The set of magic regs is different between generations and even
sub-gens. Adding a new one and/or emitting one on specific generation
takes much more code than necessary. Doing this in a single place is
much nicer.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23217>
Otherwise, if a secondary CS is grown and then executed without IB2,
the INDIRECT_BUFFER packet would have been copied but it shouldn't.
This fixes a regression that introduced GPU hangs with
gl_vk_meshlet_cadscene on RDNA2.
Fixes: df0c742543 ("radv/amdgpu: rework growing a CS with the chained IB path slightly")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24891>
If a secondary cmdbuf has been grown and is executed without IB2
(eg. on compute queue or when it's not allowed), the ib size ptr
contains chaining info, which means the IB size was wrong.
This fixes CPU crashes when running gl_vk_meshlet_cadscene.
Fixes: 277b2afd70 ("radv/amdgpu: add support for executing DGC cmdbuf with RADV_DEBUG=noibs")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24891>
Previous commit decoupled EGL_ANDROID_blob_cache from the disk cache
and haven't updated the SHADER_CACHE_DISABLE_BY_DEFAULT test-case that
is failing because now cache is always created even if disk cache is
disabled, such cache is NO-OP in this case. Fix the failing test.
Fixes: 39f26642 ("util: Decouple disk cache from EGL_ANDROID_blob_cache")
Reviewed-by: Rob Clark <robdclark@chromium.org>
Signed-off-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24985>
Dolphin ubershaders have a pattern:
if (x && y) {
} else {
discard;
}
The current code to simplify if's will bail on this pattern, since the condition
is not a comparison. However, if that check is dropped and we allow NIR to
invert this, we get:
if (!(x && y)) {
discard;
} else {
}
which is now in a form for nir_opt_conditional_discard to turn into it
discard_if(!(x && y))
which may be substantially cheaper than the original code.
In general, I see no reason to restrict to conditionals. Assuming the backend is
clever enough to delete empty else blocks (I think most are), then this patch is
a strict win as long as inot instructions are cheaper than empty else blocks.
This matches my intuition for typical GPUs, where simple ALU instructions are
cheaper than control flow. Furthermore, it may be possible in practice for
backends to fold the inot into a richer set of instructions. For example, most
GPUs have a NAND instructions which would fold in the inot in the above code.
So just drop the check, simplify the pass, get the win.
---
Also, to avoid inflating register pressure, make sure we put the inot right
before the if. Android shader-db on is uninspiring due to terrible
coalescing decisions in the current RA. But it does fix the Dolphin smell.
total instructions in shared programs: 1756571 -> 1756568 (<.01%)
instructions in affected programs: 1600 -> 1597 (-0.19%)
helped: 1
HURT: 4
Inconclusive result (value mean confidence interval includes 0).
total bytes in shared programs: 11521172 -> 11521156 (<.01%)
bytes in affected programs: 10080 -> 10064 (-0.16%)
helped: 1
HURT: 4
Inconclusive result (value mean confidence interval includes 0).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24965>
the vbo index is used to set the stride, so it needs to be updated
affects dEQP-VK.pipeline.pipeline_library.bind_buffers_2.single.stride_0_4_offset_1_0.count_2
Fixes: 7672545223 ("gallium: move vertex stride to CSO")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24954>
Issue: For texture with multiple planes, the planes will point to the
same BO with the total size, so current vcn dt_size is incorrect.
(gdb) p/x *((struct si_resource *)(((struct vl_video_buffer *)out_surf)->resources[0]))
...
buf = 0x5555558daa30,
gpu_address = 0xffff800101000000,
bo_size = 0xa2000,
...
}
(gdb) p/x *((struct si_resource *)(((struct vl_video_buffer *)out_surf)->resources[1]))
...
buf = 0x5555558daa30,
gpu_address = 0xffff800101000000,
bo_size = 0xa2000,
...
}
This is because: in function static struct si_texture *si_texture_create_object(),
if (plane0) {
/* The buffer is shared with the first plane. */
resource->bo_size = plane0->buffer.bo_size;
...
