This fixes some access to the tess eval shader when it's combined
with geometry on gfx9.
This is a review of Bas's commit:
radv: Prevent crashing by accessing TES for VGT reuse depth.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This struct used to rely on being in a union, it isn't anymore,
so we have to pick the correct outinfo struct now.
This should fix a regression since the union became a struct.
dEQP-VK.tessellation.geometry_interaction.point_size.vertex_set_geometry_set
Fixes: 6078a3bd51 (ac/nir: Allow ac_shader_variant_info to contain info about multiple stages.)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Looking at shader traces I noticed some registers were missing,
one of them was being eaten by the wrong clear state length.
Fixes: 4f42ea4dc (radv: use CLEAR_STATE for initializing some registers)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
It looks the original indirect mask was probably copied from
ANV.
Sascha Willems demo results:
tessellation ~4000 -> ~4200 fps
V2: continue lowering local indirects due to llvm deficiencies.
Tested-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Move it to radv_cmd_buffer_flush_state() because if
rasterizerDiscardEnable is true, the flags are not cleared.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It can only be changed when CmdBindIndexBuffer() is called
or when a secondary buffer is used. Though not always, but
let's re-emit the packets in this situation for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This saves few CPU cycles when CmdDrawIndexed() is used a lot.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: 7d45d22fdd ("radv: switch to using radv_create_shaders()")
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes a crash while generating a hang report.
Fixes: 7d45d22fdd ("radv: switch to using radv_create_shaders()")
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Missed that when I allowed waves to be launched out-of-order.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Here we make use of NIR the linking helpers to remove unused
varyings.
Sascha Willems demo results:
computecullandlod 39 -> 41 fps
pipelines ~6100 -> ~6200 fps
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Dave Airlie <airlied@redhat.com>
This is a combined shader creation helper than will help us to
create the shaders for each stage at once. This will allow us to
do some link time optimisations.
Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Dave Airlie <airlied@redhat.com>
This will be used to create a hash of the combined shaders in the
pipeline.
Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Dave Airlie <airlied@redhat.com>