Re: [Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
On 7/18/19 2:10 AM, Bas Nieuwenhuizen wrote: On Thu, Jul 18, 2019 at 2:05 AM Bas Nieuwenhuizen wrote: On Wed, Jul 17, 2019 at 3:44 PM Samuel Pitoiset wrote: It's useless for NGG anyways. Signed-off-by: Samuel Pitoiset --- src/amd/vulkan/radv_pipeline.c | 43 ++ 1 file changed, 33 insertions(+), 10 deletions(-) diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index fdeb31c453e..686fd371f0f 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct radeon_cmdbuf *ctx_cs, Can you rename the function? Actually now that I see your later patches, how about we keep this function, return immediately if ngg, and then move the primitive id stuff for ngg to ngg? Yes, looks better. pipeline->shaders[MESA_SHADER_TESS_EVAL] : pipeline->shaders[MESA_SHADER_VERTEX]; unsigned vgt_primitiveid_en = 0; - uint32_t vgt_gs_mode = 0; - if (radv_pipeline_has_gs(pipeline)) { - const struct radv_shader_variant *gs = - pipeline->shaders[MESA_SHADER_GEOMETRY]; - - vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, - pipeline->device->physical_device->rad_info.chip_class); - } else if (radv_pipeline_has_ngg(pipeline)) { + if (radv_pipeline_has_ngg(pipeline)) { bool enable_prim_id = outinfo->export_prim_id || vs->info.info.uses_prim_id; vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(enable_prim_id) | S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id); } else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) { - vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A); vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1); } radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, vgt_primitiveid_en); - radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); } static void @@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf *ctx_cs, cull_dist_mask << 8 | clip_dist_mask); + /* We always write VGT_GS_MODE in the VS state, because every switch +* between different shader pipelines involving a different GS or no GS +* at all involves a switch of the VS (different GS use different copy +* shaders). On the other hand, when the API switches from a GS to no +* GS and then back to the same GS used originally, the GS state is not +* sent again. +*/ + unsigned vgt_gs_mode; + if (!radv_pipeline_has_gs(pipeline)) { + const struct radv_vs_output_info *outinfo = + get_vs_output_info(pipeline); + const struct radv_shader_variant *vs = + pipeline->shaders[MESA_SHADER_TESS_EVAL] ? + pipeline->shaders[MESA_SHADER_TESS_EVAL] : + pipeline->shaders[MESA_SHADER_VERTEX]; + unsigned mode = V_028A40_GS_OFF; + + /* PrimID needs GS scenario A. */ + if (outinfo->export_prim_id || vs->info.info.uses_prim_id) + mode = V_028A40_GS_SCENARIO_A; + + vgt_gs_mode = S_028A40_MODE(mode); + } else { + const struct radv_shader_variant *gs = + pipeline->shaders[MESA_SHADER_GEOMETRY]; + + vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, + pipeline->device->physical_device->rad_info.chip_class); + } + + radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); + Can you keep this in a separate function (possibly with the name radv_pipeline_generate_vgt_gs_mode)? if (pipeline->device->physical_device->rad_info.chip_class <= GFX8) radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF, outinfo->writes_viewport_index); -- 2.22.0 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
On Thu, Jul 18, 2019 at 2:05 AM Bas Nieuwenhuizen wrote: > > On Wed, Jul 17, 2019 at 3:44 PM Samuel Pitoiset > wrote: > > > > It's useless for NGG anyways. > > > > Signed-off-by: Samuel Pitoiset > > --- > > src/amd/vulkan/radv_pipeline.c | 43 ++ > > 1 file changed, 33 insertions(+), 10 deletions(-) > > > > diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c > > index fdeb31c453e..686fd371f0f 100644 > > --- a/src/amd/vulkan/radv_pipeline.c > > +++ b/src/amd/vulkan/radv_pipeline.c > > @@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct > > radeon_cmdbuf *ctx_cs, > > Can you rename the function? Actually now that I see your later patches, how about we keep this function, return immediately if ngg, and then move the primitive id stuff for ngg to ngg? > > > > pipeline->shaders[MESA_SHADER_TESS_EVAL] : > > pipeline->shaders[MESA_SHADER_VERTEX]; > > unsigned vgt_primitiveid_en = 0; > > - uint32_t vgt_gs_mode = 0; > > > > - if (radv_pipeline_has_gs(pipeline)) { > > - const struct radv_shader_variant *gs = > > - pipeline->shaders[MESA_SHADER_GEOMETRY]; > > - > > - vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, > > - > > pipeline->device->physical_device->rad_info.chip_class); > > - } else if (radv_pipeline_has_ngg(pipeline)) { > > + if (radv_pipeline_has_ngg(pipeline)) { > > bool enable_prim_id = > > outinfo->export_prim_id || > > vs->info.info.uses_prim_id; > > > > vgt_primitiveid_en |= > > S_028A84_PRIMITIVEID_EN(enable_prim_id) | > > > > S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id); > > } else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) { > > - vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A); > > vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1); > > } > > > > radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, > > vgt_primitiveid_en); > > - radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); > > } > > > > static void > > @@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf > > *ctx_cs, > >cull_dist_mask << 8 | > >clip_dist_mask); > > > > + /* We always write VGT_GS_MODE in the VS state, because every switch > > +* between different shader pipelines involving a different GS or > > no GS > > +* at all involves a switch of the VS (different GS use different > > copy > > +* shaders). On the other hand, when the API switches from a GS to > > no > > +* GS and then back to the same GS used originally, the GS state is > > not > > +* sent again. > > +*/ > > + unsigned vgt_gs_mode; > > + if (!radv_pipeline_has_gs(pipeline)) { > > + const struct radv_vs_output_info *outinfo = > > + get_vs_output_info(pipeline); > > + const struct radv_shader_variant *vs = > > + pipeline->shaders[MESA_SHADER_TESS_EVAL] ? > > + pipeline->shaders[MESA_SHADER_TESS_EVAL] : > > + pipeline->shaders[MESA_SHADER_VERTEX]; > > + unsigned mode = V_028A40_GS_OFF; > > + > > + /* PrimID needs GS scenario A. */ > > + if (outinfo->export_prim_id || vs->info.info.uses_prim_id) > > + mode = V_028A40_GS_SCENARIO_A; > > + > > + vgt_gs_mode = S_028A40_MODE(mode); > > + } else { > > + const struct radv_shader_variant *gs = > > + pipeline->shaders[MESA_SHADER_GEOMETRY]; > > + > > + vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, > > + > > pipeline->device->physical_device->rad_info.chip_class); > > + } > > + > > + radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); > > + > > Can you keep this in a separate function (possibly with the name > radv_pipeline_generate_vgt_gs_mode)? > > if (pipeline->device->physical_device->rad_info.chip_class <= GFX8) > > radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF, > >outinfo->writes_viewport_index); > > -- > > 2.22.0 > > > > ___ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
On Wed, Jul 17, 2019 at 3:44 PM Samuel Pitoiset wrote: > > It's useless for NGG anyways. > > Signed-off-by: Samuel Pitoiset > --- > src/amd/vulkan/radv_pipeline.c | 43 ++ > 1 file changed, 33 insertions(+), 10 deletions(-) > > diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c > index fdeb31c453e..686fd371f0f 100644 > --- a/src/amd/vulkan/radv_pipeline.c > +++ b/src/amd/vulkan/radv_pipeline.c > @@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct > radeon_cmdbuf *ctx_cs, Can you rename the function? > pipeline->shaders[MESA_SHADER_TESS_EVAL] : > pipeline->shaders[MESA_SHADER_VERTEX]; > unsigned vgt_primitiveid_en = 0; > - uint32_t vgt_gs_mode = 0; > > - if (radv_pipeline_has_gs(pipeline)) { > - const struct radv_shader_variant *gs = > - pipeline->shaders[MESA_SHADER_GEOMETRY]; > - > - vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, > - > pipeline->device->physical_device->rad_info.chip_class); > - } else if (radv_pipeline_has_ngg(pipeline)) { > + if (radv_pipeline_has_ngg(pipeline)) { > bool enable_prim_id = > outinfo->export_prim_id || vs->info.info.uses_prim_id; > > vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(enable_prim_id) > | > > S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id); > } else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) { > - vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A); > vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1); > } > > radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, > vgt_primitiveid_en); > - radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); > } > > static void > @@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf > *ctx_cs, >cull_dist_mask << 8 | >clip_dist_mask); > > + /* We always write