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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reproduces this commit :
commit 0fb85ac08d61d365e67c8f79d6955e9f89543560
Author: Kenneth Graunke <[email protected]>
Date: Mon Jun 6 21:37:34 2016 -0700
i965: Use the correct number of threads for compute shaders.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we're using gen_l3_config.c, we no longer have one set of l3
config functions per gen and we can simplify a bit. Also, we know that
only compute uses SLM so we don't need to look for it in all of the stages.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The original pipeline cache the Kristian wrote was based on a now-false
premise that the shaders can be stored in the pipeline cache. The Vulkan
1.0 spec explicitly states that the pipeline cache object is transiant and
you are allowed to delete it after using it to create a pipeline with no
ill effects. As nice as Kristian's design was, it doesn't jive with the
expectation provided by the Vulkan spec.
The new pipeline cache uses reference-counted anv_shader_bin objects that
are backed by a large state pool. The cache itself is just a hash table
mapping keys hashes to anv_shader_bin objects. This has the added
advantage of removing one more hand-rolled hash table from mesa.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97476
Acked-by: Kristian Høgsberg Kristensen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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This solves a race condition where we can end up having different stages
stomp on each other because they're all trying to scratch in the same BO
but they have different views of its layout.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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While we're here, we also fixup MEDIA_VFE_STATE and rename the field in
3DSTATE_VS on gen6-7.5 to be consistent with the others.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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The cross thread constant support appears on Haswell. It allows us to
upload a set of uniform data for all threads without duplicating it
per thread.
We also support per-thread data which allows us to store a per-thread
ID in one of the uniforms that can be used to calculate the
gl_LocalInvocationIndex and gl_LocalInvocationID variables.
v4:
* Support the old local ID push constant layout as well (Jason)
Cc: "12.0" <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cc: "12.0" <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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If images or shader buffers are used, we will enable the data cache in
the the L3 config.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
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We have to keep it there for the cache to work, so let's not have an
extra copy in struct anv_pipeline too.
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Signed-off-by: Jordan Justen <[email protected]>
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