Prior to VCN4, the encode queue is separate from the decode queue. For
encode, the WRITE_MEMORY command can be executed with similar framing as
for VCN4, but notably there is no signature support, so it must be
skipped.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32400>
The previous code not only left them undefined, but also
didn't increment the array index, so subsequent PS inputs
would be broken after the undefined one.
Note that this doesn't affect any valid Vulkan apps, but it makes
the code a bit simpler and it makes undefined inputs a little more
forgiving, at no expense for valid PS.
This code actually uncovers a bug in Zink, so I'm also documenting
the failing Zink test case.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
GFX10.3 keeps track of per-vertex and per-primitive PS inputs
separately in NUM_INTERP / NUM_PRIM_INTERP,
which we only really know when emitting the inputs.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
num_inputs contains the total number of FS inputs.
Note that this also fixes a bug where some calculations in RADV
and ACO were missing the per-primitive attributes from the LDS
usage of PS.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
Add export_prim_id_per_primitive for mesh shaders.
This prepares to also configure some of these to be per-primitive
in the future, even in the traditional pipeline.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
There are some FS built-ins that can be per-vertex or
per-primitive depending on whether a mesh shader is used:
primitive ID (implicit in VS), layer and viewport.
However, the HW requires per-primitive FS inputs to be ordered last.
This causes bugs when the same unlinked FS is used together
with VS/TES/GS and MS (with unlinked ESO or fast-linked GPL).
To solve this problem, we reorder the FS inputs so that these
potentially per-primitive inputs go after per-vertex inputs but
before per-primitive inputs.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
This seems to be a little faster.
insert_NOPs (navi31):
Difference at 95.0% confidence
-11.484 +/- 6.13377
-1.62767% +/- 0.860593%
(Student's t, pooled s = 5.71913)
insert_NOPs (gfx1200):
Difference at 95.0% confidence
-35.6745 +/- 4.97972
-8.1236% +/- 1.10453%
(Student's t, pooled s = 4.6431)
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32374>
The specification doesn't say which error should be reported, but
piglit expects BadMatch:
/* The GLX_ARB_create_context_robustness spec does not say what error
* code should be generated. However, similar cases (e.g., valid GL
* versions) specify BadMatch. This is also the behavior of NVIDIA's
* closed-source driver.
*/
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32281>
Helper invocations can allocate printf buffer space but they do not
write any data which can cause crashes in radv_dump_printf_data.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32318>
When debugging a game that compiles a ton of shaders at beginning, it
can be very very slow because shaders cache was disabled by default
with RADV_DEBUG=hang.
To make debugging such a game faster, let's cache shaders with
RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the
disassembly are stored in the cache. To get SPIR-V and NIR, you might
need RADV_DEBUG=hang,nocache.
This also handles the trap handler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246>
This imports 35 libdrm_amdgpu functions into Mesa.
The following 15 functions are still in use:
amdgpu_bo_alloc
amdgpu_bo_cpu_map
amdgpu_bo_cpu_unmap
amdgpu_bo_export
amdgpu_bo_free
amdgpu_bo_import
amdgpu_create_bo_from_user_mem
amdgpu_device_deinitialize
amdgpu_device_get_fd
amdgpu_device_initialize
amdgpu_get_marketing_name
amdgpu_query_sw_info
amdgpu_va_get_start_addr
amdgpu_va_range_alloc
amdgpu_va_range_free
We can't import them because they make sure that we only use 1 VMID
per process shared by all APIs. (except the marketing name)
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32067>
It's also possible to use ALL_GRAPHICS and PRE_RASTERIZATION as
alternatives.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32323>
This makes instruction selection simpler and fixes potential issues with
allocated_vec or the optimizer moving SGPR uses out of the loop.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31143>
It's an experimental feature that we may enable later.
Instead of exporting NULL primitives, perform a compaction
on primitives after culling.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32290>
Implement two workgroup scans over two boolean values in parallel,
so that they can be done with very minimal ALU overhead.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32290>