| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Andres Gomez <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit 6cb65ce2d3689ae7f692f8cf08559109037dd74e)
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit 61b134a862ecc1877bbe2f2c14e493b5fb607e04)
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Basically, don't load GRID_SIZE or BLOCK_SIZE if they are unused, determine
whether to load BLOCK_ID for each component separately, and set the number
of THREAD_ID VGPRs to load. Now we should get the maximum CS launch wave
rate in most cases.
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: just do indexing with swizzle[i]
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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LLVM 5.0 removes s_barrier instructions if the max-work-group-size
attribute is not set. What a surprise.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We need 4 more bits there. I don't know what is fixed by this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This removes s_load_dword latency for tess rings.
We need just 1 SGPR for the address if we use 64K alignment. The final asm
for recreating the descriptor is:
// s2 is (address >> 16)
s_mov_b32 s3, 0
s_lshl_b64 s[4:5], s[2:3], 16
s_mov_b32 s6, -1
s_mov_b32 s7, 0x27fac
v2: bitcast the descriptor type from v2i64 to v4i32
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The use of PrimID in the pixel shader is too rare to deserve such
a sizable support code.
The initial idea of the VS epilog was to move the clipping code there and
remove it based on states, but optimized variants are now used to do that
and are easier to support, so the VS epilog has turned out to be not so
useful.
Reviewed-by: Nicolai Hähnle <[email protected]>
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VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Tentatively enable it, expecting the scratch buffer support to be done before
the next Mesa release.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The 2nd shader of merged shaders should take a reference of the 1st shader.
The next commit will do that.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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not implemented yet
Reviewed-by: Nicolai Hähnle <[email protected]>
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In addition to the non-monolithic variant.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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For a GS prolog in merged ES-GS.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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GFX9 doesn't have it.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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HS input VGPRs must be reserved.
Reviewed-by: Nicolai Hähnle <[email protected]>
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also, screen wasn't initialized for compute shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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They will vary with merged stages.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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