The primitive ID is required to be exported by the GS stage, so this
should only be needed for NGG VS or TES without a GS stage. Otherwise,
it's exported twice.
No fossils-db changes.
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/16498>
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>
If the mesh shaders exports the viewport index or the layer, the value
can't be NULL, and it should be implicitly zero.
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>
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>
We currently default to 4h of execution time, but this is unnecessary
on all our platforms. Tighten it to 45 minutes per run, and overall of
1.5h to allow for restarts.
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16472>
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>
because LLVM 15 doesn't insert s_waitcnt before s_barrier.
Now, control_barrier shouldn't add any waits because memory_barrier is
responsible for it, so remove the wait.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16304>
This allows to run most of the fossils we have right now. I will fix
up scratch in upcoming patches.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16369>
add_src was ignored and i32_0 was always used.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Fixes: 1e49018ced ("amd: Add extra source to the mbcnt_amd NIR intrinsic.")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16427>
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>