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This is needed for GL_OES_viewport_array.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The expectation is that drivers will set this based on
OES_geometry_shader and ARB_viewport_array support. This is a separate
enable on the same reasoning as for OES_texture_cube_map_array.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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See commit 5921f372c89a68fac6ddefc009442721d9df4db2 for the rational of
this commit.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Sorted by vim's builtin "sort i" (keeping the sorting case insensitive)
v2:
- uses case insensitive sorting (Ken)
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Ilia Mirkin <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
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This file currently uses a mixture of 3 and 4 space indent. I have
changed it all to 4 space indent, matching the settings in
$ROOT/.editorconfig.
This was generated with sed:
sed -i -e 's@^ "@ "@g'
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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OpAtomicLoad/Store should have pointer to images just like the rest of the
atomic operators. These couple of lines were poorly copied from the
ssbo/shared_vars cases (the only ones currently tests by the CTS).
Fixes 2afb950161f8 ("spirv/nir: Add support for OpAtomicLoad/Store")
Reviewed-by: Jason Ekstrand <[email protected]>
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VC4 was running into a major performance regression from enabling control
flow in the glmark2 conditionals test, because of short if statements
containing an ffract.
This pass seems like it was was trying to ensure that we only flattened
IFs that should be entirely a win by guaranteeing that there would be
fewer bcsels than there were MOVs otherwise. However, if the number of
ALU ops is small, we can avoid the overhead of branching (which itself
costs cycles) and still get a win, even if it means moving real
instructions out of the THEN/ELSE blocks.
For now, just turn on aggressive flattening on vc4. i965 will need some
tuning to avoid regressions. It does looks like this may be useful to
replace freedreno code.
Improves glmark2 -b conditionals:fragment-steps=5:vertex-steps=0 from 47
fps to 95 fps on vc4.
vc4 shader-db:
total instructions in shared programs: 101282 -> 99543 (-1.72%)
instructions in affected programs: 17365 -> 15626 (-10.01%)
total uniforms in shared programs: 31295 -> 31172 (-0.39%)
uniforms in affected programs: 3580 -> 3457 (-3.44%)
total estimated cycles in shared programs: 225182 -> 223746 (-0.64%)
estimated cycles in affected programs: 26085 -> 24649 (-5.51%)
v2: Update shader-db output.
Reviewed-by: Ian Romanick <[email protected]> (v1)
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From reading the code, it's not obvious what is src/dest compatible.
The list of a->b copy-compatible formats comes from Jose's original
check-in message, with some format name updates.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Get rid of unneeded local var.
Reviewed-by: Charmaine Lee <[email protected]>
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Never used, AFAIK.
Reviewed-by: Charmaine Lee <[email protected]>
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It's already advertised because the version.c extension checks are
fulfilled, but we didn't actually claim support, so trying to create
a ES 3.2 context would fail.
It's all done, and the CTS results look good, so let's turn it on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We already support all of the decorations that require this capability.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This was something that I wrote in the early days of the spirv_to_nir code
but deleted once we had a real driver. However, in the absence of a
shader_runner equivalent, it's extremely useful for debugging the
spirv_to_nir code so let's bring it back.
Signed-off-by: Jason Ekstrand <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Implement querying this attribute in intelImageExtension and bump
version of intelImageExtension.
Signed-off-by: Chuanbo Weng <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The offset should not always be 0. For example, if EGLImage is
created from a 2D texture with EGL_GL_TEXTURE_LEVEL=1, then the
offset should be the actual start of miplevel 1 in bo.
v2: Add version check of __DRIimageExtension implementation
(Suggested by Axel Davy).
v3: Don't add version check of __DRIimageExtension implementation.
Set the offset only when queryImage() succeeds. (Suggested by Emil
Velikov)
Signed-off-by: Chuanbo Weng <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
[Emil Velikov: coding style fixes]
Signed-off-by: Emil Velikov <[email protected]>
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Offset is useful for buffer sharing with other components, so add
it to queryImage attributes.
Signed-off-by: Chuanbo Weng <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Not [originally] intended for upstream. Should cause a GPU hang if
some thread is executed with a non-contiguous dispatch mask breaking
assumptions of brw_stage_has_packed_dispatch(). Doesn't cause any
CTS, DEQP or Piglit regressions, while replacing
brw_stage_has_packed_dispatch() with a dummy implementation that
unconditionally returns true on top of this patch causes multiple GPU
hangs.
v2: Refactor into a separate function instead of emitting the test
code directly from emit_nir_code(), drop VEC4 test and clean up
slightly for upstream. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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dispatch case.
This avoids emitting a few extra instructions required to take the
dispatch mask into account when it's known to be tightly packed.
Reviewed-by: Jason Ekstrand <[email protected]>
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dispatch.
The eliminate_find_live_channel optimization eliminates
FIND_LIVE_CHANNEL instructions in cases where control flow is known to
be uniform, and replaces them with 'MOV 0', which in turn unblocks
subsequent elimination of the BROADCAST instruction frequently used on
the result of FIND_LIVE_CHANNEL. This is however not correct in
per-sample fragment shader dispatch because the PSD can dispatch a
fully unlit sample under certain conditions. Disable the optimization
in that case.
Reviewed-by: Jason Ekstrand <[email protected]>
v2: Add devinfo argument to brw_stage_has_packed_dispatch() to
implement hardware generation check.
