This commit updates VFD_CONTROL to use the GS header and primitive
ID sysvals if a geometry shader stage is present in the pipeline.
Like in the case of VPC, the code here is adapted from fd6_program.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4436>
This commit updates tu6_emit_vpc to selectively emit GS-specifc
configuration. Most of this is repurposed from fd6_program.c.
This also refactors `link_geometry_stages` to ir3_nir_lower_tess.c
so it can be shared between fd and tu.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4436>
Like with other shader types, we need to emit the geometry shader
object and the consts it uses. In addition, we need to emit
additional geometry-specific consts that link primitive/vertex stride
between the vs and gs. In conjunction with the gsheader, these are
used by the vs to determine where to stlw outputs and used by the gs
to determine where to ldlw those outputs from.
FD emits these consts in the draw call because in GL, you can mix
and match shaders in different programs. In Vulkan, however, we
compile and link the shaders at pipeline creation, so we can emit
these in the pipeline IB instead.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4436>
The ir3 compiler only lowers the VS and GS for geometry shading if
the corresponding has_gs key is set in the shader key. Without it,
GS-specific intrinsics like load_per_vertex_input won't get lowered
and the GS header will be initialized with invalid values.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4436>
Similarly to the HW VS stage, the HW NGG GS stage also
benefits from executing these exports as early as possible.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
When NGG is used, vertex and tess eval shaders are executed on the
hardware NGG geometry stage. There is a series of steps they
must perform:
* Request GS space using GS_ALLOC_REQ
* Export the primitive
* Finally, export the normal VS outputs
In this commit, two modes are implemented:
* "late" which matches what the RADV LLVM backend currently does
* "early" which is an optimized version as seen in radeonsi
Vulkan doesn't allow the shader to write the edge flags, so we can
currently always use the "early" mode.
Exporting the primitive ID is also supported by having the GS threads
write that into LDS and reading them from LDS in the ES threads.
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/3576>
ngg_vertex_gs and ngg_tess_eval_gs work very similarly to
vertex_vs and tess_eval_vs, but they run on the HW NGG GS stage.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
The exports in NGG VS and TES work just like VS exports,
so the assembler needs to fix these too in the same manner.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
They behave like merged ESGS shaders, so the exec mask needs
to be manually initialized for these NGG shaders too.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
This is needed to distinguish between NGG and legacy.
Otherwise, vertex_geometry_gs and ngg_vertex_geometry_gs
have the same value, which we want to avoid.
Also, there is no such thing as ngg_vertex_tess_control_hs.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
We want to execute instructions after s_setprio in the given
priority, so we must prevent the scheduler from scheduling beyond
s_setprio, otherwise some instructions could be executed in a
different priority.
Rename hazard_fail_memtime to hazard_fail_unreorderable and include
s_setprio in the list of unreorderable opcodes.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
Currently we only use this at the beginning of merged shader parts,
but we are going to need to use it with some NGG code as well.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
Currently we only use this for uniform ifs that come from NIR,
but we are going to need to use it with some NGG parts as well.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3576>
Unfortunately, while this looks fine to the disasm, it's raising
INSTR_INVALID_ENC on my g31 board here. Looks like it might be ADD only
on newer Bifrost.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4470>
These require a lot more handholding in the IR than we can deal with at
this stage; we need to restrict ourselves to frcp/sqrt.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4470>
We've had alignment parameters on these operations for a while but a
bunch of places weren't setting them. That should be resolved now so we
can start validating that they're always set.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4441>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4441>
All buffers have Name != 0.
Note that there is no longer the pointer dereference to get Name,
so it's faster.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4466>
Since VAOs don't use NullBufferObj for vertex attribs anymore, let's remove
more uses of NullBufferObj.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4466>
This improves performance by 5% in the game "torcs", FPS: 98.83 -> 103.73
It does a lot of glPush/PopClientAttrib, which exacerbates the overhead
of setting NullBufferObj.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4466>
Precompute the default state in gl_context, and just copy it when we create
a VAO.
This also helps glPushClientAttrib function, which always creates a VAO,
which has a substantial CPU overhead in profiles.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4466>