Should take the max of the 2.
Fixes: ea337c8b7e "radv/gfx10: fix VS input VGPRs with the legacy path"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
v2: add to series
v3: update Makefile.sources
v4: don't remove a comment and break statement
v4: use nir_can_move_instr
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This allows enabling the shader info keeping on a per shader basis.
Also disables the cache on a per shader basis.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Instead of having the three values everywhere. This is also more
future proof if we want the driver to make those decisions eventually.
Reviewed-by: Dave Airlie <airlied@redhat.com>
When the application does not ask for robust buffer access.
Only implemented the check in radv.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This late optimization pass is only affected by nir_opt_if() and handles all cases
in a single pass. It's enough to call it once after the optimization loop.
No changes on vkpipeline-db.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Enabling tracing, and then having a vmfault, can leads to a segfault
before we print out the traces, as if a meta shader is executing
and we don't have the NIR for it.
Just pass the stage and give back a default.
Fixes: 9b9ccee4d6 ("radv: take LDS into account for compute shader occupancy stats")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
I did implement this extension a while ago but it didn't work
on pre GFX10 for some reasons. Now all CTS pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is unsupported and hangs.
This fixes GPU hangs with
dEQP-VK.tessellation.geometry_interaction.limits.output_required_*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Only VS needs that. We shouldn't hardcode these values but
that's complicated to not do that for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Currently this is done rather late in radv, after lowering booleans, so
it isn't safe to run additional optimizations that may add e.g. 1-bit
booleans. We could move the lowering parts earlier, but since right now
we only lower FS inputs and by this point all indirects have been
lowered away, there's no reason we should need to optimize anything.
One shader from Devil May Cry 5 was getting optimized, but only because
the optimization loop was working on 32-bit booleans which revealed an
opportunity that was hidden with 1-bit booleans, and we generated a
1-bit boolean which is invalid.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111092
Fixes: 118a66df99
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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 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>
This simplifies a bunch of stuff by
(1) Keeping all the things in a single allocation, making things easier
for the cache.
(2) creating a shader_variant creation helper.
This is immediately put to use by creating rtld shader binaries. This
is the main reason for the binaries, as we need to do the linking at
upload time, i.e. post caching. We do not enable rtld yet.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>