vkCmdPreprocessGeneratedCommandsNV() shouldn't be affected by
conditional rendering. Confirmed with Ricardo after writing some
tests against NVIDIA.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27658>
Preprocess and execute can be executed on different queue families. If
preprocess is executed on GFX and the indirect count optimization is
enabled, this will generate an empty cmdbuf. Expect GPU hangs if this
DGC IB is then executed on ACE.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27658>
Left-shifting by 11*8 or 14*8 is undefined. This fixes many
dEQP-VK.query_pool.statistics_query.* failures (but not pre-existing
flakes) for release builds using clang.
Fixes: 48aabaf225 ("radv: do not harcode the pipeline stats mask for query resolves")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27651>
The performance issue is fixed. This adds RADV_DEBUG=nogsfastlaunch2
to disable it in case users still report issues with it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27636>
This seems to be the root cause of the huge performance issue with
GS_FAST_LAUNCH=2 on RDNA3 dGPUs. Probably a firmware bug, but on dGPUs
only, because on RDNA3 APUs this is just working...
With that GS_FAST_LAUNCH=2 can be re-enabled by default on GFX11.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27636>
Support should be the same as AMDVLK, except for these formats:
- VK_FORMAT_R4G4_UNORM_PACK8
- VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT
- VK_FORMAT_A4B4G4R4_UNORM_PACK16_EXT
- VK_FORMAT_A1B5G5R5_UNORM_PACK16_KHR
- VK_FORMAT_A8_UNORM_KHR
- VK_FORMAT_X8_D24_UNORM_PACK32
- VK_FORMAT_D24_UNORM_S8_UINT
And the various emulated compressed formats.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27551>
I don't remember why I implemented it like this in !13959, but
AFAICT there's no need to manually remove this queue from vk_device's
queues list.
On the other hand, this hack causes issues if syncobj timeline isn't
supported; amdgpu always support timeline, but amdgpu over virtio-gpu
doesn't.
The issue is as follow: the sequence in vk_queue.c:
case VK_QUEUE_SUBMIT_MODE_DEFERRED:
vk_queue_push_submit(queue, submit);
return vk_device_flush(queue->base.device);
Would fail to produce the expected result, because vk_device_flush would
fail to realize that the blit queue has some pending work because
"vk_foreach_queue(queue, device)" would never process the queue.
Then, the call to vk_drm_syncobj_export_sync_file() would fail, because
the syncobj handle was never used in a submit.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27412>
Persona 3 Reload is largely affected by the way amplification works with
NGG GS and disabling it drastically improve performance.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27518>
NGG GS doesn't perform well in some cases and having an option to
disable it for performance experiments is very useful.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27518>
With shader object, when VS+GS or TES+GS are compiled separately and
the VS has written (but unused) outputs, the ESGS vertex stride
must be passed through an user SGPR. This is because when the GS is
compiled we can't know the number of ES outputs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27388>
When GS will be compiled separately, we will have to always declare
both VS and TES user SGPRs because we can't know the previous stage,
and the shader input arguments must match and mustn't overlap.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27431>
This will help implementing VS+GS and TES+GS compiled separately on
GFX9+ because the shader config will need to be combined.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27431>