Same thing as ANISOTROPIC including all restrictions except HW is
allowed to take liberties with precision to speed things up, Currently
only has an affect on formats of type *_sRGB.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32738>
No need to open-code this one now that we have a generic helper.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32627>
According to HAS it is necessary to emit this instruction once per
context so MI_MEM_FENCE works properly.
Fixes: 86813c60a4 ("mi-builder: add read/write memory fencing support on Gfx20+")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32680>
A next patch will emit more instructions in video and copy queues
for Gfx 200 and newer but the current code only creates anv_async_submit
if device has aux_map.
Instead we can always create anv_async_submit and only submit it to
hardware if any instruction was emited.
Fixes: 86813c60a4 ("mi-builder: add read/write memory fencing support on Gfx20+")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32680>
Modified the BVH dumping mechanism to synchronously wait for the command
buffer to complete before saving BVH data to files. This approach is
more robust compared to the previous method of dumping during
acceleration strucutre destruction.
Note: if DEBUG_BVH_ANY is enabled but intel-rt is disabled, we will wait
for nothing.
Signed-off-by: Kevin Chuang <kaiwenjon23@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32585>
According to HSD 14016252163 if compute shader uses the sample
operation, morton walk order and set the thread group batch size to 4 is
expected to increase sampler cache hit rates by increasing sample
address locality within a subslice.
Rework:
* Caio: "||" => "&&" for type checking in instr_uses_sampler()
* Jordan: Use nir's foreach macros rather than
nir_shader_lower_instructions()
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32430>
This is needed for implementing multiview in panvk, where the address
calculation for multiview outputs is not well-represented by lowering to
nir_intrinsic_store_output with a single offset.
The case where a variable is both per-view and per-{vertex,primitive} is
now unsupported. This would come up with drivers implementing
NV_mesh_shader or using nir_lower_multiview on geometry, tessellation,
or mesh shaders. No drivers currently do either of these. There was some
code that attempted to handle the nested per-view case by unwrapping
per-view/arrayed types twice, but it's unclear to what extent this
actually worked.
ANV and Turnip both rely on per-view outputs being assigned a unique
driver location for each view, so I've added on option to configure that
behavior rather than removing it.
Signed-off-by: Benjamin Lee <benjamin.lee@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31704>
This is needed for panvk, where multiview is "all or nothing". When
multiview is enabled, all outputs may be written with separate values
for each view.
The edge case mentioned in the previous `nir_can_lower_multiview` is now
handled because we now handle an arbitrary number of per-view output
vars instead of expecting to find exactly one.
Signed-off-by: Benjamin Lee <benjamin.lee@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31704>
Black Myth Wukong is generating more than 2Gb of shaders in
pre-compiling stage after VK_EXT_shader_image_atomic_int64 extension
enabled. Driver will crash in create shader stages due to dereference
null pointer of kernel map.
Signed-off-by: Mi, Yanfeng <yanfeng.mi@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32548>
"constant" is a special keyword in OpenCL C, and we'd like to #define it
suitably in host C23 to facilitate compatiblity between host/device headers.
That means we can't have any identifiers named "global" or "constant".
Fortunately, this is the only 'constant' in any file I'm hitting.
To avoid the clash, don't abbreviate "constant factor", use "constant_factor"
instead. For consistency, "slope factor" then becomes "slope_factor".
The new names are longer but match the Vulkan API exactly.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> [Intel]
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com> [NVK and panvk]
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> [V3DV]
Reviewed-by: Simon Perretta <simon.perretta@imgtec.com> [IMG]
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32505>
Source 2 games segfault if certain buffers are not able to use the same
memory types as images. CS2 specifically expects this to be the case for
vertex and index buffers (VK_BUFFER_USAGE_2_INDEX_BUFFER_BIT,
VK_BUFFER_USAGE_2_VERTEX_BUFFER_BIT). I have not tested other Source 2
games to see how much the requirement differs for the usage (if at all).
Up until now, we've disabled CCS for the Source 2 engine with the
anv_disable_xe2_ccs driconf option. However, this option is not great
for performance. So, replace this with a new option to allow the same
memory types we use for images on buffers - anv_enable_buffer_comp.
Compression of buffers is generally not good for performance. I
collected the result of unconditionally enabling the feature in the
performance CI on BMG. I used the default configuration to average the
result of two runs of each trace.
The CI reports that 4 game traces would regress between 0.44-1.01% FPS
with buffer compression. However, the CI actually shows it to be
beneficial in three of our game traces:
* Cyberpunk-trace-dx12-1080p-high 106.51%
* Hitman3-trace-dx12-1080p-med 101.59%
* Blackops3-trace-dx11-1080p-high 100.44%
So, enable the option for the two games we already have driconf entries
for, Cyberpunk and Hitman3.
