Now there are two paths for push constants.
When it's range is under 128b, we can use shared consts.
When it's over 128b, we can instead do loading data through
regular path, which is same as the previous way.
Now we can satisfy emulations like vkd3d that requires 256b for
its root signatures and we think it fairly maps to push constants
rather than inline uniform blocks that requires one indirection.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15503>
Follow the way blob is doing for PushConstants though it supports only
128b, same as previous.
v1. Rename tu_push_constant_range.count into dwords to redue confusion.
( Danylo Piliaiev <dpiliaiev@igalia.com> )
v2. Enable shared constants only if necessary.
v3. Merge the two draw states TU_DRAW_STATE_SHADER_GEOM_CONST and
TU_DRAW_STATE_FS_CONST as shared constants are used.
Note that this leaves tu_push_constant_range in tu_shader so we could
use it again in the following patch.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15503>
Adds a shared consts base offset and a size of it(dwords) to ir3_compiler
since they might be depending on gpu generations. (Danylo Piliaiev <dpiliaiev@igalia.com> )
Adds a flag to present whether shared consts are enabled to
ir3_shader_options and then it sets to ir3_const_state when creating
an ir3 variant. Although this state is not per-shader state, this is
necessary when figureing out real constlens.
v1. Define a hw quirk for geometry shared const files and use it when
calculating const length.
v2. Don't hardcode when calculating a safe const length.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15503>
According to the observation on a630/a650/a660, max_const_pipeline has
to be 512 when all geometry stages are present. Otherwise a gpu hang
happens. Acoordingly maximum safe size for each stage should be under
(max_const_pipeline / 5 (stages)).
Only when VS and FS stages are present, the limit is 640.
v1. Align max_const_safe to 4 vec4's.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15503>
This is a huge pain because it's an array, meaning that accessing
an entry in the array now depends on the validator version to use
the right element stride.
We could always just store the v1 and downconvert if needed... but
this isn't *that* bad that I felt I had to do it that way.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
This starts actually updating the always-read/never-written
masks while processing the shader. Note that we follow DXC's
lead here and treat "always read" as "sometimes read."
This isn't strictly required, but might help drivers out.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
This version of the validator starts adding usage masks into
the DXIL, which then are expected to match the PSV and signature
data. The usage masks are "correct" meaning that the never-writes
mask no longer includes bits outside of components 0-3.
A future change will actually compute useful masks.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
We're about to lower I/O to scalar, which means we'll end up with
multiple writes to position, and none of them has enough info to
fill in the blanks.
This causes a test that previously crashed on WARP (due to
StoreOutput with an undef not being handled) to fail more
gracefully - but that failure means that the test spends
forever just outputting errors, so explicitly skip it.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
First, preprocess the signatures, strictly based on the variables
in the nir shader. Then, later, after the actual shader contents
have been processed, we emit the metadata.
This lets shader processing rely on the pre-processed data (e.g.
the row -> ID mapping needed for large VS inputs) while also allowing
the signature data to rely on data gathered during the shader traversal
(e.g. which components are actually used).
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
Instead of using the short-lived semantic structure (that's used to
fill out the long-lived signature and PSV data), use the long-lived
ones. This is staging so we can hold off on emitting the metadata
until later.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
Instead of starting a new block when the kcache handling failed,
try to continue scheduling instructions until kcache allocation
fails for all ready instruction.
With that we avoid a CF split withing an LDS fetch/read group.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17678>
When lowering gl_Clipertex the driver_location may no longer correspond
to the array index, so fill the array by counting the array index up
according to outputs that need to be handled by the state setup.
Fixes: 3340c7ce35
r600/sfn: lower CLIPVERTEX to clip planes
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17678>