Add new builtin parameters that are used to keep track of the group
size. This will be used to implement ARB_compute_variable_group_size.
The compiler will use the maximum group size supported to pick a
suitable SIMD variant. A later improvement will be to keep all SIMD
variants (like FS) so the driver can select the best one at dispatch
time.
When variable workgroup size is used, the small workgroup optimization
is disabled as it we can't prove at compile time that the barriers
won't be needed.
Extracted from original i965 patch with additional changes by
Caio Marcelo de Oliveira Filho.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4504>
The push.total field had three values but only one was directly
used (size). Replace it with a helper function that explicitly takes
the cs_prog_data and the number of threads -- and use that in the
drivers.
This is a preparation for ARB_compute_variable_group_size where the
number of threads (hence the total size for push constants) is not
defined at compile time (not cs_prog_data->threads).
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4504>
Under the bindless model, there are 5 "base" registers programmed with a
64-bit address, and sam/ldib/ldc and so on each specify a base register
and an offset, in units of 16 dwords. The base registers correspond to
descriptor sets in Vulkan. We allocate a buffer at descriptor set
creation time, hopefully outside the main rendering loop, and then
switching descriptor sets is just a matter of programming the base
registers differently. Note, however, that some kinds of descriptors
need to be patched at command recording time, in particular dynamic
UBO's and SSBO's, which need to be patched at CmdBindDescriptorSets
time, and input attachments which need to be patched at draw time based
on the the pipeline that's bound. We reserve the fifth base register
(which seems to be unused by the blob driver) for these, creating a
descriptor set on-the-fly and combining all the dynamic descriptors from
all the different descriptor sets. This way, we never have to copy the
rest of the descriptor set at draw time like the blob seems to do. I
mostly chose to do this because the infrastructure was already there in
the form of dynamic_descriptors, and other drivers (at least radv) don't
cheat either when implementing this.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4358>
In Vulkan, descriptors for samplers, SSBO's, etc. are collected into
descriptor sets, and shaders can use multiple descriptor sets. At
command-recording time, users can swap out only some of the descriptor
sets, and the driver is supposed to do the minimum amount necessary to
update any internal binding tables, knowing that only some of the
descriptors have changed.
With the old binding model, focused on GL, where there are separate
tables for each type of resource, we can do somewhat better than now by
preserving descriptors from lower descriptor sets when switching higher
descriptor sets. However we still have to copy around descriptors before
each draw.
At least for a6xx, qualcomm went further, essentially copying the Vulkan
binding model as an alternate way to load resources. There's an array of
registers (actually an array for compute and one for everything else),
where each register holds a pointer to a descriptor set that can contain
various different descriptor types. The descriptors are padded out to 16
dwords, so that every instruction can use an index instead of a dword
offset. It's called "bindless", I think, because it can also be used to
implement the old GL bindless extensions (presumably it allows more
samplers and textures than the old model).
This commit adds the register and cmdstream parts. Next up will be the
instruction encoding.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4358>
Carve out some space at the beginning for push constants, and push them
directly, rather than remapping them to a UBO and then relying on the
UBO pushing code. Remapping to a UBO is easy now, where there's a single
table of UBO's, but with the bindless model it'll be a lot harder. I
haven't removed all the code to move the remaining UBO's over by 1,
though, because it's going to all get rewritten with bindless anyways.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4358>
An improved hashing greatly reduces the number of collisions,
and thus, increases the speed for lookups in the hash table.
The hash function now uses Murmur3 written by Austin Appleby.
This patch also pre-reserves space for the hashmap to avoid rehashing.
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4130>
* Take tile_mode as input directly
* tu6_format_gmem to tu6_base_format, use may not be limited to GMEM
* Add new helpers that will return the correct tile_mode as for image level
as part of the format.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3783>
This gives +8% with Wolfeinstein Youngblood on my Vega64, and
according to someone else, it also improves performance with Doom
2016 and Wolfenstein 2 (and probably other ID Tech games).
This improvement is because Youngblood uses GENERAL for the main
depth-only pass and TC-compat HTILE is now enabled with GENERAL if
we know that we are outside of a render loop. This obviously also
reduces the number of HTILE decompressions from/to GENERAL.
Note that Youngblood violates the Vulkan spec regarding render loops
because they are only allowed with input attachments. Expect possible
rendering issues if apps use render loops with the wrong way (ie.
without input attachmens) because HTILE might not be coherent if
a depth-stencil texture is sampled and rendered in the same draw.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2704
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4391>
This disables shaderFloat16 on GFX8 because only GFX9+ supports
double rate packed math.
This improves consistency regarding other AMD Vulkan drivers and
it makes no sense to enable that feature without packed math.
This also reduces performance with Wolfeinstein Youngblood if
fp16 is forced enabled on GFX8, while it's similar on GFX9.
We might re-introduce that feature in the future with ACO support
if it ends up being faster and correct.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4453>