| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Jose Fonseca <[email protected]>
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Rather than the currently bound texture. This goes along with the
earlier patch to get away from examining bound textures and sampler
views during shader translation.
Fixes VMware bug 1632739.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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For radeonsi, native and TGSI use different compilers and this results
in different limits for different IR's.
The set we strictly need for radeonsi is only the MAX_BLOCK_SIZE
and MAX_THREADS_PER_BLOCK params, but I added a few others as shader
related that seemed like they would also typically depend on the
compiler.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Currently radeonsi synchronizes after every dispatch and Clover
does nothing to synchronize. This is overzealous, especially with
GL compute, so add a barrier for global buffers.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The value 0 for unknown has been chosen to so that
drivers using tgsi_scan_shader do not need to detect
missing properties if they zero-initialize the struct.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Compute support on GK110 is still unstable for weird reasons, but
this can be fixed later as the NVF0_COMPUTE envvar prevent using
compute.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The maximum number of uniform blocks (MAX_COMPUTE_UNIFORM_BLOCKS)
per compute program must be at least 12.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For Maxwell, the ATOMS instruction can be used to perform atomic
operations on shared memory instead of this load/store lowering pass.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This fixes 84b9b8f (nvc0/ir: add missing emission of locked load
predicate).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Make sure to avoid out of bounds access in presence of indirect
array indexing by loading the size from the driver constant buffer.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The grid size is stored as three 32-bits integers in the indirect
buffer but the launch descriptor uses a 32-bits integer for both
griddim_y and griddim_z like this (z << 16) | y. To make it work,
the 16 high bits of griddim_y are overwritten by griddim_z.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reduce likelihood of collision with real buffers by placing the
hole at the top of the 4G area. This fixes some indirect draw+compute
tests with large buffers.
Suggested by Ilia Mirkin.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Uniform buffer objects will be sticked to the driver constant buffer
like buffers because the launch descriptor only allows 8 CBs.
Input kernel parameters for OpenCL are still uploaded to screen->parm
which is bound on c0, but this will be changed later with a new series.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Instead of using the screen->parm buffer object which will be removed,
upload auxiliary constants to uniform_bo to be consistent regarding
what we already do for Fermi.
This breaks surfaces support (for compute only) but this will be
properly re-introduced later for ARB_shader_image_load_store.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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By using os_log_message directly, as _debug_vprintf truncates messages
to 4K.
Also cleanup the disassemble interface.
Spotted by Roland.
Trivial.
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Android Bionic does not support strchrnul() string function,
gallium auxiliary util/u_string.h provides util_strchrnul()
This change avoids the following building error:
external/mesa/src/gallium/drivers/radeonsi/si_shader.c:3863: error:
undefined reference to 'strchrnul'
collect2: error: ld returned 1 exit status
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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This is an old patch I had around.
Vector selects seem to work well from LLVM 3.3. Using them should
improve code quality, as it might make constant propagation pass more
effective.
Tested lp_test_*
Reviewed-by: Roland Scheidegger <[email protected]>
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vdpau has recently come to rely on this, so make sure to check it
properly.
Signed-off-by: Ilia Mirkin <[email protected]>
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The unit variable can be used uninitialized.
Fixes: 24e77cb09 ("tgsi: handle indirect sampler arrays. (v2)")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The number of channels must be 4 for all RGBA components.
Fixes: 22d129601 ("tgsi: add support for image operations to tgsi_exec. (v2.1)")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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It was kind of overloaded, returning two different things. Now get
the index of the shadow reference src register with a new
tgsi_util_get_shadow_ref_src_index() function.
To verify the new code, I added some temp/debug code which looped
over all TGSI_TEXTURE_x values, calling the old function and new and
checking that the returned indexes matched.
Also tested piglit "shadow" tests with softpipe/llvmpipe.
No testing of ilo and radeonsi changes.
Reviewed-by: Dave Airlie <[email protected]>
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Should fix the assertion in piglit
spec@arb_gpu_shader5@texturegather@fs-r-none-shadow-2d when the
TXQ instruction specifies a 2D target but the sampler view was
declared as SHADOW2D.
