Steam was the only client of this feature and it seems no longer used.
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/5869>
When ctx_wait_idle failed, something really bad happened likely
a GPU hang. Make sure to return the appropriate Vulkan error code
in this case.
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/5843>
Even though the boolean can be divergent, the control flow can be (at
least partially) uniform. For example, we don't have to create any
s_andn2_b64/s_and_b64/s_or_b64 instructions with this code:
a = ...
loop {
b = bool_phi a, c
if (uniform)
break
c = ...
}
d = phi c
fossil-db (Navi):
Totals from 5506 (4.05% of 135946) affected shaders:
SGPRs: 605720 -> 604024 (-0.28%)
SpillSGPRs: 52025 -> 51733 (-0.56%)
CodeSize: 65221188 -> 64957808 (-0.40%); split: -0.41%, +0.00%
Instrs: 12637881 -> 12584610 (-0.42%); split: -0.42%, +0.00%
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/3388>
If a program like mpv uses both radeon_dri.so (because --vo=gpu) and
radeonsi_drv_video.so (because --hwdec=vaapi) then LLVM will be inialized twice.
The commit exports the ac_init_llvm_once so there's only one instance of the
function.
See also 18b12bf533 ("targets: export radeon winsys_create functions to silence LLVM warning")
which implemented this workaround initially.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/1377
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5648>
It looks like the attempt to fix this in 1e791e51a6 was incomplete.
This fixes crashes with Devil May Cry 5 with a debug build.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5828>
From the Vulkan spec 1.2.146:
"VK_ACCESS_MEMORY_READ_BIT specifies all read accesses. It is
always valid in any access mask, and is treated as equivalent
to setting all READ access flags that are valid where it is
used."
"VK_ACCESS_MEMORY_WRITE_BIT specifies all write accesses.
It is always valid in any access mask, and is treated as
equivalent to setting all WRITE access flags that are valid
where it is used."
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3241
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/5807>
Otherwise LLVM does not see the pointers as allowing speculative
loads.
The pipeline-db results are pretty wild, but mostly what is to be
expected from allowing more code movement in LLVM:
Totals from affected shaders:
SGPRS: 157728 -> 168336 (6.73 %)
VGPRS: 158628 -> 158664 (0.02 %)
Spilled SGPRs: 10845 -> 24753 (128.24 %)
Spilled VGPRs: 13 -> 13 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 8 -> 8 (0.00 %) dwords per thread
Code Size: 17189180 -> 17313712 (0.72 %) bytes
LDS: 204 -> 204 (0.00 %) blocks
Max Waves: 5700 -> 5687 (-0.23 %)
Wait states: 0 -> 0 (0.00 %)
This gives some boosts for shaders we can move a descriptor load
outside a loop.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3159>
Explicit values are getting out of hand.
Signed-off-by: Simon Ser <contact@emersion.fr>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5735>
Coincidentally got a bugreport of a game that is broken without the import
fix below, but it turns out I made a copy-paste error as well ..
In good news it is clearly tested now.
Fixes: ad15149958 "radv: Set handle types in Android semaphore/fence import."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5783>
fossil-db (Pitcairn):
Totals from 2172 (1.58% of 137414) affected shaders:
CodeSize: 7109080 -> 7100100 (-0.13%)
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/5623>
Fixes various artifacts with Detroit: Become Human. This assumes other
Vulkan games using the same engine could have the same issues.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5710>
We have an issue with early depth testing and discard, where
non-perfect counts count the tile if the early depth test succeeds.
We could spend a lot of effort to set this conditionally based
on the presence of the two conditions, but in the presence of
inherited queries let's try this first.
Changing PERFECT_ZPASS_COUNTS since I'm pretty sure this has a lower
performance impact than always using late depth testing.
CC: <mesa-stable@lists.freedesktop.org>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3218
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5757>
DOOM Eternal happily creates a swapchain with 2 images for IMMEDIATE.
This fixes a 10% performance issue with RADV.
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
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/5704>
When set, EXPAND_LINE_WIDTH expands the line width by 1/cos(a),
where a is the minimum angle from horizontal or vertical. This
seems required by OpenGL line rasterization but not by Vulkan.
Similar to what AMDVLK and AMDGPU-PRO do for AA wide lines.
This fixes
dEQP-VK.rasterization.interpolation_multisample_*_bit.*lines_wide.
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/5698>
The maximum value for both points and lines is 65536. This doesn't
fix anything known (just found this while looking in that area).
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/5696>
SPI_SHADER_COL_FORMAT allocates export memory and CB_SHADER_MASK
map them to higher MRTs if necessary. The hardware allows to remap
MRTs to avoid holes somehow.
For example, if we have a scenario where MRT0 is unused and only
MRT1 and MRT2 are used, SPI_SHADER_COL_FORMAT is 0x77 and
CB_SHADER_MASK/CB_TARGET_MASK are 0x770 (this assumes
SPI_SHADER_UINT16_ABGR is set).
This allows us to remove one workaround that was added for fixing
GPU hangs with DXVK. I think this is because SPI_SHADER_COL_FORMAT
expects contiguous MRTs to be allocated.
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/5434>
When colorWriteMask is 0 we can assume that this color attachment
is unused.
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/5434>
GFX6 doesn't support v_floor_f64 and the precision of v_fract_f64
which is used to implement 64-bit floor is less than what Vulkan
requires.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5609>
The hardware precision of v_rcp_f64, v_sqrt_f64 and v_rsq_f64
is less than what Vulkan requires.
This lowers using the Goldschmidt's algorithm to improve precision.
Fixes dEQP-VK.glsl.builtin.precision_double.* on both compiler
backends.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5609>
If the only two registers available are consecutive and used by killed
operands, both of them will be blocked and fail the edge check.
Totals from 903 (0.66% of 135946) affected shaders:
VGPRs: 30892 -> 30884 (-0.03%)
CodeSize: 1584468 -> 1584044 (-0.03%); split: -0.05%, +0.02%
MaxWaves: 14374 -> 14378 (+0.03%)
Instrs: 306482 -> 306399 (-0.03%); split: -0.06%, +0.03%
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/5626>