- Nov 06, 2019
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Andreas Baierl authored
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
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Samuel Pitoiset authored
This extension allows to control the subgroup size by allowing a varying subgroup size and also specifying a required subgroup size. This implementation only allows to specify a required subgroup size for compute shaders because there is some caveats with other shader stages (eg. NGG with geometry shader). This basically allows apps to use Wave32 for compute shaders. This extension is enabled for all chips but only GFX10 supports Wave32. ACO doesn't support it. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
It's always 64. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
This will allow to change wavesize on-demand. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
The maximum number of descriptor sets is indeed 32 but without the sign bit. The maximum number of bindings for RADV is way larger, keep it as 32-bit. Fixes: 96e6ef80 ("nir: pack the rest of nir_variable::data") Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Marek Olšák <maraeo@gmail.com>
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Samuel Pitoiset authored
Closes: mesa/mesa#2031 Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
Now that all environment variables are documented, it would be appreciated if we can keep this up-to-date. [skip ci] Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Samuel Pitoiset authored
Requested by mesa/mesa#2022 [skip ci] Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Marek Olšák authored
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Marek Olšák authored
That means we have only 30 bits for object IDs, because 2 bits are sometimes used for something else. This decrease the uncompressed shader size for the biggest Borderlands 2 shader from 33.6 KB to 23.2 KB. (31% decrease) Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Marek Olšák authored
the swizzle also needs only 16 bits Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Marek Olšák authored
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Marek Olšák authored
This decreases memory usage, because serialized NIR is more compact. The main shader part is compiled from nir_shader. Monolithic shader variants are compiled from nir_binary. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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Marek Olšák authored
not needed. We also need to free TGSI in the destroy function for the case when an app is terminated and si_create_compute_state_async is never executed because of util_queue_drop_job. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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Marek Olšák authored
instead of using whole IR binaries. This saves some memory. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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Vasily Khoruzhick authored
GP handles gl_PointSize similar to gl_Position, i.e. it needs separate buffer and it has special type in varying descriptors, also for indexed draw we need to emit special PLBU command to pass address of gl_PointSize buffer. Blob also clamps gl_PointSize to 1 .. 100 (as well as line width), so let's do the same. Reviewed-by: Andreas Baierl <ichgeh@imkreisrum.de> Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
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- Nov 05, 2019
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Eric Engestrom authored
Closes: mesa/mesa#2013 Signed-off-by: Eric Engestrom <eric.engestrom@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Tested-by: Prodea Alexandru-Liviu <liviuprodea@yahoo.com> Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
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Eric Engestrom authored
This was made optional in ff9bf223 ("meson: make nm binary optional") for Windows, but proper windows has been added and `nm` is now only used on Unix systems. Signed-off-by: Eric Engestrom <eric.engestrom@intel.com> Reviwed-by: Dylan Baker <dylan@pnwbakers>
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Eric Engestrom authored
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com> Reviwed-by: Dylan Baker <dylan@pnwbakers>
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Eric Engestrom authored
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com> Reviwed-by: Dylan Baker <dylan@pnwbakers>
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Eric Engestrom authored
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com> Reviwed-by: Dylan Baker <dylan@pnwbakers>
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Fixes: 3e842a0b ("mesa: rework _mesa_lookup_vao_err to allow usage from EXT_dsa") Closes: mesa/mesa#2055 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Dylan Baker authored
Otherwise if glvnd is not installed systemwide, but only in a prefix, it's headers wont be found. This happens because if it's headers are in /usr/include/ then another dependence will provide the necessary -I arguments and compilation will work. Fixes: 035ec7a2 ("meson: Add support for EGL glvnd") Acked-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
As suggested by Eric Engestrom and Michel Dänzer.
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Dylan Baker authored
As requested by Tim. This was generated with: grep 'PIPE_ARCH_.*_ENDIAN' -rIl | xargs sed -ie 's@PIPE_ARCH_\(.*\)_ENDIAN@UTIL_ARCH_\1_ENDIAN@'g v2: - add this patch Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
This will allow it to be used as a drop in replacement for _mesa_little_endian in a number of cases. v2: - Always define PIPE_ARCH_LITTLE_ENDIAN and PIPE_ARCH_BIG_ENDIAN, define the one that reflects the host system to 1 and the other to 0 - replace all uses of #ifdef, #ifndef, and #if defined() with #if and #if ! with PIPE_ARCH_*_ENDIAN Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
_WIN32 is defined by basically all windows compilers (MSVC, ICL, MinGW), wereas _MSC_VER is not defined by MinGW. Without this change MinGW falls through and doesn't define PIPE_ARCH at all, and is caught by some extra code in gallium. Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Dylan Baker authored
Instead of using a function at runtime we can just build the right code for the right platform. Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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Tomeu Vizoso authored
Run only jobs needed for testing on LAVA devices if a branch starts with lava-ci-. This allows developers to have faster test cycles as these pipelines take only a bit above 8 minutes. Also has the advantage of conserving resources. Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com> Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
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Pierre-Eric Pelloux-Prayer authored
The implementation doesn't share much with get.c because: * the refactoring needed for get.c to not depend on ctx->Array.VAO would be quite large * glGetVertexArray* would still need to filter pname to only accept the one specified by the spec * these functions are getter, the implementation is trivial (the complexity is in the correct filtering of pname input) Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Pierre-Eric Pelloux-Prayer authored
Will be used by EXT_dsa gllGetVertexArrayPointervEXT implementation. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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