The primitive ID is NULL and this generates an invalid
select instruction which crashes because one operand is NULL.
This fixes crashes in The Long Journey Home, Quantum Break
and Just Cause 3 with DXVK.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106756
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes a rendering regression with RoTR.
This reverts commit 4bdad9fadd.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We don't enable CMASK for linear surfaces and addrlib only
enables DCC for tiling surfaces.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This allows to run the LLVM verifier pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
And replace _regs by _metadata because it makes more sense.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
I don't think that matter much to emit both values and that
makes the code a bit simpler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's unnecessary to update the fast depth/stencil clear values
if the fast cleared depth/stencil image isn't currently bound.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
And replace _regs by _metadata because it makes more sense.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's unnecessary to update the fast color clear values if the
fast cleared color image isn't currently bound.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We need to init the cb_shader_format correctly with the changed
col_format, so this moves the col_format adjustment to before the
adjustment to before the cb_shader_mask gets generated.
Fixes: 06d3c65098 "radv: fix a GPU hang when MRTs are sparse"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106903
CC: 18.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
On GFX8+, there is a bug that affects TC-compatible depth surfaces
when the ZRange is not reset after LateZ kills pixels.
The workaround is to always set DB_Z_INFO.ZRANGE_PRECISION to match
the last fast clear value. Because the value is set to 1 by default,
we only need to update it when clearing Z to 0.0.
We also need to set the depth clear regs and to update
ZRANGE_PRECISION when initializing a TC-compat depth image to 0.
Original patch from James Legg.
This fixes random CTS fails with
dEQP-VK.renderpass.suballocation.formats.d32_sfloat_s8_uint.input.*
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105396
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Workaround for bug in llvm that causes the GPU to hang in presence
of nested loops because there is an exec mask issue. The proper
solution is to fix LLVM but this might require a bunch of work.
This fixes a bunch of GPU hangs that happen with DXVK.
Vega10:
Totals from affected shaders:
SGPRS: 110456 -> 110456 (0.00 %)
VGPRS: 122800 -> 122800 (0.00 %)
Spilled SGPRs: 7478 -> 7478 (0.00 %)
Spilled VGPRs: 36 -> 36 (0.00 %)
Code Size: 9901104 -> 9922928 (0.22 %) bytes
Max Waves: 7143 -> 7143 (0.00 %)
Code size slightly increases because it inserts more branch
instructions but that's expected. I don't see any real performance
changes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105613
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
ZRANGE_PRECISION(1) seems to be the default optimal value, but
it was only set for VI and older chips.
This fixes a rendering issue with Banished through DXVK, and
might fix more than that.
There is still the ZRANGE_PRECISION bug that we need to handle
but that can be fixed later.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes the gcc warning:
snprintf’ output between 26 and 33 bytes into a destination of size 32
Fixes: d5f7ebda3e ("ac: add LLVM build functions for subgroup instrinsics")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The LLVM 6 code reduced it to a non-array call. We need to do that
with the new code too.
This fixes dEQP-VK.glsl.texture_functions.query.texturequerylod.*array* for radv.
Fixes: a9a7993441 "amd/common: use the dimension-aware image intrinsics on LLVM 7+"
Reviewed-by: Dave Airlie <airlied@redhat.com>
Using the image format is incorrect when the view has a different
format than the image. Instead, the view format needs to be used.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
CC: 18.1 <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106687
When the i-th target format is set, all previous target formats
must be non-zero to avoid hangs. In other words, without this
if a fragment shader exports mrt0, mrt2 and mrt3, the GPU hangs
because the target format of mrt1 is zero.
This fixes DXVK GPU hangs with "Seven: The Days Long Gone",
"GTA V" and probably more games.
Cc: "18.0" 18.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Otherwise on pre-GFX9, if the constant layout allows both TESS_EVAL and
GEOMETRY shaders, but the PIPELINE has only GEOMETRY, it would return the
GEOMETRY shader for the TESS_EVAL shader.
This would cause the flush_constants code to emit the GEOMETRY constants
to the TESS_EVAL registers and then conclude that it did not need to set
the GEOMETRY shader registers.
