This is mostly mechanical changes of renaming types and introducing
"legacy" everywhere.
It doesn't use the ac_surface computation functions yet.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Not really what the fast depth clear does, no matter whether you use
EXPCLEAR or not. Seems the fast clear using the DB HW always touches
the main buffer.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.
The depth clear value needs to be emitted from the vertex
shader, but is only a single value.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we are clearing stencil only, we still need to provide a
a valid Z output from the vertex shader, we can't rely
on the depth clear value having any meaning, as we use this
for the position output, and it could get clipped, so we
don't end up clearing anything.
Fixes:
dEQP-VK.renderpass.simple.stencil
since I added S8 support.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is to rework the surface code like radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just makes it easier to do the follow in cleanups of the surface.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
For depth clears we have to pass the depth in the 2nd
component, we can use push constants for some of this
later to drop the vertex buffer completely
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just uses an 8-bit clear and packs the values.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Don't flush multiple times if we clear multiple attachments. Also allows
doing the depth clear in parallel with the fast color clears.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Works for me on dota2 and talos now.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
The CTS tests at least are using this, and we were totally
ignoring it.
This hopefully fixes the bouncing multisample CTS tests.
v2: get family mask in ignored case from command buffer.
v3: only change things in one place, use logic from Bas.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Just always use the layer clear pipelines,
the overhead of emitting the layer shouldn't be
too large.
v2: Bas suggested we always use it.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is just prep work for layered clears, it doesn't change
anything.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We only need one per samples (maybe not even that), reduce
all the unneeded ones.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Also changed RADV_SHOW_QUEUES to a no compute queue option. That
would make more sense later when the compute queue is established,
but the transfer queue still experimental.
v2: Don't include the trace flag.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(airlied: fixes DOOM hang with compute queue enabled)
Reviewed-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
These aren't used yet but we will want to use them when we
implement a separate compute queue.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes:
dEQP-VK.api.image_clearing.clear_color_image.3d*
These were hitting an assert as the code wasn't taking the
baseMipLevel into account when minify the image depth.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.
There are other advantages such as being able to reuse the
shader info populated by GLSL IR.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This squashes all the radv development up until now into
one for merging.
History can be found:
https://github.com/airlied/mesa/tree/semi-interesting
This requires llvm 3.9 and is in no way considered
a conformant vulkan implementation. It can run a number
of vulkan applications, and supports all GPUs using
the amdgpu kernel driver.
Thanks to Intel for providing anv and spirv->nir,
and Emil Velikov for reviewing build integration.
Parts of this are:
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Authors: Bas Nieuwenhuizen and Dave Airlie
Signed-off-by: Dave Airlie <airlied@redhat.com>