| Commit message (Collapse) | Author | Age | Files | Lines |
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If we have no tess control shader, then we have to use a fallback
one that just writes the tessellation factors.
Signed-off-by: Dave Airlie <[email protected]>
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This creates a constant buffer with the information about
the layout of the LDS memory that is given to the vertex, tess
control and tess evaluation shaders.
This also programs the LDS size and the LS_HS_CONFIG registers,
on evergreen only.
v2: calculate lds hs num waves properly (Marek)
Emit the state only when something has changed (airlied).
Signed-off-by: Dave Airlie <[email protected]>
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This update the setting of the shader stages register
when tess is enabled and add the setting of the VGT_TF_PARAM
register from the tess shader properties.
Signed-off-by: Dave Airlie <[email protected]>
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This hooks the TES/TCS bindings to the HW stages up.
Signed-off-by: Dave Airlie <[email protected]>
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This is used later to setup the constants to be given
to the tessellation shaders.
Signed-off-by: Dave Airlie <[email protected]>
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On r600 this needs to subtract 9 due to texcoord interactions.
Signed-off-by: Dave Airlie <[email protected]>
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This just stores the values in the context to be used later
when emitting the constant buffers.
Signed-off-by: Dave Airlie <[email protected]>
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This initialises the tess min/max using fglrx values,
and also initialises a number of other registers related
to tessellation.
v1.1: caicos doesn't have some registers.
Signed-off-by: Dave Airlie <[email protected]>
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This hooks the resources to the correct hw shaders when tess
is enabled.
Signed-off-by: Dave Airlie <[email protected]>
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This hooks up the gallium API for the tessellation shaders.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds printing for the hw shader types, and hooks it up.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Note we have to disable on vertex shaders when we are
operating in tes mode.
Signed-off-by: Dave Airlie <[email protected]>
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This updates the tess hw shaders from the sw ones routing
things correctly.
Signed-off-by: Dave Airlie <[email protected]>
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with tessellation vs can now run on ls, and tes can
run on vs or es, tcs runs on hs.
Signed-off-by: Dave Airlie <[email protected]>
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This just converts the value to the hw value.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the two functions, these will get hooked up
later in the shader code.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the LDS ops to the SB bytecode reader/writers.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These are used in tessellation shaders to read/write values
between VS/TCS/TES.
This splits the eg alu assembler out to handle these
instructions.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds support to the decoder, not actual SB support.
v1.1: fixup GDS relative mode. (Glenn).
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds enough for the tessellation shaders,
which require TF_WRITE to work.
Signed-off-by: Dave Airlie <[email protected]>
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These macros will make things easier to see when tess
is added to the mix.
Signed-off-by: Dave Airlie <[email protected]>
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This is used to set a hw shader to NULL.
Signed-off-by: Dave Airlie <[email protected]>
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This will be updated in a macro later.
Signed-off-by: Dave Airlie <[email protected]>
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select the ps/gs/vs in that order then process the results.
Signed-off-by: Dave Airlie <[email protected]>
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This function is going to get a lot messier with tessellation
so I'm going to use some macros to try and clean some bits
of common code up.
Signed-off-by: Dave Airlie <[email protected]>
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This moves to using an array of hw stages for the atoms.
Note this drops the 23 from the vertex shader, this value
is calculated internally when shaders are bound, so not
required here.
Signed-off-by: Dave Airlie <[email protected]>
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This changes the r600 specific GPR adjustment code
to use the stage defines, and arrays.
This is prep work for the tess changes later.
Reviewed-by: Oded Gabbay <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Add a list of defines for the HW stages.
We will use this for GPR calculations amongst other things.
Reviewed-by: Oded Gabbay <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Use NULL tests of the form `if (ptr)' or `if (!ptr)'.
They do not depend on the definition of the symbol NULL.
Further, they provide the opportunity for the accidental
assignment, are clear and succinct.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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These are unnecessary and are likely just left overs from prior
work.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Seems like MFC should be set for this shader.
Signed-off-by: Dave Airlie <[email protected]>
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The docs say we should send the emit after the ring writes,
so lets do that and not have an ALU in between.
Signed-off-by: Dave Airlie <[email protected]>
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SB suggests we do this for r600, so lets do it,
for the copy shader.
Signed-off-by: Dave Airlie <[email protected]>
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streamout, gs rings bug on certain r600s, requires a wait idle
before each surface sync.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Need to insert a SQ_NON_EVENT when ever geometry
shaders are enabled.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to emit at least one cut/emit in every
geometry shader, the easiest workaround it to
stick a single CUT at the top of each geom shader.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is specified in the docs for rv670 to work properly.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On some chips the GSVS itemsize needs to be aligned to a cacheline size.
This only applies to some of the r600 family chips.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will be used in the tess shaders.
Reviewed-by: Oded Gabbay <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will allow adding tess stuff much cleaner later.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just splits out a common pattern into an inline function
to make things cleaner to read.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reported on irc by gryffus
Signed-off-by: Dave Airlie <[email protected]>
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Forgot to add these.
Signed-off-by: Dave Airlie <[email protected]>
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We really should initialise HS/LS_2 and SQ_LDS_ALLOC exists
on all evergreen not just cayman, so we should initialise
it as well.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the defines for a bunch of registers and shader
values that are required to implement tessellation.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Move some common code into one place, tess will also need
to use this function.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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and ..._cond -> ..._invert
Reviewed-by: Nicolai Hähnle <[email protected]>
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