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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This fixes a null pointer dereference during the register allocation pass,
if a function had arguments.
Functions arguments get a definition from the function itself, a definition
which is therefore not linked to any instruction. If a value ends up having
a definition but no linked instruction, the register allocation pass doesn't
need to consider whether that value is generated by an instruction that
can only handle "short" registers (on nv50).
Signed-off-by: Pierre Moreau <[email protected]>
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This adds support for ARB_shader_image_load_store to softpipe.
v2: add RESQ support (Ilia)
v3: constify, cleanup internals, add some comments (Brian).
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds support for passing through images to the
tgsi execution stage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for load/store/atomic operations on images
along with image tracking support.
v2: add RESQ support. (Ilia)
v2.1: constify interface (Brian)
split get_image_coord_dim (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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ARB_shader_image_load_store adds support for explicit early
depth testing. However we need to make sure we don't overwrite
values using the shader written values in this case.
This fixes early depth testing in softpipe to conform with
those requirements.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is a mask of which of the current 2x2 grid are non-helper
invocations. This allows us to mask off the helper invocations
later for the image operations.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: be consistent with other definitions.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Similar to radeonsi linear layout should work for all not compressed
or depth/stencil formats. Fixes issues with VDPAU on r600.
Signed-off-by: Christian König <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The null check of result was the wrong way around. Also, move memset
and dereference of result after the null check.
Reviewed-by: Christian König <[email protected]>
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d3d10 state tracker does not encode (valid) target (only offsets are
really used from the texture bits), since that information always comes
from the sview dcl, and not the instruction (note the meaning of target
is actually slightly different between gl and d3d10 in any case, because
d3d10 target does never include shadow bit).
Also move the msaa sampler identification as well - would need to set that
on the sview not sampler, so while this does not fix it make it at least
obvious it won't work with sample instructions.
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We assert that fullinst->Instruction.Texture != 0 above so no need to
check it in the conditional. We also have the fullinst->Texture.Texture
value in a local variable, so use it.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Texture sample instructions specify a sampler unit and texture target
such as "1D", "2D", "CUBE", etc. Sampler view declarations also specify
the sampler unit and texture target.
This patch checks that the texture instructions agree with the declarations
and collects the texture target type for each sampler unit.
v2: only compare instruction's texture target to the sampler view declaration
target if the instruction is a TEX instruction, not a SAMPLE instruction.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This is a tiny housekeeping patch which does the following:
* Replaced tabs with three spaces.
* Formatted oneline and multiline code comments. Some doxygen
comments weren't marked as such and some code comments were marked
as doxygen comments.
* Spaces between if- and while-statements and their parenthesis.
According to the mesa coding style guidelines.
Reviewed-by: Brian Paul <[email protected]>
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With commit dc9ecf58c0c5c8a97cd41362e78c2fcd9f6e3b80,
we are now getting the sampler target from the sampler view
declaration. But since a sampler view declaration can be defined
after a sampler declaration, we need to emit the
sampler declarations in the pre-helpers function, otherwise,
the sampler target might not have defined yet for the sampler declaration.
Fixes viewperf maya-03 and various gl trace regressions in hwv11.
Reviewed-by: Brian Paul <[email protected]>
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svga_shader_expand() will fall back to using non-malloced memory for
emit.buf if malloc fails. We should check if the memory is malloced
before freeing it in the error path of svga_tgsi_vgpu9_translate.
Original patch by Thomas Hindoe Paaboel Andersen <[email protected]>.
Remove trivial svga_destroy_shader_emitter() function, by BrianP.
Signed-off-by: Brian Paul <[email protected]>
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Having all this code in a big switch is not really a good pratice.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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That should allow us to get away from passing internal structures around.
v2: rebased
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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We are going to need that in the Mesa state tracker as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Use DMA-buf for the VDPAU interop interface instead of using
internal structures.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Works around a bug in radeonsi and tiling is actually
not very beneficial in this use case.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Linear layout should work for all not compressed or depth/stencil formats.
v2: restrict it a bit more
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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