{
unsigned type = sel->type;
- if (sscreen->info.family < CHIP_POLARIS10)
+ if (sscreen->info.family < CHIP_POLARIS10 ||
+ sscreen->info.chip_class >= GFX10)
return;
/* VS as VS, or VS as ES: */
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
if (sscreen->info.chip_class >= GFX9) {
- si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
- si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+ if (sscreen->info.chip_class >= GFX10) {
+ si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
+ } else {
+ si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+ }
/* We need at least 2 components for LS.
- * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
- * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
+ * GFX9 VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
+ * GFX10 VGPR0-3: (VertexID, RelAutoindex, UserVGPR1, InstanceID).
+ * On gfx9, StepRate0 is set to 1 so that VGPR3 doesn't have to
+ * be loaded.
*/
- ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
+ ls_vgpr_comp_cnt = 1;
+ if (shader->info.uses_instanceid) {
+ if (sscreen->info.chip_class >= GFX10)
+ ls_vgpr_comp_cnt = 3;
+ else
+ ls_vgpr_comp_cnt = 2;
+ }
unsigned num_user_sgprs =
si_get_num_vs_user_sgprs(GFX9_TCS_NUM_USER_SGPR);
shader->config.rsrc2 =
S_00B42C_USER_SGPR(num_user_sgprs) |
- S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5) |
S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class >= GFX10)
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+ else
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
} else {
si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
}
si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
- S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) |
+ S_00B428_VGPRS((shader->config.num_vgprs - 1) /
+ (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+ (sscreen->info.chip_class <= GFX9 ?
+ S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) : 0) |
S_00B428_DX10_CLAMP(1) |
+ S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
S_00B428_FLOAT_MODE(shader->config.float_mode) |
S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B228_DX10_CLAMP(1) |
S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
S_00B228_FLOAT_MODE(shader->config.float_mode) |
S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
uint32_t rsrc2 =
radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
SI_TRACKED_PA_CL_VTE_CNTL,
shader->ctx_reg.ngg.pa_cl_vte_cntl);
+ radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL,
+ SI_TRACKED_PA_CL_NGG_CNTL,
+ shader->ctx_reg.ngg.pa_cl_ngg_cntl);
if (initial_cdw != sctx->gfx_cs->current.cdw)
sctx->context_roll = true;
-
- if (shader->ge_cntl != sctx->last_multi_vgt_param) {
- radeon_set_uconfig_reg(sctx->gfx_cs, R_03096C_GE_CNTL, shader->ge_cntl);
- sctx->last_multi_vgt_param = shader->ge_cntl;
- }
}
static void gfx10_emit_shader_ngg_notess_nogs(struct si_context *sctx)
gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
+static void si_set_ge_pc_alloc(struct si_screen *sscreen,
+ struct si_pm4_state *pm4, bool culling)
+{
+ si_pm4_set_reg(pm4, R_030980_GE_PC_ALLOC,
+ S_030980_OVERSUB_EN(1) |
+ S_030980_NUM_PC_LINES((culling ? 256 : 128) * sscreen->info.max_se - 1));
+}
+
+unsigned si_get_input_prim(const struct si_shader_selector *gs,
+ unsigned default_worst_case)
+{
+ if (gs->type == PIPE_SHADER_GEOMETRY)
+ return gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+
+ if (gs->type == PIPE_SHADER_TESS_EVAL) {
+ if (gs->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
+ return PIPE_PRIM_POINTS;
+ if (gs->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
+ return PIPE_PRIM_LINES;
+ return PIPE_PRIM_TRIANGLES;
+ }
+
+ /* TODO: Set this correctly if the primitive type is set in the shader key. */
+ return default_worst_case;
+}
+
/**
* Prepare the PM4 image for \p shader, which will run as a merged ESGS shader
* in NGG mode.
gs_info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
- unsigned input_prim =
- gs_type == PIPE_SHADER_GEOMETRY ?
- gs_info->properties[TGSI_PROPERTY_GS_INPUT_PRIM] :
- PIPE_PRIM_TRIANGLES; /* TODO: Optimize when primtype is known */
+ /* Anything above TRIANGLES has the same effect as TRIANGLES here. */
+ unsigned input_prim = si_get_input_prim(gs_sel, PIPE_PRIM_TRIANGLES);
bool break_wave_at_eoi = false;
struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
if (!pm4)
/* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
* VGPR[0:4] are always loaded.
