This helps pass the mesh shader I/O tests.
Swizzled buffer addressing seems to be broken on GFX11
when the idxen bit is 0.
No Fossil DB changes on Rembrandt (GFX10.3).
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21930>
This introduces tracking of the required semaphore values in pipelines,
which is then propagated to cmd_buffers on bind. Each queue also keeps
track the maximum count it has waited for, so that we can avoid the waiting
overhead once all the shaders are loaded and referenced.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16271>
Following PAL's implementation, this patch avoids allocating shader code
buffers in BAR and use SDMA to upload them to invisible VRAM
directly.
For some games like HZD, shaders can take as much as 400MB, which exceeds
the non-resizable BAR size (256MB) and cause inconsistent spilling
behavior. The kernel will normally move these to invisible VRAM on its own,
but there are a few cases that it does not reliably happen. This patch does
the moving explicitly in the driver to ensure predictable results.
In this patch, we upload the shaders synchronously; so the shader will be
ready as soon as vkCreate*Pipeline returns. A following patch will make
this asynchronous and don't block until we see a use of the pipeline.
As a side effect, when SQTT is used we now store the shaders on a cacheable
buffer which would speed up writing the trace to the disk.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16271>
For consistency with the sdma_copy_buffer helper that will be added next.
As a general justification, SDMA commands require little state tracking and
using radeon_cmdbuf makes it more suitable for driver internal use.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16271>
We are about to enable pre-merge testing for radv-zink on vangogh,
which would mean the steam decks would be used for the following jobs:
* Mesa pre-merge CI:
* zink: 3 (~12 minutes)
* Mesa Post-merge CI:
* vkcts: 4 (~30 minutes)
* vkd3d: 1 (~5 minutes)
* DXVK CI: 1 (takes ~4 hours)
This means we could have 9 jobs running at the same time on steam
decks, despite only having 6 available. By reducing the number of decks
allocated for VKCTS runs from 4 to 2, we get closer to the actual
availability, and since vkd3d is so short + DXVK CI runs so
infrequently, we should never have to wait for a deck for too long!
Unfortunately, with the change of parallelism, a known flake started
failing more consistently, so I added it to the flakes list.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21873>
No one implement this intrinsic in llvm, so remove the
llvm entry too.
This will be used in TCS nir tess factor write.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21437>
tcs_tess_lvl_(in|out)_loc may be not set if user miss tess
factor output.
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21437>
Radeonsi is going to use nir tess factor write, so need to
remap tess factor location.
RADV set tess factor driver location to be 0 and 1 in
get_linked_variable_location(). While radeonsi also set them
to be 0 and 1 in st->map_io aka. si_shader_io_get_unique_index_patch().
We could just set them to be 0 and 1 at the beginning of
ac_nir_lower_hs_outputs_to_mem(), but in order to keep the
location map at the same place, we still do this in
lower_hs_output_store().
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21437>
It will be shared by other nir lowering too.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21437>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16805>
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Acked-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16805>
We haven't measured any noteworthy perf improvement
from these, and they are difficult to port to NIR,
so remove them before the NIR based VS input lowering
in order to make it easier to bisect and analyze stats.
Fossil DB stats on Rembrandt (GFX10.3):
Totals from 21750 (16.12% of 134913) affected shaders:
VGPRs: 868512 -> 868664 (+0.02%); split: -0.00%, +0.02%
CodeSize: 64406804 -> 64397572 (-0.01%); split: -0.08%, +0.07%
MaxWaves: 567904 -> 567888 (-0.00%); split: +0.00%, -0.00%
Instrs: 12327212 -> 12324851 (-0.02%); split: -0.10%, +0.08%
Latency: 61367324 -> 61371204 (+0.01%); split: -0.04%, +0.05%
InvThroughput: 9687734 -> 9686000 (-0.02%); split: -0.03%, +0.01%
VClause: 248207 -> 303449 (+22.26%); split: -0.02%, +22.28%
SClause: 314942 -> 315564 (+0.20%); split: -0.09%, +0.29%
Copies: 921581 -> 921820 (+0.03%); split: -0.16%, +0.19%
Branches: 341964 -> 341967 (+0.00%); split: -0.00%, +0.00%
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16805>
In vkCreateImage() if block comrpessed format and VK_IMAGE_TILING_LINEAR is
used, then the app crashes in vega gpu.
This is because addrlib does not support BC + linear as from function
ValidateSwModeParams(). From Marek Olšák the addrlib behaviour is correct.
In pal driver, flags.texture is not set in DetermineSurfaceFlags() function
if BC + linear. pal driver does it because it is expected that the
BC + linear image is only used as transfer resource.
This patch sets RADEON_SURF_NO_TEXTURE flag if usage is not
VK_IMAGE_USAGE_SAMPLED_BIT and and VK_IMAGE_USAGE_STORAGE_BIT.
flags.texture flag is not set if RADEON_SURF_NO_TEXTURE and this fixes
the crash.
v1: set NO_TEXTURE if not SAMPLED or STORAGE (Marek Olšák)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21422>
Block compressed + linear format is not supported in addrlib. But these
surface can be used as transfer resource. RADEON_SURF_NO_TEXTURE flag
indicates not to set flags.texture flag in gfx9_compute_surface().
This will help to fix the vkCreateImage() crash where block
compressed + linear format image is requested.
v2: combine RADEON_SURF_NO_TEXTURE to below line (Marek Olšák)
v1: add RADEON_SURF_NO_TEXTURE flag (Marek Olšák)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21422>