VGT_GS_MODE in the VS state, because every switch > +* between different shader pipelines involving a different GS or no > GS > +* at all involves a switch of the VS (different GS use different copy > +* shaders). On the other hand, when the API switches from a GS to no > +* GS and then back to the same GS used originally, the GS state is > not > +* sent again. > +*/ > + unsigned vgt_gs_mode; > + if (!radv_pipeline_has_gs(pipeline)) { > + const struct radv_vs_output_info *outinfo = > + get_vs_output_info(pipeline); > + const struct radv_shader_variant *vs = > + pipeline->shaders[MESA_SHADER_TESS_EVAL] ? > + pipeline->shaders[MESA_SHADER_TESS_EVAL] : > + pipeline->shaders[MESA_SHADER_VERTEX]; > + unsigned mode = V_028A40_GS_OFF; > + > + /* PrimID needs GS scenario A. */ > + if (outinfo->export_prim_id || vs->info.info.uses_prim_id) > + mode = V_028A40_GS_SCENARIO_A; > + > + vgt_gs_mode = S_028A40_MODE(mode); > + } else { > + const struct radv_shader_variant *gs = > + pipeline->shaders[MESA_SHADER_GEOMETRY]; > + > + vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, > + > pipeline->device->physical_device->rad_info.chip_class); > + } > + > + radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); > + Can you keep this in a separate function (possibly with the name radv_pipeline_generate_vgt_gs_mode)? > if (pipeline->device->physical_device->rad_info.chip_class <= GFX8) > radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF, >outinfo->writes_viewport_index); > -- > 2.22.0 > > ___ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
It's useless for NGG anyways. Signed-off-by: Samuel Pitoiset --- src/amd/vulkan/radv_pipeline.c | 43 ++ 1 file changed, 33 insertions(+), 10 deletions(-) diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index fdeb31c453e..686fd371f0f 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct radeon_cmdbuf *ctx_cs, pipeline->shaders[MESA_SHADER_TESS_EVAL] : pipeline->shaders[MESA_SHADER_VERTEX]; unsigned vgt_primitiveid_en = 0; - uint32_t vgt_gs_mode = 0; - if (radv_pipeline_has_gs(pipeline)) { - const struct radv_shader_variant *gs = - pipeline->shaders[MESA_SHADER_GEOMETRY]; - - vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, - pipeline->device->physical_device->rad_info.chip_class); - } else if (radv_pipeline_has_ngg(pipeline)) { + if (radv_pipeline_has_ngg(pipeline)) { bool enable_prim_id = outinfo->export_prim_id || vs->info.info.uses_prim_id; vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(enable_prim_id) | S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id); } else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) { - vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A); vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1); } radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, vgt_primitiveid_en); - radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); } static void @@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf *ctx_cs, cull_dist_mask << 8 | clip_dist_mask); + /* We always write VGT_GS_MODE in the VS state, because every switch +* between different shader pipelines involving a different GS or no GS +* at all involves a switch of the VS (different GS use different copy +* shaders). On the other hand, when the API switches from a GS to no +* GS and then back to the same GS used originally, the GS state is not +* sent again. +*/ + unsigned vgt_gs_mode; + if (!radv_pipeline_has_gs(pipeline)) { + const struct radv_vs_output_info *outinfo = + get_vs_output_info(pipeline); + const struct radv_shader_variant *vs = + pipeline->shaders[MESA_SHADER_TESS_EVAL] ? + pipeline->shaders[MESA_SHADER_TESS_EVAL] : + pipeline->shaders[MESA_SHADER_VERTEX]; + unsigned mode = V_028A40_GS_OFF; + + /* PrimID needs GS scenario A. */ + if (outinfo->export_prim_id || vs->info.info.uses_prim_id) + mode = V_028A40_GS_SCENARIO_A; + + vgt_gs_mode = S_028A40_MODE(mode); + } else { + const struct radv_shader_variant *gs = + pipeline->shaders[MESA_SHADER_GEOMETRY]; + + vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, + pipeline->device->physical_device->rad_info.chip_class); + } + + radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); + if (pipeline->device->physical_device->rad_info.chip_class <= GFX8) radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF, outinfo->writes_viewport_index); -- 2.22.0 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev