Export the correct include path so that the libraries use it can
get it automatically.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The libmesa_git_sha1 is a dummy library. There is no reason to put
it into LOCAL_WHOLE_STATIC_LIBRARIES.
Move libmesa_vulkan_util to the vulkan.radv which really needs it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The vulkan module is the final HAL. No need to export its headers
since none will import it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
This reverts commit 63e0675d98.
The GS is merged with the preceding shader and since the preceding
shader will have as_ngg set the final binary will have is_ngg set.
So we do not need the gs key here.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We should use the primitives output by the TES in that case.
There is always a separate TES if there is no GS.
Reviewed-by: Dave Airlie <airlied@redhat.com>
We have to add a few lowering to deal with things that used to be dealt
with inline when creating inputs. We also move the code that fills out
the radv_shader_variant_info struct for linking purposes to
radv_shader.c, as it's no longer tied to the NIR->LLVM lowering.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
load_fragcoord is already handled in common code for radeonsi, so we
don't need to do anything to handle it. However, there were some passes
creating NIR with the varying, so we switch them over to the sysval. In
the case of nir_lower_input_attachments which is used by both radv and
anv, we add handling for both until intel switches to using a sysval.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This was done for all previous GPUs.
This fixes Talos Principle launch hangs.
Fixes: 7e43022e8c (radv/gfx10: add gfx10_cs_emit_cache_flush)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
GFX10 has two rings, so UMR want to know which one to halt.
Select the first one by default.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In merged shaders we put a big if around each shader, so both stages
can have a different number of threads. However, the NGG output code
still needs to run if the first shader is not executed.
This can happen when there are more gs threads than vs/es threads, or
when there are 0 es/vs threads (why? no clue).
Fixes: ee21bd7440 "radv/gfx10: implement NGG support (VS only)"
Reviewed-by: Dave Airlie <airlied@redhat.com>
No ETC2 or ASTC on navi so nothing to add.
Fixes: 3dc5ec5d16 "radv/gfx10: generate gfx10_format_table.h"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This needs to be cleaned up a bit, and it probably contains
missing stuff and/or bugs.
This doesn't fix the "half of the triangles" issue.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Each gfx10 shader engine corresponds to two gfx9 shader engines, so scale
the number of offchip buffers accordingly.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It requires a bunch of work, so disable for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The cache flush logic on GFX10 is quite different and it's
implemented with a new function.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>