/linux/drivers/gpu/drm/vmwgfx/ |
H A D | vmwgfx_shader.c | 45 struct vmw_shader shader; member 127 * Shader management: 167 struct vmw_shader *shader = vmw_res_to_shader(res); in vmw_gb_shader_init() local 186 shader->size = size; in vmw_gb_shader_init() 187 shader->type = type; in vmw_gb_shader_init() 188 shader->num_input_sig = num_input_sig; in vmw_gb_shader_init() 189 shader->num_output_sig = num_output_sig; in vmw_gb_shader_init() 196 * GB shader code: 202 struct vmw_shader *shader = vmw_res_to_shader(res); in vmw_gb_shader_create() local 214 DRM_ERROR("Failed to allocate a shader id.\n"); in vmw_gb_shader_create() [all …]
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H A D | vmwgfx_binding.h | 95 * struct vmw_ctx_bindinfo_shader - Shader binding metadata 179 * struct vmw_dx_shader_bindings - per shader type context binding state 181 * @shader: The shader binding for this shader type 182 * @const_buffer: Const buffer bindings for this shader type. 183 * @shader_res: Shader resource view bindings for this shader type. 184 * @dirty_sr: Bitmap tracking individual shader resource bindings changes 190 struct vmw_ctx_bindinfo_shader shader; member
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H A D | vmwgfx_so.c | 299 * @man: Pointer to the compat shader manager identifying the shader namespace. 304 * @user_key: The key that is used to identify the shader. The key is 385 * @man: Pointer to the view manager identifying the shader namespace.
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/linux/drivers/gpu/drm/msm/adreno/ |
H A D | a6xx_gpu_state.h | 192 #define SHADER(_type, _size) \ macro 200 SHADER(A6XX_TP0_TMO_DATA, 0x200), 201 SHADER(A6XX_TP0_SMO_DATA, 0x80), 202 SHADER(A6XX_TP0_MIPMAP_BASE_DATA, 0x3c0), 203 SHADER(A6XX_TP1_TMO_DATA, 0x200), 204 SHADER(A6XX_TP1_SMO_DATA, 0x80), 205 SHADER(A6XX_TP1_MIPMAP_BASE_DATA, 0x3c0), 206 SHADER(A6XX_SP_INST_DATA, 0x800), 207 SHADER(A6XX_SP_LB_0_DATA, 0x800), 208 SHADER(A6XX_SP_LB_1_DATA, 0x800), [all …]
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/linux/drivers/gpu/drm/vc4/ |
H A D | vc4_validate_shaders.c | 25 * DOC: Shader validator for VC4. 34 * The shader validator walks over a shader's BO, ensuring that its 39 * Shader BO are immutable for their lifetimes (enforced by not 53 /* IP at the end of the BO, do not read shader[max_ip] */ 56 uint64_t *shader; member 87 * stream, even if the shader didn't need to read uniforms in later 94 * a threaded shader, then the other shader running on our 187 uint64_t inst = validation_state->shader[validation_state->ip]; in check_tmu_write() 311 uint64_t inst = validation_state->shader[validation_state->ip]; in validate_uniform_address_write() 390 uint64_t inst = validation_state->shader[validation_state->ip]; in check_reg_write() [all …]
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H A D | vc4_drv.h | 265 /* Struct for shader validation state, if created by 690 /* This is the BO where we store the validated command lists, shader 696 * This tracks the per-shader-record state (packet 64) that 697 * determines the length of the shader record and the offset 704 * shader state. 709 /** How many shader states the user declared they were using. */ 711 /** How many shader state records the validator has seen. */ 736 /* Pointers to the shader recs. These paddr gets incremented as CL 738 * (u and v) get incremented and size decremented as the shader recs 825 * For a given shader, each time a shader state record references it, we need [all …]
