| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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We need two different values of the register, one for NGG and one for
legacy, in order to fix edge flags for the legacy pipeline.
Passing the ngg flag to emit_clip_regs would be too complicated,
so CONTEXT_REG_RMW is used for partial register updates.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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It varies depending on si_shader_key::as_ngg.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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The best way to prevent GDS hangs is not to use GDS.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Only gfx9 and older use it to get InstanceID in VGPR1.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Legacy GS only works with Wave64.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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ported from PAL
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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It could load an NGG shader when we want a legacy shader and vice versa.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Until we have somewhere we can do better, just hit it with a hammer.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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This adds the image type to the fragment shader jit context
Reviewed-by: Roland Scheidegger <[email protected]>
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This mirrors the vs/gs keys, and will be needed when adding images
support.
The const changes also mirror how the draw code work (as is needed
when we add images)
Reviewed-by: Roland Scheidegger <[email protected]>
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Also handle setting late for shaders that use stores
Reviewed-by: Roland Scheidegger <[email protected]>
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This lets us create an image structure with the same basic
types as the texture one.
Reviewed-by: Roland Scheidegger <[email protected]>
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This just cleans the code up so the texture/sampler type
creation can be reused.
Reviewed-by: Roland Scheidegger <[email protected]>
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The virgl formats are fixed in time snapshots of the gallium ones,
we just need to provide a translation table between them when
we enter the hardware.
This fixes a regression since Eric renumbered the gallium table.
Fixes: c45c33a5a2 (gallium: Remove manual defining of PIPE_FORMAT enum values.)
Bugzilla: https://bugs.freedesktop.org/111454
v1 by Dave Airlie <[email protected]>
v2: virgl: Add a number of formats to the table that are used, e.g. for vertex
attributes
v3: cover some more missing formats from a piglit run
Signed-off-by: Gert Wollny <[email protected]>
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pp has vector units and some operations can be optimized when bundled
together.
Benchmarking this with piglit shaders shows that the instruction count
can be greatly reduced on many examples with vectorize.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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nir vec4 fcsel assumes that each component of the condition will be used
to select the same component from the options, but pp can't implement
that since it only has 1 component for the condition.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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The previous spill stack was fixed and too small, and caused instability
in programs requiring spilling for roughly more than one value.
This patch adds a dynamic calculation of the buffer size based on stack
utilization and switches it to a separate allocation at flush time that
will fit the shader that requires the largest buffer.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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It's not used by anything anymore now that so much lowering has been
moved into NIR. Sadly, we still need on in brw_compile_gs() for
geometry shaders on Sandy Bridge. Short of a lot of pointless work,
that one's probably not going away.
Reviewed-by: Kenneth Graunke <[email protected]>
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Create a unified table to handle pipe format to texture
and render target format lookup.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
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It can be useful for debugging purposes
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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This commit adds support for nir_jump_instr, if and loop
nir_cf_nodes.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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Add better liveness analysis that was modelled after one in vc4.
It uses live ranges and is aware of multiple blocks which is prerequisite
for adding CF support
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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Mali4x0 supports only gl_FragColor. gl_FragDepth is not supported.
Check that we don't get anything but gl_FragColor in shader outputs.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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We don't have a special OP to store color in PP, all we need to do is to
store gl_FragColor into reg0, thus it's just a mov and therefore ALU node.
Yet we still need to indicate that it's store_color op so regalloc ignores
its destination.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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Create ppir block for each corresponding NIR block and populate
its successors. It will be used later in liveness analysis and
in CF support
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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We can get following from NIR:
(1) r1 = r2
(2) r2 = ssa1
Note that r2 is read before it's assigned, so there's no node for
it in comp->var_nodes. We need to create a dummy node in this case
which sole purpose is to hold ppir_dest with reg in it.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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For cases like:
(1) r1 = r2
(2) r2 = ssa1
We need to add (1) as dependency of (2), otherwise scheduler may
reorder them.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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There can be several root nodes, i.e.:
(1) r0 = r1
(2) r2 = r3
(3) branch if (ssa1)
We need to make (3) depend on (1) and (2), old code added
dependency only for (2), and (1) was kept as root node since there
is no branch/discard or store color between two movs.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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