+ *
+ * Vertex shaders always need to load VGPR3, because they need to
+ * pass edge flags for decomposed primitives (such as quads) to the PA
+ * for the GL_LINE polygon mode to skip rendering lines on inner edges.
*/
- if (gs_info->uses_invocationid)
- gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
+ if (gs_info->uses_invocationid || gs_type == PIPE_SHADER_VERTEX)
+ gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
else if (gs_info->uses_primid)
gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
else if (input_prim >= PIPE_PRIM_TRIANGLES)
si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
- S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
+ S_00B228_VGPRS((shader->config.num_vgprs - 1) /
+ (sscreen->ge_wave_size == 32 ? 8 : 4)) |
S_00B228_FLOAT_MODE(shader->config.float_mode) |
S_00B228_DX10_CLAMP(1) |
S_00B228_MEM_ORDERED(1) |
+ S_00B228_WGP_MODE(1) |
S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
S_00B22C_LDS_SIZE(shader->config.lds_size));
+ si_set_ge_pc_alloc(sscreen, pm4, false);
- /* TODO: Use NO_PC_EXPORT when applicable. */
nparams = MAX2(shader->info.nr_param_exports, 1);
shader->ctx_reg.ngg.spi_vs_out_config =
- S_0286C4_VS_EXPORT_COUNT(nparams - 1);
+ S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
+ S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
shader->ctx_reg.ngg.spi_shader_idx_format =
S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(
shader->ngg.max_vert_out_per_gs_instance);
+ /* Always output hw-generated edge flags and pass them via the prim
+ * export to prevent drawing lines on internal edges of decomposed
+ * primitives (such as quads) with polygon mode = lines. Only VS needs
+ * this.
+ */
+ shader->ctx_reg.ngg.pa_cl_ngg_cntl =
+ S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_type == PIPE_SHADER_VERTEX);
+
shader->ge_cntl =
S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts) |
nparams = MAX2(shader->info.nr_param_exports, 1);
shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
+ if (sscreen->info.chip_class >= GFX10) {
+ shader->ctx_reg.vs.spi_vs_out_config |=
+ S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
+ }
+
shader->ctx_reg.vs.spi_shader_pos_format =
S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
- si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
- S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8) |
- S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B128_DX10_CLAMP(1) |
- S_00B128_FLOAT_MODE(shader->config.float_mode));
- si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
- S_00B12C_USER_SGPR(num_user_sgprs) |
- S_00B12C_OC_LDS_EN(oc_lds_en) |
- S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
- S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
- S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
- S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
- S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
- S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+ if (sscreen->info.chip_class >= GFX10)
+ si_set_ge_pc_alloc(sscreen, pm4, false);
+
+ uint32_t rsrc1 = S_00B128_VGPRS((shader->config.num_vgprs - 1) /
+ (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+ S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
+ S_00B128_DX10_CLAMP(1) |
+ S_00B128_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B128_FLOAT_MODE(shader->config.float_mode);
+ uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) |
+ S_00B12C_OC_LDS_EN(oc_lds_en) |
+ S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class <= GFX9) {
+ rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
+ rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
+ S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
+ S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
+ S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
+ S_00B12C_SO_EN(!!shader->selector->so.num_outputs);
+ }
+
+ si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
+ si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
if (window_space)
shader->ctx_reg.vs.pa_cl_vte_cntl =
* stalls without this setting.
*
* Don't add this to CB_SHADER_MASK.
+ *
+ * GFX10 supports pixel shaders without exports by setting both
+ * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
+ * instructions if any are present.