Of course, also enable the option for Source 2 games. Casey Bowman
reports that on BMG, some frame times drop from ~15ms to ~7ms in CS2.
This is in large part due to the removal of HiZ resolves, which is a
consequence of the game now using of HIZ_CCS_WT instead of plain HIZ.
Ref: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11520
Acked-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32519>
This commit allows you to dump different regions of memory related to
bvh building. An additional script to decode the memory dump is also
added, and you're able to view the built bvh in 3D view in html. See the
included README.md for usage.
Rework:
- you can now view the actual child_coord in internalNode in html
- change exponent to be int8_t in the interpreter
- fix the actual coordinates using an updated formula
- now you can have 3D view of the bvh
- blockIncr could be 2 and vk_aabb should be first
- Now, if any bvh dump is enabled, we will zero out tlas, to prevent gpu
hang caused by incorrect tlas traversal
- rootNodeOffset is back to the beginning
- Add INTEL_DEBUG=bvh_no_build.
- Fix type of dump_size
- add assertion for a 4B alignment
- when clearing out bvh, only clear out everything after
(header+bvh_offset)
- TODO: instead of dumping on destory, track in the command buffer
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
Rework: (Kevin)
- Properly setup bvh_layout
Our bvh resides in contiguous memory and can be divided into two sections:
1. anv_accel_struct_header, tightly followed by
2. actual bvh, which starts with root node, followed by interleaving
leaves or internal nodes.
- Update comments for some fields for BVH and nodes.
- Properly populate the UUIDs in serialization header
- separate header func into completely two paths based on compaction bit
- Encode rt_uuid at second VK_UUID_SIZE.
- Write query result at correct slot
- add assertion for a 4B alignment
- move bvh_layout to anv_bvh
- Use meson option to decide which files to compile
- The alignment of serialization size is not needed
- Change static_assert to STATIC_ASSERT and move them inside functions
Rework (Sagar)
- Use anv_cmd_buffer_update_buffer instead of MI to copy data
Rework (Lionel)
- Remove flush after builds, and add flush in copy before dispatch
- Handle the flushes in CmdWriteAccelerationStructuresPropertiesKHR properly
Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com>
Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
Rework: (Kevin)
- Calculate correct number of threads in GPGPU thread group based on
SIMD size.
- Instead of round up, just use the simple division and let the
remainder part handle groupCount < local_size_x.
- Drop indirect_unroll_off and fix the bug that we're not using is_unaligned_size_x
Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com>
Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
This shader gets called and will construct ANV BVH from IR BVH. More
specifically, each invocation will take care of one internal node. The
internal nodes get processed starting from root node all the way to the
bottom leaves.
During processing, we keep track of the destination of
where the internal node should be encoded (tracked in
vk_ir_box.bvh_offset), and where its leaves should be encoded (tracked
in vk_ir_header.dst_node_offset).
The processed bvh is in contiguous memory, which starts with header,
followed by interleaving internal nodes and leaves. The nodes
information are also populated.
Rework: (Sagar)
- Return out of bounds threads early
- Mimic GRL internal node encoding
- Handle node mask
- Fix block_incr_and_start_prim
- Fix shader_index_and_geom_mask for instance node
- Fix instance flag
- Fix block_incr and instance_contribution_and_geom_flags initialized to be zero
- Fix lower_x and upper_x to be properly flipped for invalid child
- For invalid node, clear blockIncr and set startPrim to INVALID
- Calculated things upfront and assign, cutting down more than ~200
instructions
Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com>
Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
Rework (Kevin)
- encode the address of anv_instance_leaf after header in order to
handle serialization and deserialization part.
- draw serialized data layout and explanation
Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com>
Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
This commit adds build interface and helper header for ANV BVH.
Rework: (Kevin)
- Use block_size macro to represent bvh node/leaf size
- Rename BVH-related node/leaf size macros for clarity
- Updated comments for some fields for bvh and nodes.
- move bvh_layout to anv_bvh.h
- Draw anv_bvh layout
- rename child_offset to child_block_offset
Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com>
Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588>
Only consider R32 image formats as supporting atomics because we only
expose VK_FORMAT_FEATURE_2_STORAGE_IMAGE_ATOMIC_BIT for those formats.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32192>
I tested this patch with an ACM card. It enables "Halo: The Master Chief
Collection" to use the clear color modifier instead falling back to the
uncompressed Tile4 modifier.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32192>