The spec has probably been misinterpreted during RADV bringup.
This fixes GPU hangs with dEQP-VK.binding_model.*offset_nonzero*.
Fixes: f4e499ec79 ("radv: add initial non-conformant radv vulkan driver")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We need the continue CS for referencing the tess/GDS/sample position BOs.
Fixes: 46e52df34d "radv: add tessellation ring allocation support. (v2)"
Fixes: e1dc3ab753 "radv/gfx10: allocate GDS/OA buffer objects for NGG streamout"
Fixes: 1171b304f3 "radv: overhaul fragment shader sample positions."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This new option can help debug shader compiler problems when
there are issues with the meta shaders.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Released today and hangs on RADV. We don't have the root cause yet,
but this should unblock people playing the game.
No drirc because the radv debugflags are not usable from drirc and
I want this backported.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This internal option is turned off by default because NGG streamout
still hangs. It seems like it's related to GDS as RadeonSI.
That option will be turned on once all issues are resolved.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Vulkan applications can register with the following structure :
typedef struct VkApplicationInfo {
VkStructureType sType;
const void* pNext;
const char* pApplicationName;
uint32_t applicationVersion;
const char* pEngineName;
uint32_t engineVersion;
uint32_t apiVersion;
} VkApplicationInfo;
This enables the Vulkan implementations to apply workarounds based off
matching this description.
Here we add a new parameter for matching the driconfig options with
the following :
<device driver="anv">
<application engine_name_match="MyOwnEngine.*" engine_versions="10:12,40:42">
<option name="blaaah" value="true" />
</application>
</device>
v2: switch engine name match to use regexps
v3: Verify that the regexec returns REG_NOMATCH for match failure (Eric)
v4: Add missing bit that went to the following commit (Eric)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: 19.2 <mesa-stable@lists.freedesktop.org>
Put the uncached GTT type at a higher index than the visible VRAM type,
rather than having GTT first.
When we don't have dedicated VRAM, we don't have a non-visible VRAM
type, and the property flags for GTT and visible VRAM are identical.
According to the spec, for types with identical flags, we should give
the one with better performance a lower index.
Previously, apps which follow the spec guidance for choosing a memory
type would have picked the GTT type in preference to visible VRAM (all
Feral games will do this), and end up with lower performance.
On a Ryzen 5 2500U laptop (Raven Ridge), this improves average FPS in
the Rise of the Tomb Raider benchmark by up to ~30%. Tested a couple of
other (Feral) games and saw similar improvement on those as well.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: 19.2 <mesa-stable@lists.freedesktop.org>
(Bas: CCing this to 19.2-rc due to high impact and limited complexity)
Now that LLVM 9 will be released soon, we will only support
LLVM 8, 9 and master (10).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This debug option allows vkGet[Instance/Device]ProcAddr() to succeed
even if the extension associated with the requested entrypoint was not
enabled.
This has come in handy in a few instances when debugging VR
applications, so I thought it would be good to have a cleaned up version
upstreamed.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This gives a nice boost, +20% at this time on my Vega 56. Shader
ballot should be enabled by default at some point but it reduces
performance a bit (-6%) with Wolfeinstein II. Enable it only for
Youngblood at the moment, like what we did for Talos in the past.
As a bonus point, it gets rid of some minor artifacts that only
happens when ballot is disabled for some reasons.
Cc: 19.2 <mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Took the freedom to enable dfsm even though I don't have benchmark
results yet, but it seems Raven-like.
Rest is from radeonsi.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Quite useless without DCC for LAYOUT_GENERAL.
Fixes: b4dad3afaa Revert "radv: Do not decompress on LAYOUT_GENERAL."
Acked-by: Dave Airlie <airlied@redhat.com>