| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Jakob Bornecrantz <[email protected]>
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It simplifies things slightly, and besides, it makes possible to
execute the trivial tests on a hardware device instead of being
limited to software rendering.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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This target generates pipe driver modules intended to be consumed by
auxiliary/pipe-loader. Most of it was taken from the "gbm" target --
the duplicated code will be replaced with references to this target in
a future commit.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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The goal is to have a uniform interface to create winsys and
pipe_screen instances for any driver, exposing the device enumeration
capabilities that might be supported by the operating system (for now
there's a "drm" back-end using udev and a "sw" back-end that always
returns the same built-in devices).
The typical use case of this library will be:
>
> struct pipe_loader_device devs[n];
> struct pipe_screen *screen;
>
> pipe_loader_probe(&devs, n);
>[pick some device from the array...]
>
> screen = pipe_loader_create_screen(dev, library_search_path);
>[do something with screen...]
>
> screen->destroy(screen);
> pipe_loader_release(&devs, N);
>
A part of the code was taken from targets/gbm/pipe_loader.c, which
will be removed and replaced with calls into this library by a future
commit.
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Structured branch instructions like IF, ELSE, BGNLOOP, ENDLOOP no
longer require a label argument, make it optional for them.
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Local makes more sense in most places because non-inline function
calls are unimplemented anyway.
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UREG_MAX_TEMP.
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Reviewed-by: Jakob Bornecrantz <[email protected]>
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Add a shader cap for specifying the preferred shader representation.
Right now the only supported value is TGSI, other enum values will be
added as they are needed.
This is mainly to accommodate AMD's LLVM compiler back-end by letting
it bypass the TGSI representation for compute programs. Other drivers
will keep using the common TGSI instruction set.
Reviewed-by: Tom Stellard <[email protected]>
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This change will be useful to implement function parameter passing on
top of TGSI. As we don't have a proper stack, a register-based
calling convention will be used instead, which isn't necessarily a bad
thing given that GPUs often have plenty of registers to spare.
Using the same register space for local temporaries and
inter-procedural communication caused some inefficiencies, because in
some cases the register allocator would lose the freedom to merge
temporary values together into the same physical register, leading to
suboptimal register (and sometimes, as a side effect, instruction)
usage.
The LOCAL declaration modifier specifies that the value isn't intended
for parameter passing and as a result the compiler doesn't have to
give any guarantees of it being preserved across function boundaries.
Ignoring the LOCAL flag doesn't change the semantics of a valid
program in any way, because local variables are just supposed to get a
more relaxed treatment. IOW, this should be a backwards-compatible
change.
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Define a new STORE opcode with a role dual to the LOAD opcode, and add
flags to specify that a shader resource is intended for writing.
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Normal resource access (e.g. the LOAD TGSI opcode) is supposed to
perform a series of conversions to turn the texture data as it's found
in memory into the target data type.
In compute programs it's often the case that we only want to access
the raw bits as they're stored in some buffer object, and any kind of
channel conversion and scaling is harmful or inefficient, especially
in implementations that lack proper hardware support to take care of
it -- in those cases the conversion has to be implemented in software
and it's likely to result in a performance hit even if the pipe_buffer
and declaration data types are set up in a way that would just pass
the data through.
Add a declaration flag that marks a resource as typeless. No channel
conversion will be performed in that case, and the X coordinate of the
address vector will be interpreted in byte units instead of elements
for obvious reasons.
This is similar to D3D11's ByteAddressBuffer, and will be used to
implement OpenCL's constant arguments. The remaining four compute
memory spaces can also be understood as raw resources.
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This texture type was already referred to by the documentation but it
was never defined. Define it as 0 to match the pipe_texture_target
enumeration values.
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Move Interpolate, Centroid and CylindricalWrap from tgsi_declaration
to a separate token -- they only make sense for FS inputs and we need
room for other flags in the top-level declaration token.
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This commit splits the current concept of resource into "sampler
views" and "shader resources":
"Sampler views" are textures or buffers that are bound to a given
shader stage and can be read from in conjunction with a sampler
object. They are analogous to OpenGL texture objects or Direct3D
SRVs.
"Shader resources" are textures or buffers that can be read and
written from a shader. There's no support for floating point
coordinates, address wrap modes or filtering, and, unlike sampler
views, shader resources are global for the whole graphics pipeline.
They are analogous to OpenGL image objects (as in
ARB_shader_image_load_store) or Direct3D UAVs.
Most hardware is likely to implement shader resources and sampler
views as separate objects, so, having the distinction at the API level
simplifies things slightly for the driver.
This patch introduces the SVIEW register file with a declaration token
and syntax analogous to the already existing RES register file. After
this change, the SAMPLE_* opcodes no longer accept a resource as
input, but rather a SVIEW object. To preserve the functionality of
reading from a sampler view with integer coordinates, the
SAMPLE_I(_MS) opcodes are introduced which are similar to LOAD(_MS)
but take a SVIEW register instead of a RES register as argument.
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Define an interface that exposes the minimal functionality required to
implement some of the popular compute APIs. This commit adds entry
points to set the grid layout and other state required to keep track
of the usual address spaces employed in compute APIs, to bind a
compute program, and execute it on the device.
Reviewed-by: Marek Olšák <[email protected]>
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egltri_screen works correctly!
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This patch renames the gen6_hiz.h and gen7_hiz.h files to correspond
to the renames of the corresponding .cpp files (see previous commit).
Reviewed-by: Chad Versace <[email protected]>
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This patch converts the files gen6_hiz.c and gen7_hiz.c to C++, in
preparation for expanding the HiZ code to support arbitrary blits.
The new files are called gen6_blorp.cpp and gen7_blorp.cpp to reflect
the expanded role that this code will serve--"blorp" stands for "BLit
Or Resolve Pass".
Reviewed-by: Chad Versace <[email protected]>
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Previous to this patch, gen6_hiz.c contained two implicit type casts
from void * to a a non-void pointer type. This is allowed in C but
not in C++. This patch makes the type casts explicit, so that
gen6_hiz.c can be converted into a C++ file.
Reviewed-by: Chad Versace <[email protected]>
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In C++, if a struct is defined inside another struct, or its name is
first seen inside a struct or function, the struct is nested inside
the namespace of the struct or function it appears in. In C, all
structs are visible from toplevel.
This patch explicitly moves the decalartions of intel_batchbuffer to
toplevel, so that it does not get nested inside a namespace when
header files are included from C++.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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These declarations are necessary to allow C++ code to call C code
without causing unresolved symbols (which would make the driver fail
to load).
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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The implementation using FLR was buggy, the second negation could
get lost.
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v2: Enabled CEIL on Cayman too.
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Reimplemented by Olivier Galibert <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fix wrong cube/3D texture layout for the tailing levels whose width or
height is smaller than the align unit.
From 965 B-spec http://intellinuxgraphics.org/VOL_1_graphics_core.pdf at
page 135:
All of the LOD=0 q-planes are stacked vertically, then below that,
the LOD=1 qplanes are stacked two-wide, then the LOD=2 qplanes are
stacked four-wide below that, and so on.
Thus we should always inrease pack_x_nr, which results to the pitch of LODn
may greater than the pitch of LOD0. So we should refactor mt->total_width
when needed.
This would fix the following webgl test case on all gen4 platforms:
conformance/textures/texture-size-cube-maps.html
NOTE: This is a candidate for stable release branches.
Signed-off-by: Yuanhan Liu <[email protected]>
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