The guardband state (part of scissors) needs to be re-emitted when
the line width changes. Given this is a dynamic state, it's not
necessary to look at the pipeline line width.
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/18247>
Color write enable can change CB_TARGET_MASK and emitting a BREAK_BATCH
seems needed for binning. Though, this was broken if this enable bit
changed dynamically for the same pipeline. Split the function to not
increase CPU overhead.
Found by inspection.
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/18233>
Only the workgroup size computation remains at the same place, but I
think it should be computed in a separate helper later.
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/18210>
This is used for compute and task shaders and will help for adding
new helpers.
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/18210>
That shouldn't change anything for VS as LS (or as ES) and for
TES as ES because radv_vs_output_info is only used by the last
vertex stage. So, if we have TES+GS, radv_vs_output_info for TES
will be overwritten by GS. This allows to decouple the shader info
pass from other stages.
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/18210>
Task shaders always use a ring, so this field was useless somehow.
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/18210>
This is probably a leftover when task shader has been reworked, but it
has no effect.
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/18210>
radv_nir_shader_info_pass() should run on individual shaders only, and
"linked" shader info should be done separately for better design.
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/18210>
This structure isn't really useful and it contains only one field.
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/18210>
Size is in bytes, not bits.
Fixes plenty of crashes in CI, like
dEQP-VK.synchronization.op.single_queue.event.write_image_fragment_read_image_tess_eval.image_128_r32_uint.
Fixes: 46f6e2ddbb ("aco: Implement storage image A16.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18266>
The following sequence would be broken if we don't re-emit viewports.
vkCmdSetViewport()
VkCmdBindPipeline(negative_one_to_one = false)
vkCmdDraw()
VkCmdBindPipeline(negative_one_to_one = true)
vkCmdDraw()
Found by inspection.
Cc: mesa-stable
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/18245>
RMW context registers have been removed in RadeonSI a while ago
because they don't seem good for performance.
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/18234>
Some dynamic states always need to be emitted when the first pipeline
is emitted, some others depend on pipeline state.
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/18234>
These fields aren't set at pipeline creation, so clearing them is
just useless.
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/18234>
This is useless because logic op is a dynamic state and it's already
emitted from the cmdbuf.
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/18234>
Port from radeonsi.
Besides vertex position based primitive culling, clipdist
attribute can also be used to cull a primitive. Normally
it's used by fixed-pipeline, but when NGG we can treate it
as a culling condition to filter out invisible primitive
before fixed-pipeline.
There are two kinds of clipdist:
1. user define a clip plane explicitly by glClipPlane(),
fixed-pipeline calculate with vertex position to get
clipdist, then cull. This is the legacy way.
2. Now GLSL define gl_ClipDistance/gl_CullDiatance so that
user can calculate clipdist in any way he like.
This implementation support both way.
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17651>
Port from radeonsi.
Cull primitive after GS thread and before final vertex/primitive
export. GS culling is like VS/TES culling which read out saved
vertex positions of a primitive from LDS then call the primitive
culling algorithm to check whether it's visiable or not, only
passed primitives will be exported.
Unlike the VS/TES culling that read vertex index of a primitive
from VGPRs as shader args, GS will set a primitive complete flag
for each last vertex of a primitive in LDS, so that vertex thread
know the previous 1/2/3 vertex can form a primitive and do primitive
culling.
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17651>