Commit graph

21 commits

Author SHA1 Message Date
Bas Nieuwenhuizen
e5c4e10769 radv: Remove some intel comments from the resolve code.
These are clearly not applicable to radv.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-08-25 22:47:49 +02:00
Dave Airlie
36a1b61321 radv: avoid GPU hangs if someone does a resolve with non-multisample src (v2)
This is a bug in the app, but I'd rather avoid hanging the GPU,
esp if someone is running in validation and it takes out their
development environment.

v2: get it right, reverse the polarity.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-08-05 03:52:44 +01:00
Bas Nieuwenhuizen
ea08a296fe radv: Handle VK_ATTACHMENT_UNUSED in color attachments.
This just sets them to INVALID COLOR,  instead of shifting the
attachments together.

This also fixes a number of cases where we use it first and only
then check if it is VK_ATTACHMENT_UNUSED.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Fixes: f4e499ec79 "radv: add initial non-conformant radv vulkan driver"
Reviewed-by: Dave Airlie <airlied@redhat.com>
2017-07-24 01:50:52 +02:00
Bas Nieuwenhuizen
78bef01da2 radv: Remove unused args of radv_image_view_init.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2017-06-26 01:24:50 +02:00
Nicolai Hähnle
34b7fb47b6 radv: remove radeon_surf_level::dcc_enabled
Like radeonsi; replace with radeon_surf::num_dcc_levels.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2017-06-05 10:43:56 +10:00
Jason Ekstrand
b86dba8a0e nir: Embed the shader_info in the nir_shader again
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>
2017-05-09 15:07:47 -07:00
Dave Airlie
3b85b630ee radv/meta: use novertex save path for resolve pass.
This was missing in the original change.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:42 +10:00
Dave Airlie
2a04f5481d radv/meta: select resolve paths
There are 3 resolve paths, the fastest being the hw resolver
but it has restriction on tile modes and can't do subresolves,
the compute resolver is next speed wise, but can't handle DCC
destinations, the fragment resolver handles that case.

This will end up with a slow down as currently we hack the
hw resolver paths when they shouldn't work, but we shouldn't
keep doing that.

The next patch removes the hacks.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
69136f4e63 radv/meta: add resolve pass using fragment/vertex shaders
In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.

This code isn't used until later.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
7e8d0a402b radv: move some image info into a separate struct.
This is to rework the surface code like radeonsi.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:17 +10:00
Dave Airlie
03a2ca6356 radv/meta: refactor out some common shaders.
The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-04-19 10:03:05 +10:00
Dave Airlie
84b9e3a831 radv/meta: avoid using vertex buffer for resolve shader.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-04-19 10:02:50 +10:00
Bas Nieuwenhuizen
4083a2ddcb radv: Set proper viewport & scissor for meta draws.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2017-03-30 22:21:14 +02:00
Bas Nieuwenhuizen
8700329785 radv: Don't emit cache flushes on subpass switch.
I think we should only flush right before an action (draw/dispatch etc.),
as otherwise it is too easy to issue redundant flushes.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2017-03-09 02:35:23 +01:00
Dave Airlie
9aec76aca3 radv: handle layered fast clears.
This iterates the fast clear flush across the layers in the
specified range.

It also moves the compute resolve flush into the function
and builds the range in there.

This fixes:
dEQP-VK.geometry.layered.* regressions since fast clears.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-02-19 20:30:01 +10:00
Dave Airlie
6d5d6dad20 radv: handle dcc in explicit image resolve path. (v2)
We need to initialize dcc like we do in the subpass path.

v2: fix initial/final layouts
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-02-07 23:31:08 +00:00
Dave Airlie
fa57b77105 radv/meta: cleanup resolve vertex state emission
For the hw resolve there is no need to emit any sort
of texture coordinates, so drop them all in the meta path.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-11-22 17:15:37 +10:00
Timothy Arceri
e1af20f18a nir/i965/anv/radv/gallium: make shader info a pointer
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>
2016-10-26 14:29:36 +11:00
Dave Airlie
86c4575a81 radv: decompress fmask before reading using texture unit
Before we can read the fmask using the compute shader, we need
to decompress the fmask in place.

This fixes a bunch of remaining failure and hopefully multisampling
in Talos.
2016-10-19 17:39:47 +10:00
Dave Airlie
12301c5418 radv: drop the RADV_CALL macro.
This is leftover from anv, and we really never needed it.

Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-10-12 08:56:41 +10:00
Dave Airlie
f4e499ec79 radv: add initial non-conformant radv vulkan driver
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>
2016-10-07 09:16:09 +10:00