I don't remember why I implemented it like this in !13959, but
AFAICT there's no need to manually remove this queue from vk_device's
queues list.
On the other hand, this hack causes issues if syncobj timeline isn't
supported; amdgpu always support timeline, but amdgpu over virtio-gpu
doesn't.
The issue is as follow: the sequence in vk_queue.c:
case VK_QUEUE_SUBMIT_MODE_DEFERRED:
vk_queue_push_submit(queue, submit);
return vk_device_flush(queue->base.device);
Would fail to produce the expected result, because vk_device_flush would
fail to realize that the blit queue has some pending work because
"vk_foreach_queue(queue, device)" would never process the queue.
Then, the call to vk_drm_syncobj_export_sync_file() would fail, because
the syncobj handle was never used in a submit.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27412>
Persona 3 Reload is largely affected by the way amplification works with
NGG GS and disabling it drastically improve performance.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27518>
NGG GS doesn't perform well in some cases and having an option to
disable it for performance experiments is very useful.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27518>
With shader object, when VS+GS or TES+GS are compiled separately and
the VS has written (but unused) outputs, the ESGS vertex stride
must be passed through an user SGPR. This is because when the GS is
compiled we can't know the number of ES outputs.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27388>
When GS will be compiled separately, we will have to always declare
both VS and TES user SGPRs because we can't know the previous stage,
and the shader input arguments must match and mustn't overlap.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27431>
This will help implementing VS+GS and TES+GS compiled separately on
GFX9+ because the shader config will need to be combined.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27431>
The kernel checks for UVD msgs and if there aren't any gets upset,
so don't submit 0 length on UVD rings either to avoid that.
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27186>
The CTS image allocation sometimes doesn't try to allocate a complete
DPB, but the amdgpu kernel module checks for this, so always make
the DPB max sized on uvd instances.
Fixes part of video decode on Fiji/Polaris
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27186>
The submit_sub_index field is used by RGP to determine the number of
submits. Previously, it was incorrectly reporting the same number of
submits than command buffers.
Fixes: 88cbe32048 ("radv: add support for RGP queue events")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27439>
This only dumps the begin tokens. Tokens are written to a buffer
containing a 12 byte header at the beginning.
We use an intermediate format for the ray history tokens because the RRA
format is very inefficient.
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25548>
This is spurious and it looks like we should be able to uses non-zero
base level everytime on GFX6-8 but it doesn't always work.
This fixes the remaining CTS failures on GFX6-8.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26290>
With a VS prolog, we end up with 3 long jumps (VS prolog->VS->TCS->TCS
epilog), super annoying.
The shaders config must also be combined between VS and TCS.
This is for VK_EXT_shader_object.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27336>
When VS or TCS are compiled separately on GFX9+, the shader input args
must match. This is implemented using a complete separate path, it's
duplicated but it seems cleaner than adding a ton of checks here and
there.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27336>
With shader objects, both stages might not exist and if the src stage
doesn't, this will copy garbage data because it's unitialized.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27336>