DGC pipelines aren't using the vk_meta helper because that would
require to compute a separate key and that's useless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32744>
To keep track which output is used for what purpose.
Note that this commit just adds the capability to track this
separately in ac/nir. The drivers will need to be updated
in the future to take advantage of this.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32640>
This fixes a small issue when the Z format in PS epilogs change, like
when alpha-to-coverage is enabled and then disabled.
igned-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32675>
VK_{EXT,KHR}_buffer_device_address are redundant with the
bufferDeviceAddress feature.
VK_KHR_ray_tracing_pipeline depends on VK_KHR_acceleration_structure
which also depends on the bufferDeviceAddress feature.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32718>
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>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32627>
Cross-invocation TCS input access doesn't prevent same-invocation access.
This improves shaders that use both for the same inputs.
Also, if some components of a vec4 slot only use same-invocation access and
other components only use cross-invocation access (it's possible after
compaction), this takes the VGPR path for the components with
same-invocation access, which didn't happen previously because all masks
only describe whole vec4s.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31673>
The query code is getting big and complex over time. It will be even
more complicated because GDS doesn't exist on GFX12. Let's reorganize
slightly to make it more readable and easier to maintain.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32678>
Last VGT stages (VS, TES or GS) can always be used with a null FS when
nextStage is non-zero. Like if a VS is created with nextStage=TCS, it's
also allowed to draw without binding a CTS (ie. nextStage=None is always
a valid case).
Because we don't want to compile two variants for NONE and FRAGMENT,
let's compile only the FRAGMENT one when necessary.
Fixes new CTS coverage, see https://gerrit.khronos.org/c/vk-gl-cts/+/15976.
Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32665>
It's allowed to place OpExecuteCallableKHR in a SPIR-V, even if the RT
pipeline doesn't contain any callable shaders. Unreal hits this case and
crashes. We can assume the intrinsic never gets executed, so we can
simply remove it.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32613>
This is beneficial to applications that rely on
the implicit primitive ID from VS.
- We don't have to disable provoking vertex reuse,
which results in more efficient vertex processing.
- There is no LDS access needed to export the primitive ID,
because it is already available to GS threads.
- As a consequence of not needing LDS, we can use this
together with NGG passthrough mode.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32270>
We want to make the implicit VS primitive ID a per-primitive
output attribute, which means that this has to be last.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32270>
It doesn't do anything useful for other stages.
In VS, we use this when the implicit primitive ID is needed,
so that we can export that as a per-vertex attribute of the
provoking vertex.
In TES, the patch ID (which is used as the primitive ID) is
already a per-vertex input VGPR, so it doesn't make sense to
configure this.
In GS, the primitive ID is explicitly written by the shader,
so it makes no sense to disable provoking vertex reuse in the
input.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32270>
Match AMDVLK and radeonsi.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32577>