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On at least Sky Lake, ce0 does not contain the full story as far as enabled
channels goes. It is possible to have completely disabled channels where
the corresponding bits in ce0 are 1. In order to get the correct execution
mask, you have to mask off those channels which were disabled from the
beginning by taking the AND of ce0 with either sr0.2 or sr0.3 depending on
the shader stage. Failure to do so can result in FIND_LIVE_CHANNEL
returning a completely dead channel.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: Francisco Jerez <[email protected]>
[ Francisco Jerez: Fix a couple of typos, add mask register type
assertion, clarify reason why ce0 can have bits set for disabled
channels, clarify that this may only be a problem when thread
dispatch doesn't pack channels tightly in the SIMD thread. Apply
same treatment to Align16 path. ]
Reviewed-by: Francisco Jerez <[email protected]>
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The state register sr0 is really a collection of dwords not a SIMD8
anything. It's much more convenient for brw_sr0_reg to return the
particular dword you're looking for rather than a giant blob you have to
massage into what you want.
Signed-off-by: Jason Ekstrand <[email protected]>
[ Francisco Jerez: Trivial simplification of brw_ud1_reg(). ]
Reviewed-by: Francisco Jerez <[email protected]>
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Reproduces this commit :
commit 0fb85ac08d61d365e67c8f79d6955e9f89543560
Author: Kenneth Graunke <[email protected]>
Date: Mon Jun 6 21:37:34 2016 -0700
i965: Use the correct number of threads for compute shaders.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This reproduces this commit :
commit 2213ffdb4bb79856f0556bdf2bfd4bdf57720232
Author: Kenneth Graunke <[email protected]>
Date: Mon Jun 6 21:37:34 2016 -0700
i965: Allocate scratch space for the maximum number of compute threads.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This should be analogous to 32-bit integers.
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Nicolai Hähnle <[email protected]>
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v2:
- no PIPE_CAP_INT64 yet
- emit DIV/MOD without the divide-by-zero workaround
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Nicolai Hähnle <[email protected]>
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This enables 64-bit integer support in gallivm and
llvmpipe.
v2: add conversion opcodes.
v3:
- PIPE_CAP_INT64 is not there yet
- restrict DIV/MOD defaults to the CPU, as for 32 bits
- TGSI_OPCODE_I2U64 becomes TGSI_OPCODE_U2I64
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Nicolai Hähnle <[email protected]>
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This adds all the opcodes to tgsi_exec for softpipe to use.
v2: add conversion opcodes.
v3:
- no PIPE_CAP_INT64 yet
- change TGSI_OPCODE_I2U64 to TGSI_OPCODE_U2I64
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Nicolai Hähnle <[email protected]>
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This adds support to TGSI for 64-bit integer immediates.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the basic support for 64-bit opcodes,
and the new types.
v2: add conversion opcodes.
add documentation.
v3:
- make docs more consistent
- change TGSI_OPCODE_I2U64 to TGSI_OPCODE_U2I64
Reviewed-by: Marek Olšák <[email protected]> (v2)
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Nicolai Hähnle <[email protected]>
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"intelScreen" is wordy and also doesn't fit our style guidelines.
"screen" is shorter, which is nice, because we use it fairly often.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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I want to use "screen" as the variable name for a struct intel_screen
pointer. This means that we can't use it for __DRIscreen pointers.
Sometimes we called it "screen", sometimes "sPriv", sometimes
"driScrnPriv", and sometimes "psp" (Pointer to Screen Private?).
The last one is particularly confusing because we use "psp" to refer to
the Gen4 PIPELINED_STATE_POINTERS packet as well.
Let's be consistent. "dri_screen" is clear, and it's not used often
enough that I'm worried about the verbosity.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it on, I've left that for someone else to wire up.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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(derived from commit 3b6bda665a5a890f2c98e19d2939d7de92b8cb4c)
v2: fix the tabs(Leo)
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Nishanth Peethambaran <[email protected]>
Signed-off-by: Indrajit Das <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
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Transforming this :
0x00c77084: 0x11000001: MI_LOAD_REGISTER_IMM
0x00c77088: 0x0000b020 : Dword 1
Register Offset: 0x0000b020
0x00c7708c: 0x00880038 : Dword 2
Data DWord: 8912952
Into this:
0x007880f0: 0x11000001: MI_LOAD_REGISTER_IMM
0x007880f4: 0x0000b020 : Dword 1
Register Offset: 0x0000b020
0x007880f8: 0x00080040 : Dword 2
Data DWord: 524352
register L3CNTLREG2 (0xb020) : 0x80040
SLM Enable: 0
URB Allocation: 32
URB Low Bandwidth: 0
RO Allocation: 32
RO Low Bandwidth: 0
DC Allocation: 0
DC Low Bandwidth: 0
v2: Drop unused arguments (Sirisha)
Print out register name
Signed-off-by: Lionel Landwerlin <[email protected]>
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so that the texture is rendered to back buffer before calling
flush_frontbuffer and can be copied to a different buffer in
the function
v2: change comment style
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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so that the texture is rendered to back buffer before calling
flush_frontbuffer and can be copied to a different buffer in
the function
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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In case of prime when rendering is done on GPU other then the
server GPU, use a seprate linear buffer for each back buffer
which will be displayed using present extension.
v2: Use a seprate linear buffer for each back buffer (Michel)
v3: Change variable names and fix coding style (Leo and Emil)
v4: Use PIPE_BIND_SAMPLER_VIEW for back buffer in case when
a seprate linear buffer is used (Michel)
v4.1: remove empty line
v4.2: destroy the context and handle the case when
create_context fails (Emil)
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
Acked-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Switch all RDTSC_START/STOP macros to use AR_BEGIN/END macros.
Signed-off-by: Tim Rowley <[email protected]>
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Fixes ESEXT-CTS.draw_elements_base_vertex_tests.AEP_shader_stages and
ESEXT-CTS.texture_cube_map_array.texture_size_tesselation_con_sh.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Same thing as nvc0_stage_set_sampler_views_range().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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