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H A D | vc4_validate.c | 124 DRM_DEBUG("Trying to use shader BO as something other than " in vc4_use_bo() 125 "a shader\n"); in vc4_use_bo() 275 DRM_DEBUG("shader state must precede primitives\n"); in validate_indexed_prim_list() 312 DRM_DEBUG("shader state must precede primitives\n"); in validate_gl_array_primitive() 335 DRM_DEBUG("More requests for shader states than declared\n"); in validate_gl_shader_state() 343 DRM_DEBUG("high bits set in GL shader rec reference\n"); in validate_gl_shader_state() 779 DRM_DEBUG("overflowed shader recs reading %d handles " in validate_gl_shader_rec() 789 DRM_DEBUG("overflowed shader recs copying %db packet " in validate_gl_shader_rec() 798 /* Shader recs have to be aligned to 16 bytes (due to the attribute in validate_gl_shader_rec() 799 * flags being in the low bytes), so round the next validated shader in validate_gl_shader_rec() [all …]
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/linux/include/uapi/drm/ |
H A D | vc4_drm.h | 95 * coordinate shader to determine where primitives land on the screen, 101 /* Pointer to the shader records. 103 * Shader records are the structures read by the hardware that contain 105 * reference to the shader record has enough information to determine 108 * just stored as __u32s before each shader record passed in. 113 * referenced by the shader. 115 * For each shader state record, there is a set of uniform data in the 123 * because the kernel has to determine the sizes anyway during shader 131 /* Size in bytes of the set of shader records. */ 133 /* Number of shader records. [all …]
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H A D | vmwgfx_drm.h | 837 * DRM_VMW_CREATE_SHADER - Create shader 839 * Creates a shader and optionally binds it to a dma buffer containing 840 * the shader byte-code. 844 * enum drm_vmw_shader_type - Shader types 855 * @shader_type: Shader type of the shader to create. 857 * where the shader byte-code starts 859 * shader byte-code 861 * can be used to subsequently identify the shader. 876 * DRM_VMW_UNREF_SHADER - Unreferences a shader 878 * Destroys a user-space reference to a shader, optionally destroying [all …]
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H A D | amdgpu_drm.h | 90 * across shader threads. 663 /* The IB fence should do the L2 writeback but not invalidate any shader 859 /* Subquery id: Query GPU shader clock */ 873 /* Subquery id: Query GPU stable pstate shader clock */ 877 /* Subquery id: Query GPU peak pstate shader clock */ 1140 /* shader visible vgprs*/ 1142 /* CU per shader array*/
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/linux/drivers/gpu/drm/amd/amdgpu/ |
H A D | gfx_v9_4_3_cleaner_shader.asm | 24 // This shader is to clean LDS, SGPRs and VGPRs. It is first 64 Dwords or 256 bytes of 192 Dwords … 25 //To turn this shader program on for complitaion change this to main and lower shader main to main_1 36 // The shader starts with "S_BARRIER" to ensure SPI has launched all waves of the workgroup 44 // Instead, the shader starts with an S_SETHALT 1. Once all waves are launched CP will sen… 45 // The shader then clears all SGPRs allocated to it, cleaning out physical SGPRs 224-799 47 shader main label
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H A D | gfx_v9_0_cleaner_shader.h | 23 /* Define the cleaner shader gfx_9_0 */ 25 /* Add the cleaner shader code here */
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/linux/drivers/gpu/drm/panfrost/ |
H A D | panfrost_regs.h | 13 #define GPU_CORE_FEATURES 0x008 /* (RO) Shader Core Features */ 93 #define GPU_SHADER_PRESENT_LO 0x100 /* (RO) Shader core present bitmap, low word */ 94 #define GPU_SHADER_PRESENT_HI 0x104 /* (RO) Shader core present bitmap, high word */ 108 #define SHADER_READY_LO 0x140 /* (RO) Shader core ready bitmap, low word */ 109 #define SHADER_READY_HI 0x144 /* (RO) Shader core ready bitmap, high word */ 121 #define SHADER_PWRON_LO 0x180 /* (WO) Shader core power on bitmap, low word */ 122 #define SHADER_PWRON_HI 0x184 /* (WO) Shader core power on bitmap, high word */ 134 #define SHADER_PWROFF_LO 0x1C0 /* (WO) Shader core power off bitmap, low word */ 135 #define SHADER_PWROFF_HI 0x1C4 /* (WO) Shader core power off bitmap, high word */ 147 #define SHADER_PWRTRANS_LO 0x200 /* (RO) Shader core power transition bitmap, low word */ [all …]
