Fixes: 5d9ef0efb5 ("radv: Add the fuchsia radix sort")
../mesa/src/amd/vulkan/radix_sort/radv_radix_sort.c(148): error C2220: the following warning is treated as an error
../mesa/src/amd/vulkan/radix_sort/radv_radix_sort.c(148): warning C4098: 'vkDestroyPipeline': 'void' function returning a value
[82/1129] Compiling C++ object src/amd/compiler/libaco.a.p/aco_instruction_selection.cpp.obj
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16373>
I forgot to use task_ring_offsets instead of ring_offsets
when I ported this code to the new ABI.
Fixes: a8bdcf3c92
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16500>
This is in the wrong place thanks to a rebase mistake.
Fixes: 101a7321c4
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16500>
This pass new dEQP-VK.pipeline.*.image_2d_view_3d_image.*.
This should also fix a GPU hang with Deus Ex: Mankind Divided and Zink.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16294>
The hardware can't bind a slice of a 3D image as a 2D image, GFX10+
introduced ARRAY_PITCH to allow this without a shader workaround.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16294>
Previously this check was skipped for pools with
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT unset, but after
96a240e1 we need to check this otherwise we risk overflowing
radv_descriptor_pool::entries into the host memory base
This fixes a crash to desktop when launching Dota 2, which overallocates
descriptor sets and expects an error to allocate another descriptor pool
Fixes: 96a240e176 ("radv: fix memory leak of descriptor set layout")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16490>
From the Vulkan spec:
"VUID-VkGraphicsPipelineCreateInfo-PrimitiveId-06264
If the pipeline is being created with pre-rasterization shader
state, it includes a mesh shader and the fragment shader code
reads from an input variable that is decorated with PrimitiveId,
then the mesh shader code must write to a matching output variable,
decorated with PrimitiveId, in all execution paths"
So, if PS uses PrimitiveID, MS must export it (like GS).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16438>
This merges them into si_llvm_load_intrinsic and reuses load_tess_varyings.
RADV only implemented 1 callback.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16467>
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>
Mostly the same as for compute shaders, but with a few extras:
task_ring_offsets:
Same as what ring_offsets is to graphics shaders.
Contains an address that points to a buffer that contains
the ring buffer descriptors.
task_ring_entry:
Index that can be used to address the draw and payload rings.
draw_id:
Same meaning as in graphics shaders.
task_ib_addr/task_ib_stride:
Indirect buffer address and stride from the draw calls.
These are used to emulate the firstTask feature of NV_mesh_shader.
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>
This should be kept to only things aco uses, and expanded when
radeonsi support is added. Things should be removed if lowered in NIR.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16342>
Avoid unnessecary work on FOREIGN queue release barriers. If we can't modify
the image there can't be a situation where we need to update the presentable
dcc data.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16371>
This pattern pops up a bunch and the semantics of nir_channels() aren't
very convenient much of the time. Let's add a nir_trim_vector() which
matches nir_pad_vector().
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16309>