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radv: Use I/O lowering for task and mesh shaders.
We set the number of task shader ring entries in radv_device based on the generous assumption that each CU can run task/mesh shaders with maximum occupancy. 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>
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4 changed files with 35 additions and 0 deletions
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@ -91,6 +91,11 @@
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*/
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#define RADV_MAX_MEMORY_ALLOCATION_SIZE 0xFFFFFFFCull
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/* Size of each payload entry in the task payload ring.
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* Spec requires minimum 16K bytes.
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*/
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#define RADV_TASK_PAYLOAD_ENTRY_BYTES 16384
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/* Number of invocations in each subgroup. */
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#define RADV_SUBGROUP_SIZE 64
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@ -3331,6 +3331,24 @@ radv_CreateDevice(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo *pCr
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ac_get_hs_info(&device->physical_device->rad_info,
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&device->hs);
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/* Number of task shader ring entries. Needs to be a power of two.
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* Use a low number on smaller chips so we don't waste space,
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* but keep it high on bigger chips so it doesn't inhibit parallelism.
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*/
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switch (device->physical_device->rad_info.family) {
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case CHIP_VANGOGH:
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case CHIP_BEIGE_GOBY:
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case CHIP_YELLOW_CARP:
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device->task_num_entries = 256;
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break;
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case CHIP_SIENNA_CICHLID:
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case CHIP_NAVY_FLOUNDER:
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case CHIP_DIMGREY_CAVEFISH:
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default:
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device->task_num_entries = 1024;
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break;
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}
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if (device->instance->debug_flags & RADV_DEBUG_HANG) {
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/* Enable GPU hangs detection and dump logs if a GPU hang is
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* detected.
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@ -777,6 +777,9 @@ struct radv_device {
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uint32_t scratch_waves;
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uint32_t dispatch_initiator;
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/* Number of entries in the task shader ring buffers. */
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uint32_t task_num_entries;
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uint32_t gs_table_depth;
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struct ac_hs_info hs;
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@ -1042,6 +1042,15 @@ radv_lower_io_to_mem(struct radv_device *device, struct radv_pipeline_stage *sta
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ac_nir_lower_gs_inputs_to_mem(nir, device->physical_device->rad_info.chip_class,
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info->gs.num_linked_inputs);
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return true;
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} else if (nir->info.stage == MESA_SHADER_TASK) {
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ac_nir_apply_first_task_to_task_shader(nir);
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ac_nir_lower_task_outputs_to_mem(nir, RADV_TASK_PAYLOAD_ENTRY_BYTES,
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device->task_num_entries);
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return true;
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} else if (nir->info.stage == MESA_SHADER_MESH) {
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ac_nir_lower_mesh_inputs_to_mem(nir, RADV_TASK_PAYLOAD_ENTRY_BYTES,
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device->task_num_entries);
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return true;
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}
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return false;
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