Fixes dEQP-VK.pipeline.executable_properties.* on GFX6-7 when
clrxdisasm isn't found. Other generations are also affected if RADV
is built without LLVM.
Cc: 21.3 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Tony Wasserka <tony.wasserka@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13333>
unnecessarily dereferencing the vertex buffer info array here causes a
ton of cpu overhead due to bad cache locality, so just use a mask to
avoid loading X more cachelines into memory unnecessarily
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13320>
when the shader pipeline is known to not require any of the more complex
calculations, those calculations can be excluded from the dynamic update
code
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13320>
Only try to invalidate L2 if we actually hit one of the incoherent images.
Note we may actually insert some extra flushes at the end of a command
buffer so that we may asume the caches are clean the start of the next
command buffer. However, on average I think that case is uncommon
enough that being able to make assumptions at the start of a cmdbuffer
is beneficial. Especially since MSAA is somewhat rare in more recent
games.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13239>
This lets us pre-compile a prolog and avoid a hash table lookup during
command buffer recording, most of the time.
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/11717>
This doesn't actually use the functionality or implement prolog
compilation yet.
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/11717>
Way faster than the previous one, especially with a large number of
shaders.
This doesn't have much of an effect right now, but the previous allocator
was expensive compared to the cost of compiling vertex shader prologs.
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/11717>
This will be useful for compiling vertex shader prologs, where we
basically use ACO as an assembler.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11717>
In the following cases:
- lower 16 bits are extracted and the shift amount is 16 or more
- lower 8 bits are extracted and the shift amount is 24 or more
the undesireable upper bits are already shifted out, and therefore
there is no need to add SDWA to the v_lshlrev instruction.
Fossil DB stats on Sienna Cichlid with NGGC on:
Totals from 58239 (45.27% of 128647) affected shaders:
CodeSize: 153498624 -> 153265616 (-0.15%); split: -0.15%, +0.00%
Instrs: 29636304 -> 29578064 (-0.20%); split: -0.20%, +0.00%
Latency: 136931496 -> 136876379 (-0.04%); split: -0.04%, +0.00%
InvThroughput: 21134367 -> 21078861 (-0.26%); split: -0.26%, +0.00%
Copies: 2777550 -> 2777548 (-0.00%); split: -0.00%, +0.00%
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13121>
When the determinant that we use for calculating triangle area
is NaN, it's not possible to decide the facing of the triangle.
This can happen when a coordinate of one of the triangle's vertices
is INFINITY. It's better to just accept these triangles in the shader
and let the PA deal with them.
Let's do the same for +/- Infinity too.
Though we haven't seen this yet, it may be troublesome as well.
Fixes: 651a3da1b5Closes: #5470
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13299>
Traces with clock = 0 are totally useless due to RGP getting very
confused.
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13301>
We don't know some information regarding DCC image stores and therefore fast clears until we know the surface info.
We should work towards eliminating this, but the cases where this will hit on GFX10_3 is basically 0.
Finally fixes a perf regression in Doom Eternal.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13283>
To avoid confusion with radv_pipeline_key::has_multiview_view_index.
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/13243>
The view index is always lowered to map the layer ID for fragment
shaders. This was never reached.
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/13243>
This was never used because the layer ID isn't a system value.
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/13243>
This will allow us to reduce the size of radv_shader_info which is
stored in the cache entry.
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/12992>
This will allow us to avoid postprocessing binaries when they are
loaded from the shaders cache.
LLVM binaries already contain the shader config as part of the ELF,
so it's duplicated and increase the cache entry by 48 bytes. Though,
I don't think that should matter for LLVM.
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/12992>
These also have a higher compressed block size.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13056>
Some of our modifiers only support upto a certain range, expose this in ImageFormatProperties.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13056>
Currently, we aren't checking if the modifier supports the extent of the image.
DCN only works with !64B && 128B on extents < 4K.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13056>