When all shader stages have already been imported it's possible to
skip radv_graphics_pipeline_compile() entirely. This makes GPL
fast-linking VERY fast.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21068>
Only the blend state was relying on the graphics pipeline key. This
will allow us to skip generating it when there is no compilation at
all (for fast-linking with GPL).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21068>
Otherwise, a noop FS will be always compiled during linking if not
provided by the application and that is too slow for fast-linking.
This should be improved to use a global noop FS but it's really tricky
because NIR linking doesn't do anything when the next stage is unknown,
and hence doesn't remove unused varyings.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21042>
People who use RADV on eGPU have reported poor performance by default.
They also noted that the "nosam" option helps.
This commit disables placing CS objects in VRAM when the bandwidth is
below that of PCIe 3.0 x8. Note that eGPUs are typically PCIe 3.0 x4.
Contributes-to: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7340
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
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/20842>
If the buffer hasn't been bound to memory yet, we will dereference a
NULL pointer in radv_CreateAccelerationStructureKHR.
cc: mesa-stable
Closes: #8199
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21019>
The is_ngg field is copied during shader info linking for GS, so
after radv_shader_fill_info() is performed, it's possible to use it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20990>
Shader binaries that are imported during linking should already be in
the cache (not yet implemented though) and computing the per pipeline
cache hash is really expensive.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21009>
Zink creates all libaries with CREATE_RETAIN_LINK_TIME_OPTIMIZATION,
then it first creates unoptimized pipelines and it enqueues optimized
pipelines in the background with CREATE_LINK_TIME_OPTIMIZATION.
If a pipeline is linked without CREATE_LINK_TIME_OPTIMIZATION, the
driver should import binaries instead of retained NIR shaders. This
was broken because RADV wasn't compiling binaries at all in presence
of CREATE_RETAIN_LINK_TIME_OPTIMIZATIONS. Now, it always compiles
binaries in libraries but can also retain NIR if requested.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8150
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21008>
ac/surface puts the raw pip_bank_xor there, which needs the extra
shift for the actual tile_swizzle.
(I think long term we should refactor this in ac/surface but for
now lets fix like radeonsi to avoid race conditions.)
CC: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20979>
This introduces radv_compute_pipeline_compile() which is used for
compute and ray tracing pipelines. I think it's better than having a
single function for compiling everything, and that will allow us to do
more cleanups.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20943>
The Vulkan spec says:
"VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT specifies
that pipeline creation will fail if a compile is required for
creation of a valid VkPipeline object; VK_PIPELINE_COMPILE_REQUIRED
will be returned by pipeline creation, and the VkPipeline will be
set to VK_NULL_HANDLE."
Given the implementation is expected to set the pipeline to
VK_NULL_HANDLE, it's unecessary to handle pipeline feedback.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20943>
This fixes a copy-paste error found by manual inspection.
TES may be merged into GS with certain HW stage mappings, which lead to
duplicate set-register commands to be emitted with the old code.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20935>
This game seems to incorrectly set the render area and since we switched
to full dynamic rendering, the framebuffer dimensions is no longer used.
Forcing the render area to be the framebuffer dimensions restore the
previous logic and it fixes rendering issues.
Fixes: c7d0d328d5 ("radv: Set the window scissor to the render area, not framebuffer")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20900>
Check the need for emitting prefetch before calling si_emit_cache_flush
to mask a possible cache miss delay and always inline radv_emit_prefetch_L2.
Either change alone is not significant but together they increase
drawcall throughput by 8% on i5-2500.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20877>
If a shader stage is already imported from a library it should be
properly ignored.
Fixes recent CTS dEQP-VK.pipeline.fast_linked_library.misc.unused_shader_stages*.
Fixes: c8765c5244 ("radv: ignore shader stages that don't need to be imported with GPL")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20899>
It's legal to create a library with FRAGMENT_OUTPUT_INTERFACE and with
all CB states as dynamic, in this case the PS epilog should be dynamic.
This fixes a bunch of regressions while running Zink/RADV CTS with
RADV_PERFTEST=gpl.
Zink is the final boss.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20882>
Allow the compiler to assume that the shader always has full subgroups,
meaning that the initial EXEC mask is -1 in all waves (all lanes enabled).
This assumption is incorrect for ray tracing and internal (meta) shaders
because they can use unaligned dispatch.
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/20670>