*/
- if (!spi_shader_col_format &&
+ if ((sscreen->info.chip_class <= GFX9 ||
+ info->uses_kill ||
+ shader->key.part.ps.epilog.alpha_func != PIPE_FUNC_ALWAYS) &&
+ !spi_shader_col_format &&
!info->writes_z && !info->writes_stencil && !info->writes_samplemask)
spi_shader_col_format = V_028714_SPI_SHADER_32_R;
shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
/* Set interpolation controls. */
- spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader));
+ spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader)) |
+ S_0286D8_PS_W32_EN(sscreen->ps_wave_size == 32);
shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
uint32_t rsrc1 =
- S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
+ S_00B028_VGPRS((shader->config.num_vgprs - 1) /
+ (sscreen->ps_wave_size == 32 ? 8 : 4)) |
S_00B028_DX10_CLAMP(1) |
S_00B028_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
S_00B028_FLOAT_MODE(shader->config.float_mode);
key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
break;
case PIPE_SHADER_TESS_EVAL:
+ key->as_ngg = stages_key.u.ngg;
+
if (sctx->gs_shader.cso)
key->as_es = 1;
else {
- key->as_ngg = stages_key.u.ngg;
si_shader_selector_key_hw_vs(sctx, sel, key);
if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
sel->info.uses_linear_centroid +
sel->info.uses_linear_sample > 1;
- if (sel->info.opcode_count[TGSI_OPCODE_INTERP_SAMPLE])
+ if (sel->info.uses_persp_opcode_interp_sample ||
+ sel->info.uses_linear_opcode_interp_sample)
key->mono.u.ps.interpolate_at_sample_force_center = 1;
}
FILE *f = open_memstream(&shader->shader_log,
&shader->shader_log_size);
if (f) {
- si_shader_dump(sscreen, shader, NULL, sel->type, f, false);
+ si_shader_dump(sscreen, shader, NULL, f, false);
fclose(f);
}
}
else
assert(0);
+ if (sel->type == PIPE_SHADER_GEOMETRY &&
+ previous_stage_sel->type == PIPE_SHADER_TESS_EVAL)
+ shader1_key.as_ngg = key->as_ngg;
+
mtx_lock(&previous_stage_sel->mutex);
ok = si_check_missing_main_part(sscreen,
previous_stage_sel,
assert(thread_index < ARRAY_SIZE(sscreen->compiler));
compiler = &sscreen->compiler[thread_index];
- if (sel->nir)
- si_lower_nir(sel);
+ if (sel->nir) {
+ /* TODO: GS always sets wave size = default. Legacy GS will have
+ * incorrect subgroup_size and ballot_bit_size. */
+ si_lower_nir(sel, si_get_wave_size(sscreen, sel->type, true, false));
+ }
/* Compile the main shader part for use with a prolog and/or epilog.
* If this fails, the driver will try to compile a monolithic shader
sel->so.num_outputs != 0,
&shader->key);
if (sscreen->info.chip_class >= GFX10 &&
- !sscreen->options.disable_ngg &&
- (((sel->type == PIPE_SHADER_VERTEX ||
- sel->type == PIPE_SHADER_TESS_EVAL) &&
+ ((sel->type == PIPE_SHADER_VERTEX &&
!shader->key.as_ls && !shader->key.as_es) ||
+ sel->type == PIPE_SHADER_TESS_EVAL ||
sel->type == PIPE_SHADER_GEOMETRY))
shader->key.as_ngg = 1;
}
}
- /* The GS copy shader is always pre-compiled.
- *
- * TODO-GFX10: We could compile the GS copy shader on demand, since it
- * is only used in the (rare) non-NGG case.
- */
- if (sel->type == PIPE_SHADER_GEOMETRY) {
+ /* The GS copy shader is always pre-compiled. */
+ if (sel->type == PIPE_SHADER_GEOMETRY &&
+ (sscreen->info.chip_class <= GFX9 || sel->tess_turns_off_ngg)) {
sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
if (!sel->gs_copy_shader) {
fprintf(stderr, "radeonsi: can't create GS copy shader\n");
!sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] &&
!sel->so.num_outputs;
+ if (sel->type == PIPE_SHADER_VERTEX &&
+ sel->info.writes_edgeflag) {
+ if (sscreen->info.chip_class >= GFX10)
+ sel->ngg_writes_edgeflag = true;
+ else
+ sel->pos_writes_edgeflag = true;
+ }
+
/* Set which opcode uses which (i,j) pair. */
if (sel->info.uses_persp_opcode_interp_centroid)
sel->info.uses_persp_centroid = true;
case PIPE_SHADER_GEOMETRY:
sel->gs_output_prim =
sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
+
+ /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
+ sel->rast_prim = sel->gs_output_prim;
+ if (util_rast_prim_is_triangles(sel->rast_prim))
+ sel->rast_prim = PIPE_PRIM_TRIANGLES;
+
sel->gs_max_out_vertices =
sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
sel->gs_num_invocations =
sel->gs_input_verts_per_prim =
u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
+
+ /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation. */
+ sel->tess_turns_off_ngg =
+ (sscreen->info.family == CHIP_NAVI10 ||
+ sscreen->info.family == CHIP_NAVI12 ||
+ sscreen->info.family == CHIP_NAVI14) &&
+ sel->gs_num_invocations * sel->gs_max_out_vertices > 256;
break;
case PIPE_SHADER_TESS_CTRL:
sel->esgs_itemsize += 4;
assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
+
+ /* Only for TES: */
+ if (sel->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
+ sel->rast_prim = PIPE_PRIM_POINTS;
+ else if (sel->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
+ sel->rast_prim = PIPE_PRIM_LINE_STRIP;
+ else
+ sel->rast_prim = PIPE_PRIM_TRIANGLES;
break;
case PIPE_SHADER_FRAGMENT:
}
}
break;
+ default:;
}
/* PA_CL_VS_OUT_CNTL */
bool misc_vec_ena =
- sel->info.writes_psize || sel->info.writes_edgeflag ||
+ sel->info.writes_psize || sel->pos_writes_edgeflag ||
sel->info.writes_layer || sel->info.writes_viewport_index;
sel->pa_cl_vs_out_cntl =
S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
- S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag) |
+ S_02881C_USE_VTX_EDGE_FLAG(sel->pos_writes_edgeflag) |
S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
}
+ if (sel->info.properties[TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE])
+ sel->db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
+
(void) mtx_init(&sel->mutex, mtx_plain);
si_schedule_initial_compile(sctx, sel->info.processor, &sel->ready,
static bool si_update_ngg(struct si_context *sctx)
{
- if (sctx->chip_class <= GFX9 ||
- sctx->screen->options.disable_ngg)
+ if (sctx->chip_class <= GFX9)
return false;
bool new_ngg = true;
- /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation. */
if (sctx->gs_shader.cso && sctx->tes_shader.cso &&
- sctx->gs_shader.cso->gs_num_invocations * sctx->gs_shader.cso->gs_max_out_vertices > 256)
+ sctx->gs_shader.cso->tess_turns_off_ngg)
new_ngg = false;
if (new_ngg != sctx->ngg) {
util_queue_fence_destroy(&shader->ready);
if (shader->pm4) {
+ /* If destroyed shaders were not unbound, the next compiled
+ * shader variant could get the same pointer address and so
+ * binding it to the same shader stage would be considered
+ * a no-op, causing random behavior.
+ */
switch (shader->selector->type) {
case PIPE_SHADER_VERTEX:
if (shader->key.as_ls) {
} else if (shader->key.as_es) {
assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
+ } else if (shader->key.as_ngg) {
+ si_pm4_delete_state(sctx, gs, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
}
if (shader->key.as_es) {
assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
+ } else if (shader->key.as_ngg) {
+ si_pm4_delete_state(sctx, gs, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
}
case PIPE_SHADER_FRAGMENT:
si_pm4_delete_state(sctx, ps, shader->pm4);
break;
+ default:;
}
}
if (r < 0)
return false;
if (r == 1) {
- if (sctx->tes_shader.current)
+ if (sctx->vs_shader.current->key.as_ls)
si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
- else if (sctx->gs_shader.current)
+ else if (sctx->vs_shader.current->key.as_es)
si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+ else if (sctx->vs_shader.current->key.as_ngg)
+ si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
else
si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
}
if (r < 0)
return false;
if (r == 1) {
- if (sctx->gs_shader.current)
+ if (sctx->tes_shader.current->key.as_es)
si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+ else if (sctx->tes_shader.current->key.as_ngg)
+ si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
else
si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
}
S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
factor_va >> 8);
- if (sctx->chip_class >= GFX9)
+ if (sctx->chip_class >= GFX10)
+ si_pm4_set_reg(sctx->init_config, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
+ S_030984_BASE_HI(factor_va >> 40));
+ else if (sctx->chip_class == GFX9)
si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
S_030944_BASE_HI(factor_va >> 40));
si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
if (screen->info.chip_class >= GFX9)
stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
+ if (screen->info.chip_class >= GFX10 && screen->ge_wave_size == 32) {
+ stages |= S_028B54_HS_W32_EN(1) |
+ S_028B54_GS_W32_EN(key.u.ngg) | /* legacy GS only supports Wave64 */
+ S_028B54_VS_W32_EN(1);
+ }
+
si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
return pm4;
}
sctx->ps_shader.cso->db_shader_control |
S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
- if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
+ if (si_pm4_state_changed(sctx, ps) ||
+ si_pm4_state_changed(sctx, vs) ||
+ (key.u.ngg && si_pm4_state_changed(sctx, gs)) ||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||
sctx->flatshade != rs->flatshade) {
sctx->sprite_coord_enable = rs->sprite_coord_enable;