| Commit message (Collapse) | Author | Age | Files | Lines |
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In a VS->TCS->TES->PS pipeline, the primitive ID is read from TES exports,
so it is as if TES were using the primitive ID.
Specifically, this fixes a bug where the primitive ID is not reset at
the start of a new instance.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit 7088b655e8828bb960f528dd33132de27c505b8f.
It breaks performance counters. If you use them with this commit, they hang
the machine hard. Sysrq and ssh don't work.
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This reverts commit 485ece83aceb3a35792efbc6fe2bca57ba46c04a.
It's needed to revert 7088b655e8828bb960f528dd33132de27c505b8f.
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Cc: 17.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes: 7088b655e8 ("radeonsi: constify a bunch of the perfcounter structs.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100937
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It works now.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Picked from a different branch. When we stop using the scratch patching,
this function will not be called.
Reviewed-by: Nicolai Hähnle <[email protected]>
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shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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for scratch support
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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at least I think this is correct.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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and rename to si_llvm_optimize_module.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVM 3.8:
- had broken indirect resource indexing
- didn't have scratch coalescing
- was the last user of problematic v16i8
- only supported OpenGL 4.1
This leaves us with LLVM 3.9 and LLVM 4.0 support for Mesa 17.2.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This moves the structs from the data segment to the rodata segment,
which seems like the more correct place for them.
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: remove unnecessary LLVMBuildAnd calls
Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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same as Vulkan
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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Basically, don't load GRID_SIZE or BLOCK_SIZE if they are unused, determine
whether to load BLOCK_ID for each component separately, and set the number
of THREAD_ID VGPRs to load. Now we should get the maximum CS launch wave
rate in most cases.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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LLVM 5.0 removes s_barrier instructions if the max-work-group-size
attribute is not set. What a surprise.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We need 4 more bits there. I don't know what is fixed by this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This removes s_load_dword latency for tess rings.
We need just 1 SGPR for the address if we use 64K alignment. The final asm
for recreating the descriptor is:
// s2 is (address >> 16)
s_mov_b32 s3, 0
s_lshl_b64 s[4:5], s[2:3], 16
s_mov_b32 s6, -1
s_mov_b32 s7, 0x27fac
v2: bitcast the descriptor type from v2i64 to v4i32
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The use of PrimID in the pixel shader is too rare to deserve such
a sizable support code.
The initial idea of the VS epilog was to move the clipping code there and
remove it based on states, but optimized variants are now used to do that
and are easier to support, so the VS epilog has turned out to be not so
useful.
Reviewed-by: Nicolai Hähnle <[email protected]>
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VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Tentatively enable it, expecting the scratch buffer support to be done before
the next Mesa release.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The 2nd shader of merged shaders should take a reference of the 1st shader.
The next commit will do that.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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not implemented yet
Reviewed-by: Nicolai Hähnle <[email protected]>
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In addition to the non-monolithic variant.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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