On Valhall, the driver should set this flag if the hardware may rotate
primitives. This happens if:
1. The rasterization of lines does not matter, AND
2. The provoking vertex does not matter.
The first condition we may satisfy by checking for LINES and the second by
checking for flat shading. Otherwise, we should set this flag to allow
optimizations. This may be more efficient for tiling.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16748>
These basically correspond to the alpha_zero_nop and alpha_one_store flags we
already compute and set. Except those flags don't exist on Valhall, so these
need to be used instead (on Bifrost, in addition .. unclear why the duplication
on Bifrost).
Set these flags when we can. Ostensibly this is for performance (neglible
improvement on glmark2 score), but mostly I want to get us using the hardware
optimally.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16748>
Sometimes you can end up with tex instructions that have sampler deref srcs, even though
they don't need them, e.g. a txs. In this case, still fix up those derefs in the sampler
splitting pass rather than leaving them pointing to a typed sampler.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16639>
There is also a hypothetical scenario where
transformData is 0 and transformOffset is not 0
and we end up reading from transformOffset because
transform_addr is not 0.
VkAccelerationStructureBuildRangeInfoKHR spec:
If VkAccelerationStructureGeometryTrianglesDataKHR::transformData is not NULL, a single VkTransformMatrixKHR structure is consumed from VkAccelerationStructureGeometryTrianglesDataKHR::transformData, at an offset of transformOffset. This matrix describes a transformation from the space in which the vertices for all triangles in this geometry are described to the space in which the acceleration structure is defined.
Which I think means, that we should ignore
transformOffset if transformData is NULL.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16719>
VkAccelerationStructureBuildRangeInfoKHR spec:
If the geometry uses indices, primitiveCount × 3 indices are consumed from VkAccelerationStructureGeometryTrianglesDataKHR::indexData, starting at an offset of primitiveOffset. The value of firstVertex is added to the index values before fetching vertices.
If the geometry does not use indices, primitiveCount × 3 vertices are consumed from VkAccelerationStructureGeometryTrianglesDataKHR::vertexData, starting at an offset of primitiveOffset + VkAccelerationStructureGeometryTrianglesDataKHR::vertexStride × firstVertex.
Meaning: We always add firstVertex * vertexStride
to the vertex address and add primitiveOffset
either to the vertex address or the index address,
depending on wether indices are used.
Also add missing handling with instances.
Fixes: 0dad88b ("radv: Implement device-side BVH building.")
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16719>
Currently dpb_enc referneces not updated properly when index 0, as
we are skipping clearing that ref.
This patch will fix this for index 0. So that when ever we set
non_referenced flag, that is not used as ref and not pushed to DPB.
This is helping in SVC encoding.
Signed-off-by: SureshGuttula <suresh.guttula@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16745>
For cases with lots of very small primitives, this may improve
performance because we're not executing those dead channels all the
time.
Shader-db reports no instruction or cycle-count changes. However, by
hacking up the driver to report when this optimization triggers, it
appears to affect about 10% of shader-db.
v2 (Kenneth Graunke): Always enable VMask prior to XeHP for now,
because using VMask on those platforms allows us to perform the
eliminate_find_live_channel() optimization. However, XeHP doesn't
seem to have packed fragment shader dispatch, so we lose that
optimization regardless, and there's no reason not to avoid vmask.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/1054>
It turns out that we need a fragment shader for streamout. Whh? From
Lionel's reading of simulator sources, it seems the streamout unit is
looking at enabled next stages. It'll generate output to the clipper in
the following cases :
- 3DSTATE_STREAMOUT::ForceRendering = ON
- PS enabled
- Stencil test enabled
- depth test enabled
- depth write enabled
- some other depth/hiz clear condition
Forcing rendering without a PS seems like a recipe for hangs so it's
probably better to just enable the PS in this case.
Fixes: 36ee2fd61c ("anv: Implement the basic form of VK_EXT_transform_feedback")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16506>
Starting with Ivy Bridge, we implement alpha-to-coverage by writting
gl_SampleMask with a pattern based on alpha. This will show up in
wm_prog_data::uses_omask so we don't need to look at the key.
Fixes: 36ee2fd61c ("anv: Implement the basic form of VK_EXT_transform_feedback")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16506>
Add unit tests ensuring the optimization applies in all the cases we care about,
as functional integration tests (CTS and Piglit) won't test this. Also add unit
tests for a few cases where we specifically cannot fuse, in case these cases are
missed by the tests.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16725>
1. Lowers NV_mesh_shader TASK_COUNT output to launch_mesh_workgroups.
2. Removes all code after launch_mesh_workgroups, enforcing the
fact that it's a terminating instruction.
3. Ensures that task shaders always have at least one
launch_mesh_workgroups instruction, so the backend doesn't
need to implement a special case when the shader doesn't have it.
4. Optionally, implements task_payload using shared memory when
task_payload atomics are used.
This is useful when the backend is otherwise not capable of
handling the same atomic features as it can for shared memory.
If this is used, the backend only has to implement the basic
load/store operations for task_payload.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16720>