| Commit message (Collapse) | Author | Age | Files | Lines |
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It selects v_med3_f32, which has the same rate & size.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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sffbh needs to be suffixed with ".i32"
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since we shared imsb, makes sense to share umsb.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use the newer intrinsic.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We want to use a different intrinsic on newer llvm, so move this
code to a shared area.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This uses the common code to emit the correct intrinsic.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lets us use the new intrinsic on the correct
version of llvm.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This uses the common fs interp code to use the new
llvm intrinsics so llvm can drop the old ones.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the vulkan samples deferredmultisampling test.
Cc: "17.0" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Suggested by Marek.
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we have an indirect index here we need to scale it by attribute slots
e.g. is this is vec2[256] then we get an indir_index in the 0.255 range
but the vec2 are aligned inside vec4 slots. So scale the indir index,
then extract the channels.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We count the number of slots used, but slots are vec4 sized,
so we have to scale by 16 not 4.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These regressed and caused doom to stop loading.
Fixes:
03724af26 radv/ac: Implement Float64 load/store var.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We can reuse this in radv.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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radv will use this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This migrates to the code shared with radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These are all reuseable by radv.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These are all shareable with radv, so start migrating them to the
common code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise we were writing these as 4 components, and things went bad.
Fixes (the remaining):
dEQP-VK.clipping.user_defined.*.vert_geom.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes clip distance fetches as they are single item loads
with a const_index like float[1].
Fixes:
dEQP-VK.clipping.user_defined.*.vert_geom.[0-6]
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This code should be used in radv, so move it to a shared location
in advance of doing that.
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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No f16 support as I'm not quite sure about alignment yet.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Fixes:
dEQP-VK.glsl.texture_functions.texture.*1darray*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes:
dEQP-VK.geometry.layered.1d_array.fragment_layer
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This handles geometry shader inputs written by the vertex (es) shader
to the esgs ring.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the API and fixes up the callers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This handles emitting things to the gsvs ring, and sending the
correct GS msgs.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This create the gs copy shader and compiles it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need this info to program some registers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just places the flag into the shader info so we can use it from
the driver after we create the shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This sets up the rings and adds the variables
needed to make them work.
v2: rework for sharing ring and scratch
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just sets up the gpr inputs.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds some defines needed for geom shaders.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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