Similar to RadeonSI.
This fixes:
dEQP-VK.image.texel_view_compatible.graphic.basic.attachment_read.bc*r16g16b16a16_sfloat
dEQP-VK.image.extended_usage_bit.attachment_write.r16_sfloat
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When allocate_user_sgprs() was called, ctx->stage was actually
unset and 0 is for the vertex shader. This doesn't change
anything for now because of the spill support thing.
Though, the number of user SGPRs has to be fixed for merged
shaders on GFX9. It was broken before anyway.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This might decrease VGPR spilling, because we no longer
have to use v4i32 for 2D fetches when level == 0. We now
use v2i32 for those cases.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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>
... 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>
... to declare_global_input_sgprs().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
... to declare_vs_specific_inputs_sgprs().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's a no-op anyway but it looked strange to me, remove it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This wasn't calculating the correct value, this along with
a nir patch fixes a regression in:
dEQP-VK.tessellation.shader_input_output.barrier
Fixes: 043d14db30 (ac/nir: don't write tcs outputs to LDS that aren't read back.)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Use 16_ABGR instead of 32_ABGR if Z isn't written.
Ported from RadeonSI.
No CTS regressions on Polaris.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Use a boolean instead because the number of needed SGPRs
is always 3.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The number of grid components is always 3 when gl_NumWorkGroups
is declared, because it relies on the number of components of
nir_instrinsic_load_num_work_groups.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Without this we get the error "FPExt only operates on FP" when
converting the following:
vec1 32 ssa_5 = b2f ssa_4
vec1 64 ssa_6 = f2f64 ssa_5
Which results in:
%44 = and i32 %43, 1065353216
%45 = fpext i32 %44 to double
With this patch we now get:
%44 = and i32 %43, 1065353216
%45 = bitcast i32 %44 to float
%46 = fpext float %45 to double
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
To support the reindex intrinsic, we need the result to be
something on which we can adjust the index/address.
Since it is all within a basic block, the compiler should be
able to merge any extra loads.
v2: Change visit_get_buffer_size too.
Reviewed-by: Dave Airlie <airlied@redhat.com>
This patch is ported from RadeonSI and it has two effects.
It fixes a rendering issue which affects F1 2017 and Dawn
of War 3 (Vega only) because LLVM was ending up by generating
the new v_mad_mix_{hi,lo} instructions which appear to be
buggy in some way. Not sure if Mesa is generating something
wrong or if the issue is in LLVM only. Anyway, that explains why
the DOW3 issue can't be reproduced with GL on Vega.
It also improves performance because v_cvt_pkrtz_f16 is faster,
and because I guess the rounding mode behaviour is similar between
GL and VK, we can use it. About performance, it improves Talos
by +3/4% but I don't see any other impacts.
No CTS regressions on Polaris.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
V2: make use of driver_location and don't expose NIR to the ABI.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
If the TCS doesn't read back the outputs, no need to store them
to LDS in the first place. (except for tess factors).
This seems to give about 50fps (3290->3330) with tessellation demo.
I haven't tested if it impacts DoW3 at all.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>