The major differences compared to the NV extensions are:
- support for the sequence index as push constants
- support for draw with count tokens (note that DrawID is zero for
normal draws)
- support for raytracing
- support for IES (only compute is supported for now)
- improved preprocessing support with the state command buffer param
The NV DGC extensions were only enabled for vkd3d-proton and it will
maintain both paths for a while, so they can be replaced by the EXT.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31383>
If blending is disabled or the color write mask is 0, dual-source
blending would be ignored, and this can be simplified a bit.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31681>
We cannot set the {X,Y}MAX_RIGHT_EXCLUSION bits
if we have a sample location at a pixel boundary.
CTS does not seem to be catching this.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Co-authored-by: Vitaliy Triang3l Kuzmin <triang3l@yandex.ru>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31839>
It's possible to enable NGG culling with ESO if shaders are linked, or
if the VS doesn't need a prolog or if TES is used. This wasn't
supposed to be enabled but I think it worked just by luck because the
user SGPR value was probably zero and NGGC was disabled at draw time.
Found by inspection.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31829>
Looks like this was disabled by mistake. RadeonSI relies on the default
value which is "no force" and PAL only sets this to FORCE_DISABLE when
HTILE is completely disabled using settings.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31690>
The IB2 packet is only supported on the graphics queue. To execute DGC
IB on compute, the previous solution was to submit it separately
without any chaining. Though this solution was incomplete because it's
easy to reach the maximum number of IBs per submit when there is a lot
of ExecuteIndirect() calls.
To fix that, the proposed solution is to implement DGC IB chaining when
it's executed on the compute only. The idea is to add a trailer that is
added at the beginning of the DGC IB (to know the offset). This trailer
is used to chain back back the DGC IB to a normal CS, it's patched at
execution time. Patching is fine because it's not allowed to execute
the same DGC IB concurrently and the entire solution relies on that.
When the DGC IB is executed on graphics, the trailer isn't patched and
it only contains NOPs padding. Performance should be mostly similar.
This fixes
dEQP-VK.dgc.nv.compute.misc.execute_many_*_primary_cmd_compute_queue.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30809>
Preprocess now must use the same conditional rendering state as the
execute, so the DGC prepare shader must reset the number of sequences
to generate an empty cmdbuf for compute.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31563>
Instead of re-emitting some dynamic states when a new shader is bound,
only re-emit the user SGPR states. This is slightly more optimal.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31160>
This doesn't change anything in practice because if we have a task
shader, we also have a mesh shader and the state was already re-emitted.
Though, this will prevent a regression from the upcoming patches because
the user SGPR layout will change.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31160>
Instead of recreating the packets in the DGC prepare shader, the best
solution is to emit them to a temporary CS object at pipeline creation
time. Then in the DGC prepare shader, the driver just needs to copy
the packets.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31101>
Instead of storing the stride/rsrc_word3 as part of the VBO descriptors,
pass them as parameters. This is cleaner and this will allow us
to simplify VBO in DGC.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30918>
This was the main missing piece for passing vulkan video CTS
as the video firmwares couldn't do proper vulkan events.
With new enough firmware this is now possible.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30837>
Dynamic rendering local read allows the application to use subpass input
attachments with feedback loops. But unless legacy RPs where it's
possible to determine feedback look at creation time, with dynamic
rendering it's not possible.
To fix that, the driver needs to determine at draw time if a feedback
loop is present, and it needs to decompress DCC/HTILE if necessary.
See https://gitlab.khronos.org/vulkan/vulkan/-/issues/3928 for more
information.
Note that VKCTS is still missing coverage but this has been reported.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11127
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30124>