In order to compile monolithic shaders with pipeline libraries, we need
to keep the NIR around for inlining recursive stages.
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21929>
VK_PIPELINE_CREATE_2_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT is only
allowed for pipeline libs, so VK_PIPELINE_CREATE_2_LIBRARY_BIT_KHR
should also be set.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25110>
Instead of failing the copy we can use multiple chunks.
This codepath shouldn't really be used since the source
image should usually be tiled but it still better to not
fail when possible.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24771>
Some RGP data showing that a large amount of NOPs might be a performance
concern.
Some data from a Granite demo repurposed as benchmark:
- with max_count = 16, actual draw count 1-4, the new path is ~5% slower
- with max_count = 2048, actual draw count 1-4, the new path is >2x as fast.
- with max_count = 16384, actual draw count 1-4, the new path is >7x as fast.
Due to the new path being slower in e.g. small cmdbuffers I added a heuristic.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25046>
Starfield has a lot of empty ExecuteIndirect() calls. This optimizes
them by using the indirect sequence count as predicate.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25060>
Anecdotal evidence seems to suggest this is not happening anymore, so
let's try dropping it and see how it fares!
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25095>
cs->base.cdw here is the size of the last CS in the chain, but we are
passing in the first CS in the chain to begin decoding. Hence,
cs->ib_buffers[0].cdw is the correct size here.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25061>
SAMPLE_STREAMOUTSTATS requires PIPELINESTAT_START to be enabled,
otherwise the hw doesn't count anything.
This fixes
dEQP-VK.transform_feedback.primitives_generated_query.concurrent.pipeline_statistics_2.*
on GFX8. GFX6-9 are probably also affected by this bug, but with NGG
these queries are slightly different and don't use legacy streamout.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25049>
Add a driconf to force the swapchain size to match
`VkSurfaceCapabilities2KHR::currentExtent` as a workaround for
misbehaved games
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
Otherwise, if a secondary CS is grown and then executed without IB2,
the INDIRECT_BUFFER packet would have been copied but it shouldn't.
This fixes a regression that introduced GPU hangs with
gl_vk_meshlet_cadscene on RDNA2.
Fixes: df0c742543 ("radv/amdgpu: rework growing a CS with the chained IB path slightly")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24891>
If a secondary cmdbuf has been grown and is executed without IB2
(eg. on compute queue or when it's not allowed), the ib size ptr
contains chaining info, which means the IB size was wrong.
This fixes CPU crashes when running gl_vk_meshlet_cadscene.
Fixes: 277b2afd70 ("radv/amdgpu: add support for executing DGC cmdbuf with RADV_DEBUG=noibs")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24891>
Looks like indirect dispatches require an event marker instead of an
event marker with dims. That makes sense somehow given the blocks size
is not known at record time with indirect dispatches.
This allows RGP to report correct block sizes.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24994>
Just for better code readability. No functional changes.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
Make sure that both per-vertex and per-primitive attribute
ring stores are finished before position or primitive export
instructions are executed.
This is necessary because we need to ensure that mesh shader
waves work correctly when they have either vertex-only or
primitive-only waves.
Cc: mesa-stable
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/24574>
Cleanup the code that generates the two channels of the
primitive export instruction, and move storing the built-in
per-primitive outputs out to match how vertex attributes work.
Prepares the mesh shader lowering for a workaround that
affect export instructions.
Cc: mesa-stable
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/24574>
This is a HW bug workaround for some (all?) GFX11 chips.
On these chips, rasterization can start before the attribute ring
stores are finished, which can cause issues.
As a workaround, wait for attribute ring stores to finish
before doing the position export.
Mesh shaders will be taken care of in another commit.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
Prepares for a workaround. Makes it possible for this function
to not emit the pos0 export at all so that it can be emitted
by a subsequent call to the function later.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
This prepares for a workaround where we won't need to add
the done flag to the last export in this function, because
it will be added in a subsequent call to the same function.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
This was disabled a long time ago because of unknown GPU hangs during
boot but it seems stable again for some reasons.
This also bumps the job timeouts to make sure it will be able to finish.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24968>