When the LLVM version is too old or missing, SotTR applies shader
workarounds and that reduces performance by 2-5% with ACO.
SotTR workarounds are applied with LLVM 8 and older, so reporting
LLVM 9.0.1 should be fine.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4984>
Trivial.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4911>
It's already part of the device name, and it should now also
correctly report when ACO is used.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4911>
Now that ACO supports all shader stages (the only exception is NGG
GS on Navi10 but it fallbacks to legacy GS) it makes sense to remove
the LLVM version string reported as part of the device name.
The LLVM version string was added in the past for some Feral games
to workaround LLVM issues by detecting the version. With ACO, this
is unecessary because the Mesa version is enough to eventually enable
specific shader workarounds.
When the LLVM version string is missing, it is assumed that an old
LLVM is used and workarounds are automatically applied. The only
Vulkan games that might be affected is Shadow of The Tomb Raider
but the impact should be fairly small.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4911>
The VRAM size returned to apps is computed as follows:
vram_size = real_hw_vram_size - visible_vram_size.
Visible VRAM buffers should be counted only in the visible VRAM
counter and not twice. Buffers with the NO_CPU_ACCESS flag are
known to not be mappable, so they are counted in the VRAM counter.
Other buffers, with the CPU_ACCESS flag, or without any of both
(imported buffers) are counted in the visible VRAM counter because
they are mappable.
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/4834>
Enumeration should just skip unsupported DRM devices.
Cc: <mesa-stable@lists.freedesktop.org>
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/4806>
The driver should be capable if it reaches the winsys initialization.
Cc: <mesa-stable@lists.freedesktop.org>
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/4806>
The Vulkan spec says:
"shaderInt16 specifies whether 16-bit integers (signed and unsigned)
are supported in shader code. If this feature is not enabled, 16-bit
integer types must not be used in shader code."
I think it's just safe to enable it because 16-bit integers should
be fully supported with LLVM and also with ACO and GFX8+. On GFX8
and earlier generations, throughput of 16-bit int is same as 32-bit
but that should't change anything.
For GFX6-GFX7 ACO support, we have to implement conversions without
SDWA.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4874>
the implicit sync flag gets set at the beginning at the function,
but I used = instead of |= later.
Fixes: bec9285027 "radv: Stop using memory type indices."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4814>
So that drivers can enable it without worrying how the texture was
allocated.
v2: reworked the mechanism, hopefully fixes now
added Bas Nieuwenhuizen's diff to fix radv
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> (v1)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4697>
Previously these functions needed the bit mask of the TCS outputs
and patch outputs written, and concluded the number of outputs
from that.
Now, they take the number of outputs and patch outputs instead.
This will allow the backend compiler to better optimize the
LDS layout.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4388>
With VK_EXT_robustness2, an element of pBuffers can be NULL.
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/4775>
Doom Eternal explicitly allows overallocation via this extension
but that shouldn't change anything because it's the default RADV
behavior.
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/4785>
By default, RADV supports overallocation by the sense that it doesn't
reject an allocation if the target heap is full.
With VK_AMD_overallocation_behaviour, apps can disable overallocation
and the driver should account for all allocations explicitly made by
the application, and reject if the heap is full.
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/4785>
The reason behind this is that FMASK requires CMASK and also that
FMASK for non color attachments looks unnecessary. It's currently
much easier to add this simple check because the driver tries to
always enable DCC first and if we enable FMASK only if CMASK, we
might loose some FMASK compressions.
This helps fixing some new robustness2 tests which fails because
only FMASK is enabled.
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/4783>
This would be necessary for an application to figure out if the
memory was allocated using a memory type with VK_MEMORY_PROPERTY_PROTECTED_BIT.
It also allows one to determine VRAM vs. GTT etc.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4751>
Lots of extra coding was involved in managing them.
And for protected memory I was thinking of making a function that
goes from domain+flags to memory types, which can reuse this array.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4751>
On APUs, the memory is unified (all heaps are equally fast) and
apps should count all memory heaps together. But some games like
Id Tech games (Youngblood and such) don't manage memory correctly
on APUs and they spill everything when one VRAM heap is full.
Instead of spilling buffers, they should just allocate new buffers
in the second heap but it seems like these games are confused if
two memory heaps have the DEVICE_LOCAL_BIT set.
This is probably a first step towards better memory management on
APUs but there is still some work to do if we want to run most apps
with a small dedicated VRAM (256MB or so).
This gives a huge boost for Id Tech games on APUs, and doesn't
seem to reduce Feral games performance.
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/4771>
Also reverse the BO list removal loop. This way typical WSI usage
should find the entry in O(active swapchains) iterations, which
should not be a performance issues. Tested with Doom(2106) which
found the entry in 1 iteration every time.
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4306>
Use it instead of the libdrm provided amdgpu_drm.h header. I used
the kernel revision from the README to get the header so the
header versions should be consistent.
Tested by removing /usr/include/libdrm/amdgpu_drm.h from my dev-machine.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4749>