| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Marek Olšák <[email protected]>
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Generated by running:
git grep -l INLINE src/gallium/ | xargs sed -i 's/\bINLINE\b/inline/g'
git grep -l INLINE src/mesa/state_tracker/ | xargs sed -i 's/\bINLINE\b/inline/g'
git checkout src/gallium/state_trackers/clover/Doxyfile
and manual edits to
src/gallium/include/pipe/p_compiler.h
src/gallium/README.portability
to remove mentions of the inline define.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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This adds the translation from TGSI to AMDGPU llvm backend, for the
64-bit opcodes. The backend pretty much handles everything for us
fine. There is one patch required for SI DFRAC support, that I know
off.
[airlied: fixed missing comma, updated relnotes]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This eliminates the error prone logic in si_shader_vs recalculating this
value.
It also fixes TGSI_SEMANTIC_CLIPDIST outputs incorrectly not being
counted for VS exports. They need to be counted because they are passed
to the pixel shader as parameters as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91193
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Cc: 10.6 10.5 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't pretty and I'd suggest it the pm4 interface builder
could be tweaked to do this more efficently, but I'd need
guidance on how that would look.
This seems to pass the few piglit tests I threw at it.
v2: handle passing layer/viewport index to fragment shader.
fix crash in blit changes,
add support to io_get_unique_index for layer/viewport index
update docs.
v3: avoid looking up viewport index and layer in es (Marek).
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Trivial. Picked from my tessellation branch.
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Based on the corresponding SI support. Same as that, this is currently
only enabled for one-dimensional buffer copies due to issues with
multi-dimensional SDMA copies.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Softpipe, llvmpipe, r300g, and radeonsi pass tests. Other drivers need testing.
Freedreno and nv30 are definitely broken. Other drivers seem to be alright.
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Cc: 10.6 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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These can't occur between VS and GS, because GS is only supported
in the core profile.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Without it, texcoords are mapped to GENERIC[0..7], PointCoord is mapped to
GENERIC[8], and user-defined varyings start from GENERIC[9]. Since texcoords
can only be used between VS and PS, and PointCoord is PS-only, it's silly to
always start from GENERIC[9] in all other shaders (such as LS, HS, ES, GS).
This adds support for TEXCOORD and PCOORD semantics. As a result, st/mesa
will use GENERIC[0] as a base for user-defined varyings, which should make
linking ES and GS as well as tessellation shaders at runtime easier.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Required because of a VI hw bug.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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... to manage the LIBDRM*_CFLAGS. The former is the recommended approach
by the Android build system developers while the latter has been
depreciated for quite some time.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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As mentioned by Michel Dänzer for LLVM >= 3.6 we create the
LLVMTargetMachine (with triple amdgcn--), as we setup the radeonsi
context. For older LLVM or hardware (r600) the triple is always r600--
and is created at a later stage - radeon_llvm_compile()
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This makes it easier to parse.
Reviewed-by: Marek Olšák <[email protected]>
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types v2
v2:
- Fix typo
Reviewed-by: Marek Olšák <[email protected]>
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Fixes a crash in genymotion with several threads compiling shaders
concurrently.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89746
Cc: 10.5 <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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radeon_llvm_emit_prepare_cube_coords uses coords[4] in some cases (TXB2 etc.)
Discovered by Coverity. Reported by Ilia Mirkin.
Cc: 10.5 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This will be used a lot (especially by tessellation).
v2: don't use the bfe intrinsic
Reviewed-by: Tom Stellard <[email protected]>
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- move it to its own function
- do it after all states are emitted
- bump SI_MAX_DRAW_CS_DWORDS
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Do it only when the line stipple state is changed.
Reviewed-by: Michel Dänzer <[email protected]>
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This requires enabling the optional GL provoking vertex behavior for quads.
+ some cosmetic changes, so that the register is set exactly the same as
on r600.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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The fragment shader multiplies the alpha channel with gl_SampleMaskIn.
If blending is enabled, it looks like MSAA.
Reviewed-by: Michel Dänzer <[email protected]>
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Sample locations are not updated as often as framebuffers.
Reviewed-by: Michel Dänzer <[email protected]>
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This will be used for line and polygon smoothing.
This is GCN-only even though it's in shared code.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Glenn Kennard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Needed by ARB_gpu_shader5.
v2: select DMAD for FMA with double precision
v3: add and select DFMA
Reviewed-by: Ilia Mirkin <[email protected]>
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This adds SGPR count, VGPR count, shader size, LDS size, and scratch
usage to shader dumps.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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