On Steam Deck, shaders are pre-compiled for better performance (less
stuttering, less CPU usage, etc). But when a compiler fix needs to be
backported, there is currently no way to handle this properly.
This introduces 3 drirc options
radv_override_{graphics,compute,ray_tracing}_shader_version in order to
force the driver to re-compile pipelines when needed. By default, the
shader version is 0 for all pipelines.
When one drirc is set for a specific game, RADV will re-compile all
pipelines only once with the compiler fix included (because the
pipeline key would be different).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26094>
This can be used for analysing queue submissions.
This is still experimental and it can be disabled with
RADV_THREAD_TRACE_QUEUE_EVENT=false if you have issues with it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22779>
GPU timestamps are emitted by the GPU to a BO with CPU-access which
means the driver needs to read them back when the submission is done.
Fix this by passing a pointer to that BO, like some other records.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22779>
This was removed by mistake in "radv/rgp: Use common trace trigger"
and it introduced a regression with RGP queue events.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22779>
It's not possible when they aren't all inlined because they need to be
copied to the upload BO and the DGC shader also copies the ones that
come from the indirect layout.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25935>
With DGC, push constants can be set from the cmdbuf (CmdPushConstants())
or from the indirect layout. Instead of always emitting inlined push
constants from the DGC shader, just update the ones that come from the
indirect layout and rely on cmdbuf updates for the other ones.
With that, it should be possible to preprocess push constants with
graphics when all can be inlined in shaders.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25935>
pipeline_flags was 64-bit yet only the first 4 bytes were hashed.
Luckily, the mask included no flag above the 32nd bit, so this was
technically working fine. Still, it's better to use explicit sizeof
constructs to be more resilient to accidental type changes.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26145>
These are needed by RADV to enable mesh/task shader queries.
My last attempt was broken, for obscur reasons I used invalid hashes
and the dEQP build script didn't reject them. Hopefully now it should
fail if a hash is invalid.
The dEQP list changes introduced even more failures with some drivers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26079>
Because a LDS load is 2 separate loads on gfx10+ with wave64, a different wave
can write LDS in between and cause a non uniform result. Use v_readfirst_lane
instead of p_as_uniform because it cannot be copy propagated.
Fixes a OpenCL CTS test with zink+rusticl.
Totals from 136 (0.17% of 78196) affected shaders:
MaxWaves: 3236 -> 3244 (+0.25%)
Instrs: 130069 -> 131221 (+0.89%)
CodeSize: 698048 -> 703436 (+0.77%)
VGPRs: 5464 -> 5440 (-0.44%)
SpillSGPRs: 94 -> 96 (+2.13%)
Latency: 5361017 -> 5363781 (+0.05%); split: -0.00%, +0.05%
InvThroughput: 883010 -> 884100 (+0.12%)
SClause: 3822 -> 3821 (-0.03%); split: -0.05%, +0.03%
Copies: 14220 -> 14314 (+0.66%); split: -0.01%, +0.68%
Branches: 4549 -> 4551 (+0.04%)
PreSGPRs: 4934 -> 4940 (+0.12%)
PreVGPRs: 4666 -> 4655 (-0.24%)
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25973>
Before this, the render pass code or the driver combined the pipeline
create flags and the implicit flags from the render pass, but the
pipeline create flags will need to be sanitized when they are dynamic
state, so we need to do it in vk_graphics_state where we know that
information.
We also weren't combining pipeline flags correctly when linking, which
on turnip was being hidden by the lack of sanitizing for driver-provided
flags. We can't combine them correctly if they're part of the render
pass state, so they need to be pulled out into the overall pipeline
state.
For drivers using emulated renderpasses or tracking feedback loop
information themselves, this won't make a difference, but we have to
adapt turnip to not pass pipeline flags. This also means that we can
drop all handling of feedback_loop_input_only in turnip and just set it
in the runtime.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25436>
And replace the various homegrown or copy-pasted helpers in drivers.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25436>
This test consistently fails on some GPUs (already documented) but on
some others it's a flake. It's a known issue that should be fixed soon
in RADV.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26019>