| Commit message (Collapse) | Author | Age | Files | Lines |
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It seems like the hardware is unhappy if we execute a kill instruction
prior to last input (ei). Probably the shader thread stops executing
and the end-input flag is never set.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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In commit 32f2fd1c5d6088692551c80352b7d6fa35b0cd09, several calls to
_mesa_calloc(x) were replaced with calls to calloc(1, x). This is strictly
equivalent to what the code was doing previously.
But for cases where "x" involves multiplication, now that we are explicitly
using the two-argument calloc, we can do one step better and replace:
calloc(1, A * B);
with:
calloc(A, B);
The advantage of the latter is that calloc will detect any overflow that would
have resulted from the multiplication and will fail the allocation, (whereas
the former would return a small allocation). So this fix can change
potentially exploitable buffer overruns into segmentation faults.
Reviewed-by: Matt Turner <[email protected]>
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Move the bits we want to share between generations from fd3_program to
ir3_shader. So overall structure is:
fdN_shader_stateobj -> ir3_shader -> ir3_shader_variant -> ir3
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\- ir3_shader_variant -> ir3
So the ir3_shader becomes the topmost generation neutral object, which
manages the set of variants each of which generates, compiles, and
assembles it's own ir.
There is a bit of additional renaming to s/fd3_compiler/ir3_compiler/,
etc.
Keep the split between the gallium level stateobj and the shader helper
object because it might be a good idea to pre-compute some generation
specific register values (ie. anything that is independent of linking).
Signed-off-by: Rob Clark <[email protected]>
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