Copied from radeonsi.
Putting in the correct metadata flush commands for eventually not
flushing L2 on CB/DB switch.
Does not remove the need for V_028A90_CACHE_FLUSH_AND_INV_TS_EVENT
at the moment.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
These are just shaders reads, so we need to invalidate L1.
Fixes: 6dbb0eaccc "radv: handle subpass cache flushes"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This can still be improved, but let's start with this.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It makes more sense to move all scan stuff in the same place.
Also, we don't really need to duplicate the uses_primid field
for each stages.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
sync_files are in linux since 4.7, while the amdgpu fence_to_handle
ioctl is only in 4.15.
In particular we don't need it for sync_file in radv, because
everything happens via syncobjs, which got support earlier than
fence_to_handle.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When rasterization is disabled we can have that few.
Fixes: 76603aa90b "radv: Drop the default viewport when 0 viewports are given."
Reviewed-by: Dave Airlie <airlied@redhat.com>
Seems like users are actually hitting 0xFFFFFFFF actually making
things broken for them, and the mad max regression is fixed, so
lets put this in once more.
v2: Use 0xf for depth-only htile. (Dave)
Fixes: af2844116f "radv: Revert HTILE reset word to 0xFFFFFFFF."
Reviewed-by: Dave Airlie <airlied@redhat.com>
Overall it does not really help or hurt. The deferred demo gets 1%
improvement and some games a 3% decrease, so I don't think this
should be enabled by default.
But with the code upstream it is easier to experiment with it.
v2: Remove initializing the registers from si_emit_config.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Those are implemented as texture sampling, so we need to make the
texture TC-compatible too.
Fixes: 34d23e82ca "radv: set some dcc parameters depending on if texture will be sampled"
Reviewed-by: Fredrik Höglund <fredrik@kde.org>
Before this DCC was in practice disabled for most games. This
enables practical DCC use. Expect a 5-10% perf increase on a
bunch of games on vega @ 4k.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
If both source and destination are DCC compressed, and their formats
are not compatible, we need to decompress one of them to make
sure we can do reinterpretation (which needs src format == dst format)
.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Apps can use this for render feedback loops, where things are
defined if they render each pixel only once. However, DCC fails
here, as the level of coherence is a block not a pixel, so disable it.
This is also going to help implementing other stuff.
Even if we optimize this later to only happen if there actually is
a loop (if possible at all ...), then the machinery is still useful
to exclude images accessible by the SDMA queue when that is implemented.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
It should already be valid there + the RB will update it during
rendering.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
For fast clear eliminate and decompressions, we always use the most compressed
format.
For clears, the code already creates a renderpass on demand with the exact same
layout as specified.
Otherwise we start distinguishing between GENERAL and TRANSFER_DST_OPTIMAL.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
We do an in place copy where we read compressed and write decompressed.
By doing this in sizes that cover entire DCC blocks and waiting for all
reads in the block before starting to write we avoid corruption.
In the end we clear the DCC metadata to 0xffffffff.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
We don't get a layout when binding to a descriptor set, but can
assume that the LAYOUT is GENERAL.
For DCC stores with the DCC bits set will result in a hang, so
better be safe than sorry.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This reverts commit 5951578043.
The mentioned commit causes a hang in DoW3 on Vega.
Fixes: 5951578043 "radv/gfx9: fix block compression texture views."
Acked-by: Dave Airlie <airlied@redhat.com>
This should fix:
dEQP-VK.pipeline.sampler.view_type.*.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
and a few others in that area.
Fixes: b11c4a5546 (radv: add texture descriptor/fmask/cmask support for GFX9)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
amdvlk is probably more subtle than this but it never uses
the inv cb/db variants, we fail some CTS tests without this.
Fixes:
dEQP-VK.renderpass.dedicated_allocation.formats.d32_sfloat_s8_uint.input*.
Fixes: c2fbeb7ca0 (radv: add GFX9 cache flushing support.)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (for now :-)
Signed-off-by: Dave Airlie <airlied@redhat.com>
This ports a fix from amdvlk, to fix the sizing for mip levels
when block compressed images are viewed using uncompressed views.
Fixes:
dEQP-VK.image.texel_view_compatible.graphic.extended*bc*
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
It's legal to a pipeline stat query on a compute queue,
but we'd emit the wrong packet here. This should fix it to emit
the correct packet.
Noticed while inspecting the mpv hang.
Fixes: ad61eac250 (radv: factor out eop event writing code. (v2))
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The event emission wasn't sending the correct packet for gfx8 compute
queues, which explains why it works on vega fine.
This fixes the mpv vulkan hang.
Fixes: ad61eac250 (radv: factor out eop event writing code. (v2))
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
These seem mildly unstable on vega, crashing CTS in various fun ways,
and looks like leaking memory.
Disable for now, but leave the option to enable them.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Framebuffer is from 0,0, not (dst.x, dst.y).
Fixes: 69136f4e63 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Dave Airlie <airlied@redhat.com>
The position start at (dst.x, dst.y), so if we want the source to
start at (src.x, src.y), we have to offset by (src.x-dst.x,src.y-dst.y).
Haven't tested that this fixed anything yet, but found by inspection.
Fixes: 69136f4e63 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Dave Airlie <airlied@redhat.com>
the samples_identical instruction returns 0 if they are differet, so
we have to do the extra work if the result is 0, not if it is != 0.
Fixes: f4e499ec79 "radv: add initial non-conformant radv vulkan driver"
Reviewed-by: Dave Airlie <airlied@redhat.com>
For copies the texture unit needs to know the depth format so
it can read the htile data properly.
This fixes:
dEQP-VK.renderpass.suballocation.formats.d32_sfloat_s8_uint.load.clear
Fixes: ad3d98da9f (radv: enable tc compatible htile for d32s8 also.)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This needs to correspond to the bit depth of the Z plane.
noticed in passing reading amdvlk.
Fixes: fc6c77e162 (radv: fix TC-compat HTILE with VK_FORMAT_D32_SFLOAT_S8_UINT on Vega)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
... to set_vs_specific_input_locs().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The idea is to clean up the add arguments logic.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>