| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Witold Baryluk <[email protected]>
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This is a small tidy up and will be useful in the following commit.
Reviewed-by: Witold Baryluk <[email protected]>
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From the ARB_shading_language_include spec:
"#line must have, after macro substitution, one of the following
forms:
#line <line>
#line <line> <source-string-number>
#line <line> "<path>"
where <line> and <source-string-number> are constant integer
expressions and <path> is a valid string for a path supplied in the
#include directive. After processing this directive (including its
new-line), the implementation will behave as if it is compiling at
line number <line> and source string number <source-string-number>
or <path> path. Subsequent source strings will be numbered
sequentially, until another #line directive overrides that
numbering."
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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The new local function lookup_shader_include() will be used by
glDeleteNamedStringARB() in the following patch.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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This will be usefull when implementing glIsNamedStringARB() which
doesn't do error checking, it just returns false for invalid
lookups instead.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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This will be used by the various ARB_shading_language_include
functions in the following patches.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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This will be used both by the glsl compiler and the GL API.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Witold Baryluk <[email protected]>
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When the scratch ringbuffer settings are changed, the shader unit has
to be idle or we will have shaders using old and new settings.
That combination is not supported on the HW (likely the offset is
ringbuffer idx * WAVESIZE * 1024).
CC: <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Now that we can (mostly) generate a pipe format for a VkFormat, use that
to answer queries about formats. This will let us refactor the freedreno
format table surface layout code to be shared between gallium and vulkan.
This causes us to expose fewer formats for now (on a 1/100 CTS run I'm
doing, skips go from 3671 to 3835 out of 5145 tests). Fails stay about
the same (478 -> 434, but the run is pretty flaky and we're doing fewer
tests now).
v2: Rebase on master, throw a finishme on missing vk-to-pipe formats that
tu used to support.
Reviewed-by: Kristian H. Kristensen <[email protected]> (v1)
Reviewed-by: Jonathan Marek <[email protected]>
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I'm planning on using this from radv and tu for queries about formats.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jonathan Marek <[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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Reviewed-by: Connor Abbott <[email protected]>
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4 bytes down
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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The size of the data structure doesn't change.
Reviewed-by: Connor Abbott <[email protected]>
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It was called twice.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This decreases memory usage, because serialized NIR is more compact.
If shader_has_one_variant is true and the shader is uncached, the first
variant is created from nir_shader, otherwise the first variant and
all other variants are created from serialized NIR.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This is invoked sooner before (pre-)compiling the first variant and is
also applied to fixed-func and ARB programs.
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Inheritance:
gl_program -> st_program -> st_vertex_program
Acked-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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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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a later commit will add back st_vertex_program as a subclass of
st_common_program
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This matches the uncached codepath.
affected_states was used before initialization, which was technically
a bug, but probably not reproducible due to _NEW_PROGRAM rebinding
everything.
Acked-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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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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CoverityID: 1455884
Fixes: c1c346f1667375e9330a ("anv: implement VK_KHR_separate_depth_stencil_layouts")
Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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We could enable it on GFX10 if LLVM wasn't used as a fallback for
unsupported stages. Note that the CTS only tests it if
VK_KHR_shader_float16_int8 is enabled, even though it's not a
requirement.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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The multiplication reduction is larger than it could be, but it should be
easier to implement this way.
No failures with dEQP-VK.subgroups.*int64* except those caused by LLVM
being used for other stages.
v2: don't call setFixed() for v_add carry-out, since setHint sets physReg
v3: add and use emit_vadd32() helper
v4: use num_opcodes instead of last_opcode
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]> (v3)
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Should make 64-bit integer reductions easier to implement.
v4: use num_opcodes instead of last_opcode
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]> (v3)
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This extension allows to use subgroup operations with 8 and 16-bits
Untested on GFX6-GFX7, and most of subgroup operations are broken
on GFX10, so don't enable it for now. Not enabled on ACO because
it's still doesn't support 8-bits/16-bits.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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