The option creates a buffer where each bit stores whether the
corresponding 4096 byte memory section has been allocated. The helper
radv_build_is_valid_va allows for querying the validity of addresses
inside a nir shader which can be useful for debugging.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34392>
This exposes an experimental implementation of HIC with
RADV_PERFTEST=hic. It's passing 100% of VKCTS but it requires some
benchmarks first to verify if performance is acceptable or not.
No addrlib support for GFX6-9.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35974>
Our QA team extensively tested Helldivers 2 on AMD RX 7800 XT/RX 7600
with many different presents and didn't get any GPU hangs. Few users
also reported the game being very stable without this workaround.
Few other users reported issues with the workaround itself (like
pstate not correctly restored etc), so let's remove it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34164>
This dumps pipeline hash + shader VA to /tmp/radv_pso_history.log. Can
be very useful when investigating GPU hangs using UMR to get the fossils
back with the PC.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33912>
Rename the drirc and call it radv_disable_dedicated_sparse_queue instead,
since normal queues support sparse now anyway.
Keep the workaround for existing known games, since they might not
expect a separate SPARSE queue to pop up.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33166>
Likely a game bug but can't be 100% sure because the game uses RT by
default and renderdoc still doesn't have support for it.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32528>
The pass that lowers PS outputs has been rewritten since 45d8cd037a
("ac/nir: rewrite ac_nir_lower_ps epilog to fix dual src blending
with mono PS") to handle invalid uses of dual-source blending.
This drirc used to workaround game bugs on GFX11 only should no longer
be necessary.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32514>
If shader stages are specified but compilation stages aren't,
dump NIR, backend IR and disassembly.
If compilation stages are specified but shader stages aren't,
dump all shader stages.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
The new debug flags can make the output less overwhelming
and only dump what we want to see.
The old RADV_DEBUG=shaders will still print all stages.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32079>
The game aliases two images. It binds a memory object to two different
images, the first one being an image with 4 mips and the second with
only one mip but the bind offset is incorrect. It's like it queried
the first image size with different usage flags, so that DCC was
disabled.
Force disabling DCC for mips fixes the incorrect rendering and doesn't
hurt performance.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10200
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32190>
The major differences compared to the NV extensions are:
- support for the sequence index as push constants
- support for draw with count tokens (note that DrawID is zero for
normal draws)
- support for raytracing
- support for IES (only compute is supported for now)
- improved preprocessing support with the state command buffer param
The NV DGC extensions were only enabled for vkd3d-proton and it will
maintain both paths for a while, so they can be replaced by the EXT.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31383>
Hiding storage support for depth formats forces the game to take a
different, working path for terrain height map initialization.
cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31152>
It's been two Mesa releases since this fast-launch mode2 has been fixed
on GFX11 and everything works as expected. The option is no longer
needed, note that GFX12 only has mode2 apparently.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30815>
When RADV_DEBUG=shaders is set, printing e.g. different NIR shaders from
different threads at the same time makes the output unreadable. Use a mutex
to synchronize shader dumping so that all shaders get printed in once piece.
Since we're writing everything to a file or terminal anyway, the
performance impact of forcing singlethreaded compilation is negligible.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25215>
Enable selecting the specific pstate to enter when using thread tracing
and when acquiring the profiling lock for performance queries.
Signed-off-by: Josh Simmons <josh@nega.tv>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30139>
This probes the vcn firmware version to make sure it can support
the encode extensions properly, then uses the perf test flag if so.
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25900>
This has been a long and painful extension to implement but finally
RADV has support for it on all supported generations. It's passing
VKCTS and GLCTS through Zink but the number of application using ESO
is currently very limited.
This adds RADV_DEBUG=noeso to disable it for debugging purposes.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28374>