Vega 10 and Raven have a HW bug: when the HS thread count is zero,
the LS input arguments are loaded in the wrong registers. This commit
works around this by using the registers where the data actually is,
for the affected arguments.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
When tessellation is used, the VS runs on the HW LS stage (merged
into HS on GFX9-10). This commit enables such VS to store its
outputs properly in LDS so that the TCS can load them as its
per-vertex inputs.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
Tessellation control shaders can have per-vertex inputs,
and both per-vertex and per-patch outputs. TCS can not only store,
but also load their outputs.
The TCS outputs are stored in RING_HS_TESS_OFFCHIP in VMEM, which
is where the TES reads them from. Additionally, the are also stored
in LDS to make sure they can be loaded fast when read by the TCS.
Tessellation factors are always just stored in LDS.
At the end of the shader, the first shader invocation reads these
from LDS and writes them to RING_HS_TESS_FACTOR in VMEM, and
additionally to RING_HS_TESS_OFFCHIP when they are read by
the Tessellation Evaluation Shader.
This implementation matches the memory layouts used by radv_nir_to_llvm.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
Previously, it was calculated incorrectly for 64-bit writes and reads.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
This commit fixes lds_store and lds_load so that they can
properly support 32 and 64-bit loads and stores; and makes
them a little more reusable so they can be used by
tessellation control shaders.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
This commit takes the new helpers into use by the VS output
store function. This function is also where the VS outputs will
be handled when the VS runs on the HW LS stage.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
This commit carves out the GS per-vertex input load, and takes the
new helper functions into use.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
These helpers are going to make it unnecessary to reimplement the
(almost) same address offset calculation in mulitple places.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
These are going to be used for loading and storing inputs
and outputs in various stages, such as GS, TCS and TES.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
It was problematic to have it, because some shader stages might
not even know about the esgs_itemsize, for example TCS and
the merged VS+TCS stages.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
This function is going to be reused in multiple functions when
storing or loading something in the LDS.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
We are going to support more kinds of merged shaders, such
as vertex_tess_control_hs and tess_eval_geometry_gs.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
TCS outputs are going to be written to LDS, so it
has to use memory_barrier_shared in order to ensure
that it waits for LDS writes.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3964>
This new pass is more similar to the GFX10 pass and should be able to
handle control flow better.
No pipeline-db changes.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4004>
Make sure to add the lod value if non-null as the 2nd operand.
Fixes dEQP-VK.image.load_store_lod.with_format.1d.* on all gens
except GFX9.
Fixes: 4d49a7ac73 ("aco: handle nir_intrinsic_image_deref_{load,store} with lod")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4060>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4060>
The previous instance of this comparision was 1u to avoid the warning, fix
this one too.
Fixes: dba71de5c6 ("aco: only create parallelcopy to restore exec at loop exit if needed")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3607>
Seems required also on GFX8-GFX9 to achieve correct behaviour. This
is an undocumented behaviour but it makes real sense to me.
pipeline-db on GFX9:
Totals from affected shaders:
SGPRS: 1018 -> 1018 (0.00 %)
VGPRS: 516 -> 516 (0.00 %)
Code Size: 40516 -> 40636 (0.30 %) bytes
Max Waves: 280 -> 280 (0.00 %)
This fixes some sort of sun flickering with Assassins Creed Origins.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2488
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3750>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3750>
Since 9254fb4fc7, the pass replaced the SCC clobber with the scalar
identity temporary. Just skip most of the temporary setup, since we don't
need it for gfx10_wave64_bpermute.
Although shuffles are disabled on GFX10, Detroit: Become Human seems to
use them anyway.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-By: Timur Kristóf <timur.kristof@gmail.com>
Fixes: 9254fb4fc7 ('aco: don't use a scalar
temporary for reductions on GFX10')
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3683>