case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
return PIPE_MAX_SHADER_BUFFERS;
case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
how many HW counters are available for this stage. (0 uses SSBO atomics).
* ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS``: If atomic counters are
separate, how many atomic counter buffers are available for this stage.
-* ``PIPE_SHADER_CAP_SCALAR_ISA``: Whether the ISA is a scalar one.
.. _pipe_compute_cap:
case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
- case PIPE_SHADER_CAP_SCALAR_ISA:
return 0;
}
return (1 << PIPE_SHADER_IR_NIR) | (1 << PIPE_SHADER_IR_TGSI);
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return is_ir3(screen) ? 1 : 0;
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
if (is_a5xx(screen) || is_a6xx(screen)) {
case PIPE_SHADER_CAP_SUBROUTINES:
return 0;
case PIPE_SHADER_CAP_INTEGERS:
- case PIPE_SHADER_CAP_SCALAR_ISA:
return 1;
case PIPE_SHADER_CAP_INT64_ATOMICS:
case PIPE_SHADER_CAP_FP16:
case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
- case PIPE_SHADER_CAP_SCALAR_ISA:
return 0;
default:
debug_printf("unknown vertex shader param %d\n", param);
case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
- case PIPE_SHADER_CAP_SCALAR_ISA:
return 0;
default:
debug_printf("unknown fragment shader param %d\n", param);
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
default:
NOUVEAU_ERR("unknown PIPE_SHADER_CAP %d\n", param);
return 0;
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
return NVC0_MAX_BUFFERS;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
/* this is probably not totally correct.. but it's a start: */
switch (param) {
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 0;
-
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
return PIPE_SHADER_IR_TGSI;
case PIPE_SHADER_CAP_SUPPORTED_IRS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 0;
}
break;
case PIPE_SHADER_VERTEX:
return PIPE_SHADER_IR_TGSI;
case PIPE_SHADER_CAP_SUPPORTED_IRS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 0;
}
break;
default:
return EG_MAX_ATOMIC_BUFFERS;
}
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 0;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
/* due to a bug in the shader compiler, some loops hang
* if they are not unrolled, see:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
}
return 0;
}
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
}
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
}
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
default:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return V3D_MAX_TEXTURE_SAMPLERS;
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
default:
fprintf(stderr, "unknown shader param %d\n", param);
return 0;
case PIPE_SHADER_CAP_INT64_ATOMICS:
case PIPE_SHADER_CAP_FP16:
return 0;
- case PIPE_SHADER_CAP_SCALAR_ISA:
- return 1;
default:
return 0;
}
PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED,
PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS,
PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS,
- PIPE_SHADER_CAP_SCALAR_ISA,
};
/**