In order to separate initialization from decompression. In the
future, that will allow us to init DCC/FMASK/CMASK in one shot.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
Mostly because DCC implies a fast-clear eliminate and we
should be able to skip some DCC decompressions by setting
a predicate like for CMASK and FMASK.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Niuwenhuizen <bas@basnieuwenhuizen.nl>
According to Marek, not enabling it on Stoney has a significant
negative performance impact. (And I guess this might impact
performance on Raven as well)
The register settings are pretty much copied from radeonsi. I did
not put this in the pipeline as that would make the pipeline more
dependent on the format which mean we would have to have more
pipelines for the meta shaders.
v2: Don't clear RB+ regs if not enabled as the CLEAR_STATE packet
does already.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
As we sometimes reset them to -1, -1 does not mean that they are
not written by the secondary command buffer.
Fixes: ad11fc3571 "radv: don't emit unneeded vertex state."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Forgot one check... Too many mistakes for a simple change.
Fixes: f1d7c16e85 ("radv: fix prefetching compute shaders on CIK and older chips")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
They will help for DCC MSAA textures and if we support mipmaps
in the future.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is unnecessary because we record an error which should
be returned by vkEndCommandBuffer(), and the app shouldn't
submit a command buffer when this happens.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Because the check was moved to radv_emit_prefetch_L2().
Fixes: 4ad7595f35 ("radv: rename radv_emit_prefetch() to radv_emit_prefetch_L2()")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This unnecessary when the precision bit flag is not set, and this
might hurt performance. The Vulkan explains that not setting
VK_QUERY_CONTROL_PRECISE_BIT might be more efficient on some
implementations.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Disabled by default for now, it can be enabled with
RADV_PERFTEST=outoforder.
No CTS regressions on Polaris, and all Vulkan games I tested
look good as well.
Expect small performance improvements for applications where
out-of-order rasterization can be enabled by the driver.
Loosely based on RadeonSI.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is just useless for two reasons:
1) flush_bits is not set accordingly, so nothing will be flushed
in BeginQuery().
2) we always flush caches in EndCommandBuffer(), so if a reset
is done in a previous command buffer we are safe.
Cc: "18.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The Vulkan spec says:
"pipelineBindPoint is a VkPipelineBindPoint indicating whether
the descriptors will be used by graphics pipelines or compute
pipelines. There is a separate set of bind points for each of
graphics and compute, so binding one does not disturb the other."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104732
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This can lead to a situation where cache flushes could get conditionally
disabled while still clearing the flush_bits, and thus flushes due to
application pipeline barriers may never get executed.
Fixes: a6c2001ace (radv: add support for cmd predication.)
Signed-off-by: Dave Airlie <airlied@redhat.com>
This gives about 2% performance improvement on dota2 for me.
This is mostly a mechanical copy and replacement, but at bind time
we still do:
1) Some stuff that is only based on num_samples changes.
2) Some command buffer state setting.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The GPU hangs when the driver forces a PS_PARTIAL_FLUSH after
a dispatch call (and vice versa for graphics). Something has
changed in the kernel driver because it used to work.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We need to enable the pos float location 2 mode anytime we have
persample not just when forced by the frag shader.
This fixes:
dEQP-VK.pipeline.multisample.min_sample_shading*
Fixes: 58c97a079 (radv: enable location at sample when persample is forced.)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The user SGPR location can change between pipelines, so we need to
emit it again to the pottentially changed SGPR index.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Looks like the decompress does not handle invalid encodings well,
which happens with random memory. Of course apps should not use it
with random memory, but they are allowed to ....
Fixes: 44fcf58744 "radv: Disable DCC for GENERAL layout and compute transfer dest."
Reviewed-by: Dave Airlie <airlied@redhat.com>
If the number of instances hasn't changed and we've already
emitted it, don't emit it again.
If the vertex shader is the same and the first_instance, vertex_offset
haven't changed don't emit them again.
This increases the fps in GL_vs_VK -t 1 -m -api vk from around 40
to around 60 here, it may not impact anything else.
Dieter also reported smoketest going from 1060->1200 fps.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Tested with a modified deferred demo and no regressions in a 1.0.2
mustpass run.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
The EXT values are really large, e.g.
VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT = 1000099000, so 1 << value
is not going to fit into a 32-bit mask.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
For Vega10 and Raven that need a special workaround for the
scissor bug.
This seems to give a minor boost for Talos and Dota 2, at least.
To reduce the cost of memcmp, the driver checks if it's
really useful to do the comparison.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>