| Commit message (Collapse) | Author | Age | Files | Lines |
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As with other recent changes, put the vertex and fragment sampler state
into arrays indexed by the shader type. This will let us easily add
support for other types of shaders in the future.
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PIPE_MAX_SAMPLERS, PIPE_MAX_VERTEX_SAMPLERS and PIPE_MAX_GEOMETRY_SAMPLERS
were all defined to the same value (16).
In various places we're creating arrays such as
sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS] so we were assuming
the same number of max samplers for all shader stages anyway.
Of course, drivers are still free to advertise different numbers of max
samplers for different shaders.
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So that we can handle GS state and other types of shaders in the future.
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To better organize things a bit.
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To prepare for geometry shader texture support in the draw module.
Note: we still only handle the vertex shader case.
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The previous test for result != NULL was kind of bogus since we dereferenced
the pointer earlier in the code. Now, check for result != NULL first, then
get the result->key info.
Also, remove the useless "offset +=" code at the end.
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and similarly for svga_hw_fs_parameters
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Brian Paul <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50389
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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We'd end up re-using the old one and throwing away the new one anyway, but only
after a roundtrip to the kernel.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Otherwise, the wasted area could never be used for an allocation again.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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If a hole exactly matches the allocated size plus alignment, we would fail to
preserve the alignment as a hole. This would result in never being able to use
the alignment area for an allocation again.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Otherwise we'll likely end up with an ever increasing amount of ever smaller
holes.
Requires keeping the list ordered wrt offsets.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Otherwise we'd wrap around after 32 bits. The kernel currently limits GPU
virtual address space to 4GB anyway, but that will probably change sooner or
later, and this would result in confusing error messages when running out of
virtual address space even now.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This adds support for having libGL pick a different driver for prime support.
DRI_PRIME env var is set to the value retrieved from the server randr
provider calls, by the calling process. (generally DRI_PRIME=1 will be
the right answer).
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Tom Stellard:
- A few changes to predicate register defs
Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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With this we can embed data for the shaders (like resource
descriptors) into the PM4 stream.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Necessary for texture fetches with temp regs as source on SI.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Psuedo instructions emulating live-in registers have been removed
and their corresponding intrinsics are now being lowered during DAG
lowering.
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I was seeing some GPU hangs that seemed to be cause by ALU instructions
writing to the same register used as the source for VTX_READ. Adding
this constraint to the VTX_READ instructions avoids this situation.
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https://bugs.freedesktop.org/show_bug.cgi?id=53130
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