| Commit message (Collapse) | Author | Age | Files | Lines |
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ported from Vulkan
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
(cherry picked from commit a816c7fe07bf16325c11bc692486ffb6d1e8b670)
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Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
(cherry picked from commit 78c4528ae7709fbe94d917d034cfd60535b5dcf3)
[Emil Velikov: resolve trivial conflict]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Conflicts:
src/gallium/drivers/radeonsi/si_state_draw.c
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All codepaths are handled except for clover.
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
(cherry picked from commit 72d48fcd8eb5862c72d27e5462c289c5de65396e)
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so that decompress blits aren't needed and depth texturing needs less
memory bandwidth.
Z16 and Z24 are promoted to Z32_FLOAT by the driver, because TC-compatible
HTILE only supports Z32_FLOAT. This doubles memory footprint for Z16.
The format promotion is not visible to state trackers.
This is part of TC-compatible renderbuffer compression, which has 3 parts:
DCC, HTILE, FMASK. Only TC-compatible FMASK compression is missing now.
I don't see a measurable increase in performance though.
(I tested Talos Principle and DiRT: Showdown, the latter is improved by
0.5%, which is almost noise, and it originally used layered Z16,
so at least we know that Z16 promoted to Z32F isn't slower now)
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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We want to emit IA_MULTI_VGT_PARAM less often because it's a context reg.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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If primitive restart is enabled for two consecutive draws which use
different primitive restart indices, then the first draw's primitive
restart index was incorrectly used for the second draw.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98025
Cc: 11.1 11.2 12.0 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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Based on the VGT spec.
The Vulkan driver doesn't do it optimally and they plan to fix it.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Ported from Vulkan.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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loosely ported from Vulkan
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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for less noise in the HUD
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Limit it to geometry shaders and Hawaii.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Note that for indirect draws, the new MULTI firmware packets are required.
There's also no need to reset last_{start_instance,sh_base_reg}, since
resetting last_base_vertex is sufficient.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Byte indices don't need any alignment, so remove this assertion (it got moved
into a path where a piglit test hit it during the refactoring of
commit 64ff23a58c).
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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This fixes a bug when indirect draw data is generated by transform
feedback.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Prefer to use DRAW_(INDEX)_INDIRECT_MULTI when available in the firmware.
Versions for SI and CI already added as provided by the firmware team, but
keep in mind that they won't currently be used since the radeon kernel module
has no interface to query the firmware version.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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This allows better code sharing for indirect draw calls.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Small decrease in draw call overhead.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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According to firmware guys, the new sequence that we added for Polaris should
work on all CIK parts, and should actually be faster on some parts.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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DCC for displayable surfaces is allocated in a separate buffer and is
enabled or disabled based on PS invocations from 2 frames ago (to let
queries go idle) and the number of slow clears from the current frame.
At least an equivalent of 5 fullscreen draws or slow clears must be done
to enable DCC. (PS invocations / (width * height) + num_slow_clears >= 5)
Pipeline statistic queries are always active if a color buffer that can
have separate DCC is bound, even if separate DCC is disabled. That means
the window color buffer is always monitored and DCC is enabled only when
the situation is right.
The tracking of per-texture queries in r600_common_context is quite ugly,
but I don't see a better way.
The first fast clear always enables DCC. DCC decompression can disable it.
A later fast clear can enable it again. Enable/disable typically happens
only once per frame.
The impact is expected to be negligible because games usually don't have
a high level of overdraw. DCC usually activates when too much blending
is happening (smoke rendering) or when testing glClear performance and
CMASK isn't supported (Stoney).
v2: rename stuff, add assertions
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ported from Vulkan
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ported from Vulkan
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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AA lines are not completely correct (see TODO), but everything else
should be.
+ 3 linestipple piglits
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ported from Vulkan
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ported from Vulkan (and no source explains why this is needed)
Cc: 12.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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It will be removed from the firmware for the Polaris.
Cc: 12.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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The non-MULTI variants will be removed in Polaris firmware.
Cc: 12.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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also print the average count per frame
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Ported from Vulkan.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Ported from Vulkan.
v2: keep the comment
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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it will be used by texture reallocation
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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The R_028B50_VGT_TESS_DISTRIBUTION value is copied from
amdgpu-pro. Smaller values in the ACCUM fields seem to
decrease the performance advantage from this patch, higher
values don't seem to matter.
v2: Add distribution mode field enums.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Using more than 1 wave per threadgroup does increase performance
generally. Not using too many patches per threadgroup also
increases performance. Both catalyst and amdgpu-pro seem to
use 40 patches as their maximum, but I haven't really seen
any performance increase from limiting the number of patches
to 40 instead of 64.
Note that the trick where we overlap the input and output LDS
does not work anymore as the insertion of the tess factors
changes the patch stride.
v2: - Add comment about LDS assumptions.
- Add constant for buffer size.
- Fix code style.
v3: - Correct limits for not splitting patches between waves.
- Set max num_patches to 40 as in the proprietary driver.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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They are unused.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Jan Vesely <jano.vesely@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Since u_blitter.h no longer defines this.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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