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* anv: move to using vk_alloc helpers.Dave Airlie2016-10-191-3/+3
| | | | | | | This moves all the alloc/free in anv to the generic helpers. Acked-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* anv: Move Create*Pipelines into genX_cmd_buffer.cJason Ekstrand2016-10-141-2/+61
| | | | | | | | Now that we don't have meta, we have no need for a gen-agnostic pipeline create path. We can, instead, just generate one Create*Pipelines function per gen and be done with it. Signed-off-by: Jason Ekstrand <[email protected]>
* anv: Get rid of graphics_pipeline_create_info_extraJason Ekstrand2016-10-141-2/+0
| | | | | | | | | Now that we no longer have meta, all pipelines get created via the normal Vulkan pipeline creation mechanics. There is no more need for this bit of extra magic data that we've been passing around. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* anv: get rid of duplicated values from gen_device_infoLionel Landwerlin2016-09-231-2/+3
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* anv: pipeline: use correct number of thread for computeLionel Landwerlin2016-09-211-1/+4
| | | | | | | | | | | | | 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]>
* anv: device: calculate compute thread numbers using subslices numbersLionel Landwerlin2016-09-211-1/+3
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* anv: Refactor pipeline l3 config setupJason Ekstrand2016-09-031-2/+2
| | | | | | | | | 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]>
* anv: Rework pipeline cachingJason Ekstrand2016-08-301-2/+1
| | | | | | | | | | | | | | | | | | | 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]>
* anv/pipeline: Properly handle OOM during shader compilationJason Ekstrand2016-08-301-3/+7
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Cc: "12.0" <[email protected]>
* anv: Use different BOs for different scratch sizes and stagesJason Ekstrand2016-06-221-4/+4
| | | | | | | | | 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]>
* genxml: Make ScratchSpaceBasePointer an address instead of an offsetJason Ekstrand2016-06-221-2/+4
| | | | | | | | 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]>
* anv: Support new local ID generation & cross-thread constantsJordan Justen2016-06-011-8/+2
| | | | | | | | | | | | | | | | | 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]>
* i965: Store number of threads in brw_cs_prog_dataJordan Justen2016-06-011-3/+1
| | | | | | Cc: "12.0" <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv: Port L3 cache programming from i965Jordan Justen2016-05-171-0/+2
| | | | | Signed-off-by: Jordan Justen <[email protected]> Acked-by: Jason Ekstrand <[email protected]>
* anv: Keep track of whether the data cache should be enabled in L3Jordan Justen2016-05-171-0/+2
| | | | | | | | 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]>
* anv: s/anv_batch_emit_blk/anv_batch_emit/Jason Ekstrand2016-04-201-1/+1
| | | | Acked-by: Kristian Høgsberg <[email protected]>
* anv/genX_pipeline: Use the new emit macroJason Ekstrand2016-04-201-12/+13
| | | | Acked-by: Kristian Høgsberg <[email protected]>
* anv: Store prog data in pipeline cache streamKristian Høgsberg Kristensen2016-03-051-1/+1
| | | | | We have to keep it there for the cache to work, so let's not have an extra copy in struct anv_pipeline too.
* anv: Set CURBEAllocationSize in MEDIA_VFE_STATEJordan Justen2016-02-281-13/+22
| | | | Signed-off-by: Jordan Justen <[email protected]>
* anv: Switch over to the macros in genxmlJason Ekstrand2016-02-201-13/+6
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* anv/pipeline: Don't leak the binding mapJason Ekstrand2016-02-181-0/+1
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* Move the intel vulkan driver to src/intel/vulkanJason Ekstrand2016-02-181-0/+126