| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Alex Deucher <[email protected]>
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This is the recommended setting according to hw people and it makes Hyper-Z
stable. Just the two magic states.
This fixes Evergreen, Cayman, SI, CI, VI (using the Cayman code).
Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This fixes a hang in
piglit/arb_blend_func_extended-fbo-extended-blend-pattern_gles2 on REDWOOD.
Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Pointed out by coverity scan.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
glsl-1.50/execution/geometry/dynamic_input_array_index.shader_test
my profanity.
We need to load the AR register with the value from the index reg
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
gs-input-array-vec4-index-rd
The others run out of gprs unfortunately.
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
arb_transform_feedback3-ext_interleaved_two_bufs_gs
arb_transform_feedback3-ext_interleaved_two_bufs_gs_max
transform-feedback-builtins
If we are only emitting one ring, then emit all output
buffers on it.
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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[airlied: update relnotes]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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See: `commit e82c527f1fc2f8ddc64954ecd06b0de3cea92e93`
which is where a block in src maps to a pixel in dst and vice versa.
e.g. DXT1 <-> R32G32_UINT
DXT5 <-> R32G32B32A32_UINT
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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At last on ARUBA this is required to stop tessellation hanging
in heaven.
This removes one of the SIMDs from use by the HS/LS.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was adding one after a CUT which broke end primitive
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pointed out by Marek.
Signed-off-by: Dave Airlie <[email protected]>
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This enables tessellation for evergreen/cayman,
This will need changes before committing depending
on what hw works etc.
working are CAYMAN/REDWOOD/BARTS/TURKS/SUMO/CAICOS
v2: only enable on evergreen and above.
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this allows tess apps to start
Signed-off-by: Dave Airlie <[email protected]>
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these stop tess hangs here.
Signed-off-by: Dave Airlie <[email protected]>
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This just makes sure they register at least one stack
usage frame like vertex shaders.
Signed-off-by: Dave Airlie <[email protected]>
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Reads from the queue shouldn't be merged for now read operations.
Reads from the queue shouldn't be merged for now, or put in
T slots.
Signed-off-by: Dave Airlie <[email protected]>
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LDS ops must be scheduled in X slot, and barrier should be on its
own in a group.
Signed-off-by: Dave Airlie <[email protected]>
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This should be enabled for tessellation shaders as well.
Signed-off-by: Dave Airlie <[email protected]>
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Trivial patch just to enable dumping more.
Signed-off-by: Dave Airlie <[email protected]>
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At least one SIMD must be kept away from the HS/LS
stages in order to avoid a hw issue on evergreen/cayman.
This patch implements this workaround.
Signed-off-by: Dave Airlie <[email protected]>
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Tessellation exceeds these sometimes, so increase them for now.
Signed-off-by: Dave Airlie <[email protected]>
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This handles the barrier opcode for EG/CM.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds handling for TESSINNER/TESSOUTER in the TES
where they need to be fetched from LDS,
and TESSCOORD which comes in via r0.
It also handle primitive ID and invocation ID.
Signed-off-by: Dave Airlie <[email protected]>
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This just allows multi-dim arrays to be processed.
Signed-off-by: Dave Airlie <[email protected]>
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when tessellation is enabled the TES shader is responsible
for handling streamout and exports.
This adds the streamout and export workarounds to TES,
and also makes sure TES sets up spi_sid.
Signed-off-by: Dave Airlie <[email protected]>
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When we are finished the shader, we read back all the tess factors
from LDS and write them to special global memory storage using
GDS instructions.
This also handles adding NOP when GDS or ENDLOOP end the TCS.
Signed-off-by: Dave Airlie <[email protected]>
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TCS outputs whenever they are written in the shader,
need to be written to LDS not temporaries, this handles
this case. It also fixes up the case where the output
is a relative addressed output, so we don't try to apply
the relative address at the wrong time.
Signed-off-by: Dave Airlie <[email protected]>
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This writes the VS shaders outputs to the LDS memory in
the correct places.
v1.1: use 24-bit
Signed-off-by: Dave Airlie <[email protected]>
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This handles the logic for doing fetches from LDS for
TCS and TES. For TCS we need to fetch both inputs and outputs,
for TES only inputs need to be fetched.
v2: use 24-bit ops.
Signed-off-by: Dave Airlie <[email protected]>
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This retrievs the offset into the LDS for a patch or
non-patch variable, it takes the RelPatch channel
and a temporary register.
Signed-off-by: Dave Airlie <[email protected]>
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This function retrieves the tess input/output info
from the tess constant buffer that is bound to the shader.
This uses a vfetch to get the values into the shader.
Signed-off-by: Dave Airlie <[email protected]>
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These utilities are to be used to do things like integer adds and
multiplies to be used in calculating the LDS offsets etc.
It handles CAYMAN MULLO differences as well.
Signed-off-by: Dave Airlie <[email protected]>
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When using tessellation on eg/ni chipsets, we must disable
dynamic GPRs to workaround a hw bug where the GPU hangs
when too many things get queued.
This implements something like the r600 code to emit
the transition between static and dynamic GPRs, and to
statically allocate GPRs when tessellation is enabled.
Signed-off-by: Dave Airlie <[email protected]>
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These are required for tess to be used earlier.
Signed-off-by: Dave Airlie <[email protected]>
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When tess/gs are enabled, the geom shader ring needs
to bind to the tess eval not the vertex shader.
Signed-off-by: Dave Airlie <[email protected]>
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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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