search for: idx2d

Displaying 4 results from an estimated 4 matches for "idx2d".

Did you mean: idx2
2016 Jan 14
0
[PATCH] nv50/ir: rebase indirect temp arrays to 0, so that we use less lmem space
...first, last - first + 1))); break; case TGSI_FILE_NULL: case TGSI_FILE_ADDRESS: @@ -1374,6 +1392,7 @@ private: void storeDst(const tgsi::Instruction::DstRegister dst, int c, Value *val, Value *ptr); + void adjustTempIndex(int arrayId, int &idx, int &idx2d) const; Value *applySrcMod(Value *, int s, int c); Symbol *makeSym(uint file, int fileIndex, int idx, int c, uint32_t addr); @@ -1679,11 +1698,23 @@ Converter::shiftAddress(Value *index) return mkOp2v(OP_SHL, TYPE_U32, getSSA(4, FILE_ADDRESS), index, mkImm(4)); } +void +Converter::...
2016 Jan 14
0
[PATCH] nv50/ir: only use FILE_LOCAL_MEMORY for temp arrays that use indirection
...ta; + return idx == 0 ? &tData : &lData; case TGSI_FILE_PREDICATE: return &pData; case TGSI_FILE_ADDRESS: @@ -1662,7 +1682,7 @@ Converter::shiftAddress(Value *index) Value * Converter::fetchSrc(tgsi::Instruction::SrcRegister src, int c, Value *ptr) { - const int idx2d = src.is2D() ? src.getIndex(1) : 0; + int idx2d = src.is2D() ? src.getIndex(1) : 0; const int idx = src.getIndex(0); const int swz = src.getSwizzle(c); Instruction *ld; @@ -1704,6 +1724,14 @@ Converter::fetchSrc(tgsi::Instruction::SrcRegister src, int c, Value *ptr) ld = mkOp1(...
2014 Jan 13
20
[PATCH 00/19] nv50: add sampler2DMS/GP support to get OpenGL 3.2
OK, so there's a bunch of stuff in here. The geometry stuff is based on the work started by Bryan Cain and Christoph Bumiller. Patches 01-12: Add support for geometry shaders and fix related issues Patches 13-14: Make it possible for fb clears to operate on texture attachments with an explicit layer set (as is allowed in gl 3.2). Patches 15-17: Make ARB_texture_multisample work
2015 May 17
14
[PATCH 00/12] Tessellation support for nvc0
This is enough to enable tessellation support on nvc0. It seems to work a lot better on my GF108 than GK208. I suspect that there's some sort of scheduling shenanigans that need to be adjusted for kepler+. Or perhaps some shader header things. Even with the GF108, I still get occasional blue triangles in Heaven, but I get a *ton* of them on the GK208 -- seemingly the same issue, but it's