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