The initialization can be simplified and the real programming moved
over to genX_pipeline.c
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24632>
Following 71ebd9b9d7, 3DSTATE_GS can be emitted as part of the
pipeline batch and as a dynamic state. Just do the latter.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 71ebd9b9d7 ("anv,hasvk: respect provoking vertex setting on geometry shaders")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24632>
We can disable the MESH/TASK stages by just using the CONTROL
instruction and keep the rest of the HW programmed as before.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24632>
According to WA description, we need to track DS write state
and emit a PSS_STALL_SYNC whenever that state changes.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18411>
This is required for Wa_18019816803 when blorp emit DS state.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18411>
It can be useful to compare 2 runs with different compiler changes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24552>
One particular nice thing to have is the first generated backend IR
before validation. Especially if you made a mistake in the NIR
translation, you can at least look at it before validation tells you
off.
Then the last 2 steps of the optimize() function can be interesting to
look at.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24552>
And split them into UBO and SSBO
v2 (Lionel):
- Get rid of robustness fields in anv_shader_bin
v3 (Lionel):
- Do not pass unused parameters around
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17545>
We cannot find anything in the Vulkan spec requiring this. D3D12 [1]
says it's undefined as long as it doesn't crash the OS :
"Out of bounds indexing of any descriptor table from the shader
results in a largely undefined memory access, including the
possibility of reading arbitrary in-process memory as if it is a
hardware state descriptor and living with the consequence of what
the hardware does with that. This could produce a device reset, but
will not crash Windows."
[1] : https://learn.microsoft.com/en-us/windows/win32/direct3d12/advanced-use-of-descriptor-tables#out-of-bounds-indexing
Found 2 titles affected by this change
Some pretty good results on Cyberpunk 2077 :
Totals from 10285 (100.00% of 10285) affected shaders:
Instrs: 7638709 -> 7517360 (-1.59%); split: -1.64%, +0.05%
Cycles: 148047414 -> 148470916 (+0.29%); split: -0.83%, +1.12%
Subgroup size: 112544 -> 112576 (+0.03%); split: +0.04%, -0.01%
Spill count: 98 -> 90 (-8.16%)
Fill count: 90 -> 82 (-8.89%)
Max live registers: 495274 -> 479502 (-3.18%); split: -3.21%, +0.03%
Max dispatch width: 87824 -> 91168 (+3.81%); split: +4.10%, -0.29%
Gaining 297 shaders in SIMD16/32, loosing 16 SIMD32 shaders
Some not so good results on Strange Brigade :
Totals from 4027 (100.00% of 4027) affected shaders:
Instrs: 2080355 -> 2013880 (-3.20%); split: -3.20%, +0.01%
Cycles: 25405149 -> 25170579 (-0.92%); split: -1.37%, +0.45%
Max live registers: 167303 -> 168958 (+0.99%)
Max dispatch width: 33264 -> 32496 (-2.31%)
Loosing 96 SIMD16 shaders.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17545>
This replicates the same fix we did for Anv and null descriptors with
A64 messages from commit efcda1c530 ("anv: fix null descriptor
handling with A64 messages").
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17545>
This change allow us to insert the MI_SEMAPHORE_WAIT before/after
specific draw call. With GTX tool, we can always update the memory
address to unblock spinning wait.
v2:
- Make sure draw_call_count is thread-safe (Lionel)
- Add static inline helper (Lionel)
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/24308>
Some older gens used '_' (underscore) while newer gens used a ' '
(space).
$ sed -i 's/Texture_Coordinate_Mode/Texture\ Coordinate\ Mode/' \
src/intel/genxml/*.xml
The naming needs to be aligned for importing enums later on.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24547>
Vulkan defines the scaling lists according to the H264 ITU spec, which
only defines ScalingList8x8[0] and ScalingList8x8[1] for
non-444 formats.
Reviewed-by: Lynne <dev@lynne.ee>
Reviewed-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24474>
Sync with commit f16c04291100 ("drm/xe: Rename engine to exec_queue").
With that Iris and ANV had some major renames that were done manually
as there is to many "engine" in non-related code.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24476>
Brown paper bag fix for my untested review feedback comments.
Cube array images use a coordinate of the form <X, Y, 6*Slice+Face>,
while cube array textures use a <X, Y, Slice, Face> style coordinate.
This code tried to convert one to the other, but instead of writing
Z / 6 and Z % 6, we tried to reuse our original division result. What
we wanted was Z - (Z/6) * 6, but instead we botched it and wrote Z-Z*6
which produced...totally invalid cube faces.
Fixes: fe81d40bff ("intel/nir: add lower for sparse images & textures")
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Tested-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24481>
This is for avoid #include "program/prog_instrunction.h" in intel/brw code
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24438>
Some DX12 games require sparse resource support but don't
actually use sparse resources. Add a way to make these games work
while we still don't have sparse resources fully working on every
KMD backend.
When fake_sparse=true, anv advertises sparse resource support
despite lacking full support.
Based-on-patch-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24046>