New intrinsics are added for global invocation IDs and work group IDs to
deal with offsets in both. The only one of these that needs a system value
is global invocation offset, for CL's get_global_offset().
Note that CL requires very large work group sizes, so these intrinsics
are modified to be able to use 64bit values, for 64bit SPIR-V.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5891>
We write to these variables using image intrinsics.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5207>
SPV_AMD_shader_image_load_store_lod allows to use a lod parameter
with OpImageRead, OpImageWrite and OpImageSparseRead.
According to the specification, this parameter should be a 32-bit
integer. It is initialized to 0 when no lod parameter is found
during SPIR-V->NIR translation.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
GFX10 does act like GFX9 actually.
This fixes
dEQP-VK.glsl.texture_functions.query.texturesize.*sampler3d_*.
Cc: 19.2 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For extra args. Unlike image creation, I'm not embedding the vk
struct in there, so all the inline structs can be kept.
Reviewed-by: Dave Airlie <airlied@redhat.com>
No functional changes. This temporarily uses plane 0 for
everything.
Long term plan is that only single plane images get to use
metadata like htile/dcc/cmask/fmask.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This fixes some crucible 3d miptree tests I've been working on
when executed using the compute shader path.
Fixes: d08f267814 (radv/gfx9: fix 3d image to image transfers on compute queues.)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
this helps reduce the overall code changes when a bit_size parameter is
added to nir_load_system_value
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
This should address the remaining failures in Batman Arkhman City.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107765
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: 593996bc02 ("radv: implement buffer to image operations for R32G32B32")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This should fix rendering issues with Batman Arkham City.
We will probably need to implement itob and itoi at some
point, but currently nothing hits these paths.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107765
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes crashes for some CTS:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.color.*.linear_*_*
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.color.*.*_linear_*
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108113
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Now that image load/store intrinsics are variable-width, we need to set
num_components accordingly. In 15d39f474b, both glsl_to_nir and
spirv_to_nir were updated to properly set num_components but radv meta
was left behind.
Fixes: 15d39f474b "nir: Make image load/store intrinsics..."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Generated with
git grep -l nir_intrinsic_image | xargs \
sed -i 's/nir_intrinsic_image/nir_intrinsic_image_var/g'
and some manual fixing in nir_intrinsics.h
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The inidividual init parts don't clean up their own stuff on failure.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes some of the broken:
dEQP-VK.synchronization.op.multi_queue.*64x64x8* tests.
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
On GFX9 we must access 3D textures with 3D samplers AFAICS.
This fixes:
dEQP-VK.api.image_clearing.core.clear_color_image.3d.single_layer
on GFX9 for me.
v1.1: fix tex->sampler_dim to dim
v2: send layer in from outside
v3: don't regress on pre-gfx9
Fixes: e38685cc62 'Revert "radv: disable support for VEGA for now."'
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Alex Smith <asmith@feralinteractive.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Unnecessary to double check that handles are not NULL.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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>
This isn't necessary yet but I'd like to use the range in
some future patches.
[airlied: add new resolve pass]
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>
Use push descriptors instead of temp descriptor sets.
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Jason has patches to add validation to this area, this should fix
radv shaders.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is required for having a separate compute queue, we
probably can't use this on GFX queue due to DCC.
v2: Set coord_components = 2 for itoi texture fetch. (Bas)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This implements the reverse of the current buffer->image path
and can be used when we need to do image transfer on compute queues
This just adds the code turned off as we don't support separate
computes queues yet, and we don't want to use this path on the GFX
queues for DCC reasons.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Otherwise we get 32bit warnings because handle is plain uint64_t there
and NULL is not suited to initialize that.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Removes some unnecessary functions and pull
some stuff out of the loop.
Reviewed by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Just noticed this file was missing license and any
explaination of what is in it.
(stable just for license header reasons)
Reviewed by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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>