To be able to use it from the common pipeline cache implementation.
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/19047>
For fast-linking, we really want to upload the binaries directly in
a library to avoid creating and uploading at pipeline creation time.
To achieve that, add a radeon_winsys_bo pointer to radv_shader in
order to indicate that a shader is already uploaded. When a lib is
imported, the pipeline slab BO is also incremented to make sure it's
not freed when the lib is destroyed.
This also allows to free binaries right after they are uploaded.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18860>
Otherwise the wrong parent link might be set.
This kinda relies on waves being launched in order which tends to
be the case on AMD. To avoid the busy-wait loop waiting on stuff
from the same subgroup we do the actual processing in the body of
the loop. This can have performance implications but mostly in the
case we'd otherwise deadlock, so meh.
Reviewed-By: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18799>
First usage of the offset field, Can put more in it in the follow
up.
Reviewed-By: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18799>
Instead of relying on a certain BVH layout, this patch traverses the BVH
from the root node which gets rid of any layout requirements.
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18967>
This seems to resolve the memory explosion without hurting performance.
This workaround is only applied for native Vulkan.
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/18884>
This option (radv_enable_unified_heap_on_apu) allows to force the
driver to expose only one heap of VRAM because some games seem to
perform better with that.
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/18884>
If a library with only the vertex input interface is created, this
would crash.
This fixes segfault with vkoverhead.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18869>
attribute_mask was unused when I first introduced this but now it's
used again.
This fixes a bunch of GPL regressions.
Fixes: 0feab7b9cf ("radv: prepare the VS input state for prologs created with GPL")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18862>
The driver no longer bind NULL graphics pipelines, so these checks
are useless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18873>
The memory layout logic is duplicated between
radv_GetAccelerationStructureBuildSizesKHR and
radv_CmdBuildAccelerationStructuresKHR. This patch adds a helper that
computes the scratch and acceleration structure memory layout for a
given build configuration.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18842>
Culls like 99% of the triangles that are culled at all.
Reduces VALU usage in Q2RTX traversal by ~8%, though doesn't look
like VALU is a bottleneck at this point ...
For Control we get a ~5% reduction in VALU usage, but similarly it
doesn't look like a bottleneck.
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18830>
When multiview is used, the last pre-rasterization stage should export
the layer to the fragment shader. With GPL, the next stage is
implicitly FS.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18699>
When compiling the pre-rasterization stages with GPL, we can't know if
the fragment shader reads the primitive ID or the clip/cull distances
as inputs and we have to export them unconditionally.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18699>
When the fragment shader reads the viewport index as input and the last
pre-rasterization stage doesn't export it, it should be implicitly
zero (ie. first viewport). When the next stage is known, it's already
lowered in NIR, but with GPL we can't because we don't know if the FS
reads it. To fix this use AC_EXP_PARAM_DEFAULT_VAL_000.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18699>
inherited from radv_compute_pipeline to contain all RT-related information.
This will make it easier to transition to RT shader functions.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18755>