Fixes: dfff9fb6f8 "radv: Handle GFX9 merged shaders in radv_flush_constants()"
CC: 18.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This was not previously handled correctly. For example,
push_constant_stages might only contain MESA_SHADER_VERTEX because
only that stage was changed by CmdPushConstants or
CmdBindDescriptorSets.
In that case, if vertex has been merged with tess control, then the
push constant address wouldn't be updated since
pipeline->shaders[MESA_SHADER_VERTEX] would be NULL.
Use radv_get_shader() instead of getting the shader directly so that
we get the right shader if merged. Also, skip emitting the address
redundantly - if two merged stages are set in push_constant_stages
this change would have made the address get emitted twice.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "18.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This was being handled in a few different places, consolidate it into a
single radv_get_shader() function.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "18.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
With GFX9 merged shaders, active_stages would be set to the original
stages specified if shaders were not cached, but to the stages still
present after merging if they were.
Be consistent and use the original stages.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "18.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This adds a RADV_DEBUG=startup option to dump more info about
instance creation and device enumeration.
A common question end users have is why the direver is not loading
for them, and this has two common reasons:
1) They did not install the driver.
2) AMDGPU is not used for the card in the kernel.
This adds some info messages so we can easily get a some useful
output from end users.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Errors are not that common of a case so we can eat a slight perf
hit in having to call a function and do a runtime check.
In turn this makes debugging random errors happening for end users
easier, because they don't have to have a debug build on hand.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The current implementation depends on bpermute, which
is VI+.
Fixes: f2c6a55061 "radv: enable subgroup capabilities"
Reviewed-by: Daniel Schürmann <daniel.schuermann@campus.tu-berlin.de>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This was terribly wrong, I forced use of 32-bit pointers when
emitting shader descriptor pointers. This fixes GPU hangs with
LLVM 5&6 because 32-bit pointers are only supported with LLVM 7.
Fixes: 88d1ed0f81 ("radv: emit shader descriptor pointers consecutively")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reduces the number of SET_SH_REG packets which are emitted
for applications that use more than one descriptor set per stage.
We should be able to emit more SET_SH_REG packets consecutively
(like push constants and vertex buffers for the vertex stage),
but this will be improved later.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will allow to emit consecutive shader pointers for
reducing the number of emitted SET_SH_REG packets, which
is recommended.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Literally the same as the AMD ext.
Passes *indirect_draw_count* CTS tests.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This improves dota2 performance for me by 11% when I force the
GPU DPM level to low (otherwise dota2 is CPU limited for 4k on my
threadripper), which should be a large part of the radv-amdvlk gap.
(For me with that was radv 60.3 -> 66.6, while AMDVLK does about 68
fps)
It looks like dota2 rendered the GUI with a bunch of draws with
a SetScissors before almost each draw, causing a lot of pipeline
stalls.
I'm not really happy with the duplication of code, but overriding
radeon_set_context_reg would also be messy since we have the
pre-recorded pipelines and a bunch of si_cmd_buffer code, as well
as some memory->context reg loads for which things would be more
complicated.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
It's recommended by the instruction combining pass, and
RadeonSI also runs it.
This pass used to segfault with one shader of F12017 in the
past, but it no longer crashes. Maybe the LLVM IR generated
by RADV has changed.
Polaris10:
Totals from affected shaders:
SGPRS: 441352 -> 441648 (0.07 %)
VGPRS: 310888 -> 300784 (-3.25 %)
Spilled SGPRs: 13576 -> 12983 (-4.37 %)
Code Size: 22560328 -> 22420544 (-0.62 %) bytes
Max Waves: 40755 -> 41366 (1.50 %)
Vega10:
Totals from affected shaders:
SGPRS: 442848 -> 442000 (-0.19 %)
VGPRS: 310396 -> 300460 (-3.20 %)
Spilled SGPRs: 13708 -> 12906 (-5.85 %)
Code Size: 22479428 -> 22336216 (-0.64 %) bytes
Max Waves: 45783 -> 46506 (1.58 %)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Use a flag for the active stages instead.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This doesn't nothing special currently because we don't create
any copy_var instructions, but this is needed for the next patch.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
WQM is pretty reliable now on LLVM 7, so let us just use
DPP + WQM.
This gives approximately a 1.5% performance increase on the
vrcompositor built-in benchmark.
v2: Use ac_build_quad_swizzle.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>