These two values are not known when compile for radeonsi.
They are relocated when link/upload time.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18832>
radeonsi need to use packed driver location for all outputs,
while radv need to use VARYING_SLOT_*. To meet both drivers'
needs.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18832>
Replace tabs with spaces. Fix up function pointer calls (don't use
the old style (*foo)(arg) syntax).
Signed-off-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19329>
Replace tabs with spaces. Rename __ATTRIB macro to SIMPLE_CASE to
be a bit more readable.
NFC.
Signed-off-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19329>
Replace tabs with spaces, fix indentation.
Move 'format' var decl and type (it's an integer array index, not
actually a mesa format).
NFC.
Signed-off-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19329>
Using the wl_drm protocol we can check whether the compositor uses the
same GPU as the application.
This allows to run vulkan applications using a DG2 GPU with the
compositor using another card.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Simon Ser <contact@emersion.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19224>
So that we can provide that information to WSI if it asks for it
immediately.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19224>
We can't have streamout and mesh enabled at the same time.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: ef04caea9b ("anv: Implement Mesh Shading pipeline")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19323>
some apps (most notably Wolfenstein: The New Order) have broken multi-context
buffer usage in which one context will attempt to write to a buffer while
another context holds unflushed usage, and the unflushed context will never
flush until the buffer write completes
it's impossible to handle this scenario correctly without deadlocking,
so add some handling to try waiting and then yolo the buffer write if
a deadlock would occur
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19141>
It will already short-circuit if the number of components matches.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19301>
nir_shader_lower_instructions is overkill and this makes the pass
generally easier to understand.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19301>
The flush_resources recorded in the context need to stay alive until
the context is flushed, at which point additional resolve operations
are done to those resources. While the backing BO is alive due to being
referenced in the cmdstream, the resource might already be destroyed
at this point.
Keep a reference to the resource to make sure it is still available at
context flush time.
Fixes: 7b9d8d1936 ("etnaviv: flush used render buffers on context flush when neccessary")
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19280>
So far, only IMG drivers cannot handle out of bounds layer values.
Ideally, a vulkan extension will be drafted to detail this behavior.
But for now if KHR-GL46.texture_cube_map_array.color_depth_attachments
fails, then needs_sanitised_layer is probably needed.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
GL spec forces driver to ignore gl_Layer, if layered rendering
is not enabled.
Since vulkan doesn't have the same bavior, emulate this by forcing
gl_Layer to 0, based on driver internal state.
This was seen as failure in
KHR-GL46.texture_cube_map_array.color_depth_attachments
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
This state is needed to make sure gl_Layer values are set to 0,
when the framebuffer is not layered accorfing to GL spec.
Specifically Section 9.8 Layered Framebuffers of GL46 spec:
A layer number written by a geometry shader has no effect if
the framebuffer is not layered.
Vulkan has no carve out for this, so zink must handle this by
sanitising gl_Layer (next commit in the series).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
Now that all gfx pipelines share the same push constant layout,
create a screen wide push const only layout that is compatible
with all future programs.
This layout will be used to update push constant values, so that
the update can happen at any point before draw call.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
Extend vs_pushconst structure to all gfx stages and make sure,
the push constant memory layout is defined in one place and
is therefore always correct.
No functional change, but should make adding new members to
zink_*_push_constant easier.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
On Q2RTX shaders :
Instructions in all programs: 31039 -> 26150 (-15.8%)
SENDs in all programs: 1587 -> 1148 (-27.7%)
Loops in all programs: 4 -> 4 (+0.0%)
Cycles in all programs: 420218 -> 392179 (-6.7%)
Spills in all programs: 157 -> 132 (-15.9%)
Fills in all programs: 337 -> 262 (-22.3%)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
The intel backend compiler is not dealing with the scratch loads
emitted by this pass very well. There are 2 reasons for this :
- all loads are at the top of the shader
- the loads are global load intrinsics (cannot be differentiated
from ssbo loads for example)
This leads the backend to generate ridiculous amount of spills.
To help a bit (actually quite a lot), we can move the scratch loads in
the blocks where they're needed, using the dominance information.
Quite often that also ends up moving loads in a block that might not
be reached by all the lanes, so we're potentially avoiding some loads.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
The previous pass shrinking values stored on the stack might have left
some gaps on the stack (a vec4 turned into a vec3 for instance).
This pass reorders variables on the stack, by component bit size and
by ssa value number. The component size is useful to pack smaller
values together. The ssa value number is also important because if we
have 2 calls spilling the same values, then we can avoid reemiting the
spillings if the values are stored in the same location.
v2: Remove unused sorting function (Konstantin)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
For example, if we store to scratch a vec4 but only a subset of
components are used after the load operation.
v2: Use nir_intrinsic_write_mask (Konstantin)
Use u_foreach_bit() instead of u_bit_scan() (Konstantin)
Fix mask building loop (Konstantin)
v3: Fix reswizzle (Konstantin)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
Previously when considering whether to rematerialize or spill/fill
ssa_1954, we would go for a spill/fill :
vec4 32 ssa_388 = (float32)txf ssa_387 (texture_handle), ssa_86 (coord), ssa_23 (lod), 0 (texture), 0 (sampler)
...
vec1 32 ssa_1953 = load_const (0xbd23d70a = -0.040000)
vec1 32 ssa_1954 = fadd ssa_388.x, ssa_1953
vec1 32 ssa_1955 = fneg ssa_1954
This is because when looking at ssa_1955 the first time, we would
consider ssa_388 unrematerialiable, and therefore all values built on
top of it would be considered unrematerialiable as well.
The missing piece when considering whether to rematerialize ssa_1954
is that we should look at filled values. Now that ssa_388 has been
spilled/filled, we can rebuild ssa_1955 on top of the filled value and
avoid spilling/filling ssa_1955 at all.
This requires a bit more work though. We can't just look at an
instruction in isolation, we need to go through the ssa chains until
we find values we can rematerialize or not.
In this change we build a list of all ssa values involved in building
a given value, up to the point there we find a filled or a
rematerializable value.
In this particular case, looking at ssa_1955 :
* We can rematerialize ssa_388 from its filled value
* We can rematerialize ssa_1953 trivially
* We can rematerialize ssa_1954 because its 2 inputs are rematerializable
* We can rematerialize ssa_1955 because ssa_1954 is rematerializable
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
Currently we do something like this :
ssa_0 = ...
ssa_1 = ...
* spill ssa_0, ssa_1
call1()
* fill ssa_0, ssa_1
ssa_2 = ...
ssa_3 = ...
* spill ssa_0, ssa_1, ssa_2, ssa_3
call2()
* fill ssa_0, ssa_1, ssa_2, ssa_3
If we assign the same possition to ssa_0 & ssa_1 in the spilling
stack, then on call2(), we know that those values are already present
in memory at the right location and we can avoid respilling them.
The result would be something like this :
ssa_0 = ...
ssa_1 = ...
* spill ssa_0, ssa_1
call1()
* fill ssa_0, ssa_1
ssa_2 = ...
ssa_3 = ...
* spill ssa_2, ssa_3
call2()
* fill ssa_0, ssa_1, ssa_2, ssa_3
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
For a follow up optimization, we would like to track scratch loads.
This isn't possible with global load/store intrinsics. So use a couple
of special intrinsic in the pass and only lower it to global
intrinsics at the end.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>