radeon_bo_reference(sscreen->ws, &resource->buf, plane0->buffer.buf);
resource->gpu_address = plane0->buffer.gpu_address;
}
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9728
Cc: mesa-stable
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Ruijing Dong <ruijing.dong@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25013>
The opcodes write to w by default so using anything else means we can't
schedule anything in the rbg slot anyway becasue we have to replicate the
result from w. We already attempt to do this during the scheduling, but
at that point it is more tricky, so doing it early leads to much better
code. Performance++
RV530 benchmarks:
Lightsmark, 1280x800, fullscreen
before:
N Min Max Median Avg Stddev
x 5 27.32 27.36 27.34 27.34 0.015811388
after:
N Min Max Median Avg Stddev
x 5 27.53 27.61 27.59 27.576 0.034351128
Unigine Sanctuary, 1280x800, fullscreen, medium shaders
before:
N Min Max Median Avg Stddev
x 5 10.1211 10.1238 10.1214 10.12192 0.0011211601
after:
N Min Max Median Avg Stddev
x 5 10.4607 10.4637 10.4619 10.46206 0.0012441865
RV530 shader-db:
total instructions in shared programs: 129643 -> 128038 (-1.24%)
instructions in affected programs: 45415 -> 43810 (-3.53%)
helped: 514
HURT: 43
total presub in shared programs: 4912 -> 5201 (5.88%)
presub in affected programs: 752 -> 1041 (38.43%)
helped: 40
HURT: 30
total omod in shared programs: 381 -> 383 (0.52%)
omod in affected programs: 6 -> 8 (33.33%)
helped: 1
HURT: 3
total temps in shared programs: 16904 -> 16841 (-0.37%)
temps in affected programs: 1377 -> 1314 (-4.58%)
helped: 81
HURT: 52
total lits in shared programs: 3555 -> 3550 (-0.14%)
lits in affected programs: 294 -> 289 (-1.70%)
helped: 13
HURT: 11
total cycles in shared programs: 194771 -> 193734 (-0.53%)
cycles in affected programs: 79079 -> 78042 (-1.31%)
helped: 452
HURT: 84
GAINED: shaders/glamor/82.shader_test FS
RV370 shader-db:
total instructions in shared programs: 82116 -> 81600 (-0.63%)
instructions in affected programs: 11888 -> 11372 (-4.34%)
helped: 273
HURT: 40
total temps in shared programs: 12438 -> 12441 (0.02%)
temps in affected programs: 692 -> 695 (0.43%)
helped: 36
HURT: 39
total cycles in shared programs: 128140 -> 127630 (-0.40%)
cycles in affected programs: 25838 -> 25328 (-1.97%)
helped: 266
HURT: 41
GAINED: shaders/0ad/12.shader_test FS
GAINED: shaders/CC3-tiberium-wars/314.shader_test FS
GAINED: shaders/lightsmark/16.shader_test FS
GAINED: shaders/sanctuary/159.shader_test FS
GAINED: shaders/sanctuary/162.shader_test FS
GAINED: shaders/sanctuary/51.shader_test FS
GAINED: shaders/sanctuary/54.shader_test FS
GAINED: shaders/trine/fp-422.shader_test FS
Partial fix for: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6661
Reviewed-by: Filip Gawin <filip.gawin@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24889>
ANV functionality was used as a reference. As stated in anv_BindImageMemory2:
Ignore this struct on Android, we cannot access swapchain
structures there.
Fixes 2 failing VTS test:
dEQP-VK.wsi.android.swapchain.create#image_swapchain_create_info
dEQP-VK.wsi.android.swapchain.simulate_oom#image_swapchain_create_info
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25028>
Functionality ensures gralloc won't allocate compressed buffer
incompatible with shared presentable image support.
Broadcom does not support compressed buffers and we can just enable the
feature without additional logic. Despite that, we add the logic here
so it can be replaced with the generic code someday.
Signed-off-by: Roman Stratiienko <r.stratiienko@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25028>
Looks like indirect dispatches require an event marker instead of an
event marker with dims. That makes sense somehow given the blocks size
is not known at record time with indirect dispatches.
This allows RGP to report correct block sizes.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24994>
This fixes a regression with context loss hardened compositors such as
wlroots or kwin where instead of continuing execution in a reset
situation, the process would be aborted. Although these applications set
their notification strategy to lose context on reset, radeonsi also
creates auxiliary contexts for its own use observed when
`egl_init_display` and `gbm_create_device` are called from these
compositors. Fix this by allowing a context loss on reset for these
auxiliary contexts.
Note: It seems this has been attempted before for another call site
creating auxiliary contexts, but this location was missed, hence the
fixed commit hash below.
Fixes: #9672
Fixes: 591aaea648
Signed-off-by: Alexander Orzechowski <alex@ozal.ski>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25023>
Make sure that both per-vertex and per-primitive attribute
ring stores are finished before position or primitive export
instructions are executed.
This is necessary because we need to ensure that mesh shader
waves work correctly when they have either vertex-only or
primitive-only waves.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
Cleanup the code that generates the two channels of the
primitive export instruction, and move storing the built-in
per-primitive outputs out to match how vertex attributes work.
Prepares the mesh shader lowering for a workaround that
affect export instructions.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>
This is a HW bug workaround for some (all?) GFX11 chips.
On these chips, rasterization can start before the attribute ring
stores are finished, which can cause issues.
As a workaround, wait for attribute ring stores to finish
before doing the position export.
Mesh shaders will be taken care of in another commit.
Cc: mesa-stable
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24574>