost all cases.
Add the radeonsi_vs_fetch_always_opencode configuration variable for
testing purposes. Note that it can only be used reliably on LLVM >= 9,
because support for byte and short load is required.
v2:
- add a missing check to si_bind_vertex_elements
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
User are encouraged to switch to LLVM 7.0 released in September 2018.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>