| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: This doesn't change the behavior. It only moves the tiling check
to r600_init_resource and removes the usage parameter.
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Avoid moving things around on start of stream.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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This is my first attempt at enabling r600/r700 geometry shaders,
the basic tests pass on both my rv770 and my rv635,
It requires this kernel patch:
http://www.spinics.net/lists/dri-devel/msg52745.html
v2: address Alex comments.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This throws the switch to enable GL 3.3 and GLSL 330.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This moves the value from the GS shader to the copy shader so the registers
are setup correctly.
fixes tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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attempt to calculate a better value for array size to avoid breaking apps.
v2: use 0xfff like streamout, suggested by Grigori
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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cayman has a different end of program bit, so do that properly.
fixes hangs with geom shader tests on cayman.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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set the correct values so the misc out register is setup correctly
for the copy shader.
This also updates the state for the gs copy shader so the hw
gets programmed correctly.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just makes r600 and evergreen do what the radeonsi codepaths do
for layered rendering. This makes the 2d amd_vertex_shader_layer test
pass on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just adds support for emitting the proper value in the VS out misc.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just enables the workarounds we have for vertex/pixel shaders
for geom shaders as well.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This selects the cut value depending on the shader selected.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This follows what fglrx does, it unpacks the input we are
going to indirect into a bunch of registers and indirects
inside them.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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We need to be able to write to the ring using a base register
for when we emit vertices in a loop, in theory the SB compiler
could collapse these indirect writes to direct writes if the
register value is constant and known, but that is outside my
pay grade.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Vadim's code derived it from the info.mode, but it needs
to be takes from the geometry shader output primitive.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The instance cnt register was missing for a few kernels,
with a new enough kernel we can output it.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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only enable prim id if gs uses it
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This enables streamout with GS in the mix, from the
VS dma shader.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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this fixes a bunch of the geom shader built-in tests
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Trivial fix to Vadim's code.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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As we do for vertex and pixel shaders.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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If the shader has no CF clauses at all emit an nop
If the last instruction is an ENDLOOP add a NOP for the LOOP to go to
if the last instruction is CALL_FS add a NOP
These fix a bunch of hangs in the geometry shader tests.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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SB needs fixes for three GS instructions it seems to raise
them outside loops etc despite my best efforts.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Although we don't use SB on geom shaders, the VS copy shader will use it
so we might as well implement MEM_RING support in sb.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This can happen in normal operation, so don't report an error on it,
just continue.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This is Vadim's initial work with a few regression fixes squashed in.
v2: (airlied)
fix regression in glsl-max-varyings - need to use vs and ps_dirty
fix regression in shader exports from rebasing.
whitespace fixing.
v2.1: squash fix assert
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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[airlied: fix dropped streamout line - fix for master]
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It looks like we need these for geom shaders in the future.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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v2: fix regression on r600 NOP instructions.
Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For geometry shaders we need to call this code from a second place.
Just move it out for now to keep future patches cleaner.
Reviewed-by: Alex Deucher <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This can be derived from the shader caps.
All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots
for each shader stage.
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Without the correct feedback buffer size UVD runs
into an error on each frame, reducing the maximum FPS.
v2: fixing Michels comments
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Cc: "10.1" "10.0" "9.2" <[email protected]>
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Hw binning pass doesn't seem to have broken anything. And optimizing
compiler fixes a lot of shaders and doesn't seem to break anything. So
re-org slightly FD_MESA_DEBUG params and make both hw binning and
optimizer enabled by default.
Signed-off-by: Rob Clark <[email protected]>
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The new compiler generates a dependency graph of instructions, including
a few meta-instructions to handle PHI and preserve some extra
information needed for register assignment, etc.
The depth pass assigned a weight/depth to each node (based on sum of
instruction cycles of a given node and all it's dependent nodes), which
is used to schedule instructions. The scheduling takes into account the
minimum number of cycles/slots between dependent instructions, etc.
Which was something that could not be handled properly with the original
compiler (which was more of a naive TGSI translator than an actual
compiler).
The register assignment is currently split out as a standalone pass. I
expect that it will be replaced at some point, once I figure out what to
do about relative addressing (which is currently the only thing that
should cause fallback to old compiler).
There are a couple new debug options for FD_MESA_DEBUG env var:
optmsgs - enable debug prints in optimizer
optdump - dump instruction graph in .dot format, for example:
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot
At this point, thanks to proper handling of instruction scheduling, the
new compiler fixes a lot of things that were broken before, and does not
appear to break anything that was working before[1]. So even though it
is not finished, it seems useful to merge it in it's current state.
[1] Not merged in this commit, because I'm not sure if it really belongs
in mesa tree, but the following commit implements a simple shader
emulator, which I've used to compare the output of the new compiler to
the original compiler (ie. run it on all the TGSI shaders dumped out via
ST_DEBUG=tgsi with various games/apps):
https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12
Signed-off-by: Rob Clark <[email protected]>
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For the time being, keep old compiler as fallback for things that the
new compiler does not support yet. Split out as it's own commit to make
the later new-compiler commits easier to follow.
Signed-off-by: Rob Clark <[email protected]>
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Shuffle things around to prepare for new compiler.
Signed-off-by: Rob Clark <[email protected]>
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Not really used for anything anymore. So strip it out and avoid
conflicting symbols with upcoming new-compiler.
Signed-off-by: Rob Clark <[email protected]>
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If the shader is too large, plug in a dummy shader. This patch also
reworks the existing dummy shader code.
Reviewed-by: Jose Fonseca <[email protected]>
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Put common code in new svga_shader.c file. Considate separate vertex/
fragment shader ID generation.
Reviewed-by: Jose Fonseca <[email protected]>
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Updates to non-banked registers, CP_LOAD_STATE, etc, need a WFI if there
is potentially pending rendering. Track this better, and add fd_wfi()
calls everywhere that might potentially need CP_WAIT_FOR_IDLE.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Gallium can leave const buffers bound above what is used by the current
shader. Which can have a couple bad effects:
1) write beyond const space assigned, which can trigger HLSQ lockup
2) double emit of immed consts, first with bound const buffer vals
followed by with actual immed vals. This seems to be a sort of
undefined condition.
Signed-off-by: Rob Clark <[email protected]>
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