1. 05 Feb, 2019 2 commits
  2. 27 Jan, 2019 1 commit
  3. 19 Jan, 2019 1 commit
  4. 08 Jan, 2019 1 commit
    • Karol Herbst's avatar
      nir: rename global/local to private/function memory · d0c6ef27
      Karol Herbst authored
      
      
      the naming is a bit confusing no matter how you look at it. Within SPIR-V
      "global" memory is memory accessible from all threads. glsl "global" memory
      normally refers to shader thread private memory declared at global scope. As
      we already use "shared" for memory shared across all thrads of a work group
      the solution where everybody could be happy with is to rename "global" to
      "private" and use "global" later for memory usually stored within system
      accessible memory (be it VRAM or system RAM if keeping SVM in mind).
      glsl "local" memory is memory only accessible within a function, while SPIR-V
      "local" memory is memory accessible within the same workgroup.
      
      v2: rename local to function as well
      v3: rename vtn_variable_mode_local as well
      Signed-off-by: Karol Herbst's avatarKarol Herbst <kherbst@redhat.com>
      Reviewed-by: Jason Ekstrand's avatarJason Ekstrand <jason@jlekstrand.net>
      d0c6ef27
  5. 04 Jan, 2019 1 commit
    • Emma Anholt's avatar
      v3d: Fix up VS output setup during precompiles. · f8e6b364
      Emma Anholt authored
      I noticed that a VS I was debugging was missing all of its output stores
      -- outputs_written was for POS, VAR0, VAR3, while the shader's variables
      were POS, VAR9, and VAR12.  I'm not sure what outputs_written is supposed
      to be doing here, but we can just walk the declared variables and avoid
      both this bug and the emission of extra stvpms for less-than-vec4
      varyings.
      f8e6b364
  6. 02 Jan, 2019 3 commits
  7. 30 Dec, 2018 1 commit
    • Emma Anholt's avatar
      v3d: Hook up some shader-db output to GL_ARB_debug_output. · 696f63f1
      Emma Anholt authored
      This allows the original shader-db project's run.c runner to parse things
      easily, and is probably a good thing to have for GL_ARB_debug_output in
      general.  I formatted it more like Intel's so I can mostly reuse their
      report script.
      696f63f1
  8. 29 Dec, 2018 1 commit
    • Emma Anholt's avatar
      v3d: Add a "precompile" debug flag for shader-db. · 87b251a9
      Emma Anholt authored
      I've been using my apitrace-based shader-db so far, but it's slow
      (apitrace decompression), intrusive (apitrace windows spamming the
      screen), and doesn't have much coverage.  The original shader-db provides
      a lot more coverage and compiles faster, at the expense of not having the
      actual runtime variant key.  As v3d has a lot less runtime variation than
      vc4 did, this tradeoff makes more sense.
      87b251a9
  9. 20 Dec, 2018 1 commit
  10. 08 Dec, 2018 2 commits
  11. 30 Oct, 2018 2 commits
  12. 25 Oct, 2018 1 commit
  13. 16 Oct, 2018 1 commit
  14. 09 Jul, 2018 1 commit
  15. 05 Jul, 2018 2 commits
  16. 27 Jun, 2018 1 commit
  17. 23 Jun, 2018 2 commits
  18. 18 Jun, 2018 1 commit
  19. 17 May, 2018 1 commit
  20. 16 May, 2018 2 commits
  21. 26 Apr, 2018 2 commits
    • Emma Anholt's avatar
      broadcom/vc5: Add support for centroid varyings. · 76ee9edc
      Emma Anholt authored
      It would be nice to share the flags packet emit logic with flat shade
      flags, but I couldn't come up with a good way while still using our pack
      macros.  We need to refactor this to shader record setup at compile time,
      anyway.
      
      Fixes ext_framebuffer_multisample-interpolation * centroid-*
      76ee9edc
    • Emma Anholt's avatar
      broadcom/vc5: Add an assert about GFXH-1559. · e2f33178
      Emma Anholt authored
      Our TF outputs always start at 6 or 7 currently, so we don't hit the
      broken 8 case.  Let's make sure that doesn't change somehow.
      e2f33178
  22. 25 Apr, 2018 1 commit
  23. 27 Mar, 2018 2 commits
  24. 21 Mar, 2018 1 commit
    • Emma Anholt's avatar
      broadcom/vc5: Fix up the NIR types of FS outputs generated by NIR-to-TGSI. · baeb6a4b
      Emma Anholt authored
      Unfortunately TGSI doesn't record the type of the FS output like GLSL
      does, but VC5's TLB writes depend on the output's base type.  Just record
      the type in the key at variant compile time when we've got a TGSI input
      and then fix it up.
      
      Fixes KHR-GLES3.packed_pixels.pbo_rectangle.rgba32i/ui and apparently a
      GPU hang that breaks most tests that come after it.
      baeb6a4b
  25. 19 Mar, 2018 1 commit
    • Emma Anholt's avatar
      broadcom/vc5: Add support for register spilling. · facc3c6f
      Emma Anholt authored
      Our register spilling support is nice to have since vc4 couldn't at all,
      but we're still very restricted due to needing to not spill during a TMU
      operation, or during the last segment of the program (which would be nice
      to spill a value of, when there's a long-lived value being passed through
      with little modification from the start to the end).
      
      We could do better by emitting unspills for the last-segment values just
      before the last thrsw, since the last segment is probably not the maximum
      interference area.
      
      Fixes GTF uniform_buffer_object_arrays_of_all_valid_basic_types and 3
      others.
      facc3c6f
  26. 05 Feb, 2018 1 commit
  27. 01 Feb, 2018 1 commit
  28. 13 Jan, 2018 2 commits
  29. 03 Jan, 2018 1 commit
    • Emma Anholt's avatar
      broadcom/vc5: Emit proper flatshading code for glShadeModel(GL_FLAT). · 2056e4a7
      Emma Anholt authored
      In updating the simulator, behavior changed slightly so that our old code
      wasn't getting glxgears's flatshading interpolated right.  Emit flat
      shading code just like we would for a normal flat-shaded varying, by
      passing a flag in the shader key for glShadeModel(GL_FLAT) state and
      customizing the color inputs based on that.
      2056e4a7