The number of samples should be the rasterization samples and not the
framebuffer samples.
Fixes recent dEQP-VK.query_pool.occlusion_query.no_attachments_*.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28198>
With pipelines, the topology class is known at creation time but with
ESO this needs to be re-emitted when the topology change and not only
when graphics shaders are emitted.
This fixes spec@nv_primitive_restart@primitive-restart-* with Zink
when shader object is enabled.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28179>
For ESO when TES and GS are compiled separately,
BREAK_WAVE_AT_EOI/IA_SWITCH_ON_EOI must be enabled if the GS uses
PrimID.
This fixes
tests/spec/arb_tessellation_shader/execution/gs-primitiveid-instanced.shader_test
on RDNA2 when shader object is enabled with Zink.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28149>
When a fragment shader doesn't have any written color outputs it
doesn't need a PS epilog because it's unnecessary. Though, with ESO
the driver still needs to emit the default blend state like graphics
pipelines.
This fixes a bunch of flakes with ESO and Zink.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28008>
Internal operations that set the custom blend mode are monolithic
pipelines only, and the value should always be zero.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28008>
In order to remove the ambiguity because for task shaders the driver
needs to emit to both the GFX CS and the ACE CS but all states come
from the main cmdbuf (ie. GFX) from the application point of view.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27819>
This workaround will be removed soon but in order to pass only
radv_cmd_state+cs+ace_cs to the functions that draw with mesh+task, the
32-bit value needs to be allocated earlier.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27819>
PKT3_SET_PREDICATION is GFX only, even on GFX6.
This fixes recent
dEQP-VK.conditional_rendering.dispatch.*_compute_queue.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27746>
vkCmdUpdatePipelineIndirectBufferNV() can be called on any queue
supporting transfer operations and it's not required to call it on the
same queue as DGC execute. This is very annoying if the compute shader
has scratch because it needs to be configured per queue.
The solution is to gather the maximum possible scratch size used by
indirect compute pipelines and use that to configure scratch.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27495>
Conditional rendering is annoying to implement on ACE because there is
no predication packet like on GFX. With DGC it's even worse because
ACE is missing the IB2 packet which means it's not possible to predicate
the DGC IB entirely.
The provided solution is to always run the DGC prepare shader if
conditional rendering is enabled in order to generate a cmdbuf which
only contains NOPs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27673>
Shader configs are combined and they need to be re-emitted. Doesn't
fix anything known but this was obviously incorrect.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27699>
COND_EXEC needs to happen right before PKT3_DISPATCH_INDIRECT.
Like this combination will probably never happen but better to have
it fixed anyways.
Fixes: 5c03cdbd02 ("radv: fix indirect dispatches on the compute queue on GFX7")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27655>
This seems to be the root cause of the huge performance issue with
GS_FAST_LAUNCH=2 on RDNA3 dGPUs. Probably a firmware bug, but on dGPUs
only, because on RDNA3 APUs this is just working...
With that GS_FAST_LAUNCH=2 can be re-enabled by default on GFX11.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27636>