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H A D | panfrost_issues.h | 43 /* Repeatedly Soft-stopping a job chain consisting of (Vertex Shader, 87 /* Soft-stopped fragment shader job can restart with out-of-bound
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/linux/drivers/gpu/drm/nouveau/nvkm/subdev/clk/ |
H A D | mcp77.c | 203 const int shader = cstate->domain[nv_clk_src_shader]; in mcp77_clk_calc() local 215 /* Calculate clock * 2, so shader clock can use it too */ in mcp77_clk_calc() 239 if (shader == nvkm_clk_read(&clk->base, nv_clk_src_href)) { in mcp77_clk_calc() 242 clock = calc_pll(clk, 0x4020, shader, &N, &M, &P1); in mcp77_clk_calc() 244 out = calc_P((core << 1), shader, &divs); in mcp77_clk_calc() 246 if (abs(shader - out) <= in mcp77_clk_calc() 247 abs(shader - clock) && in mcp77_clk_calc() 281 nvkm_debug(subdev, "shader: hrefm4\n"); in mcp77_clk_calc() 283 nvkm_debug(subdev, "shader: nvpll\n"); in mcp77_clk_calc() 285 nvkm_debug(subdev, "shader: spll\n"); in mcp77_clk_calc() [all …]
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H A D | nv50.c | 375 const int shader = cstate->domain[nv_clk_src_shader]; in nv50_clk_calc() local 451 /* core/shader: disconnect nvclk/sclk from their PLLs (nvclk to dom6, in nv50_clk_calc() 468 /* shader: tie to nvclk if possible, otherwise use spll. have to be in nv50_clk_calc() 469 * very careful that the shader clock is at least twice the core, or in nv50_clk_calc() 474 if (P1-- && shader == (core << 1)) { in nv50_clk_calc() 478 freq = calc_pll(clk, 0x4020, shader, &N, &M, &P1); in nv50_clk_calc() 552 { nv_clk_src_shader , 0xff, 0, "shader", 1000 },
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H A D | nv40.c | 168 /* use the second pll for shader/rop clock, if it differs from core */ in nv40_clk_calc() 214 { nv_clk_src_shader , 0xff, 0, "shader", 1000 },
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/linux/drivers/gpu/drm/amd/amdkfd/ |
H A D | kfd_flat_memory.c | 47 * “Flat” shader memory access – These are new shader vector memory 66 * clients (CP/RLC, DMA, SHADER(ifetch, scalar, and vector ops)) to access 123 * that references this memory descriptor. This is the case for shader 125 * locations of assets (ex. the shader program location). In these cases 127 * address in the descriptor (ex. V# or T# or shader program location) 130 * space. For example a shader program cannot jump in/out between ATC 136 * S_LOAD and FLAT_* shader memory instructions where we have 64b pointers 180 * the shader for reporting a “memory violation” back to the 259 * For the S_LOAD and FLAT_* shader operations, the SUA mode is decoded from
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/linux/Documentation/devicetree/bindings/gpu/ |
H A D | vivante,gc.yaml | 35 - description: Shader clock (only required if GPU has feature PIPE_3D) 42 enum: [ bus, core, shader, reg ] 72 clock-names = "bus", "core", "shader";
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/linux/drivers/gpu/drm/nouveau/nvkm/subdev/bios/ |
H A D | perf.c | 116 info->shader = nvbios_rd16(bios, perf + 0x06) * 1000; in nvbios_perfEp() 117 info->core = info->shader + (signed char) in nvbios_perfEp() 133 info->shader = nvbios_rd16(bios, perf + 0x0a) * 1000; in nvbios_perfEp() 143 info->shader = nvbios_rd16(bios, perf + 0x0a) * 1000; in nvbios_perfEp()
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/linux/Documentation/gpu/amdgpu/ |
H A D | amdgpu-glossary.rst | 108 Shader Engine 111 SHader array
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H A D | debugging.rst | 69 In the example above, a shader (cliend id = TCP) generated a read (RW = 0x0) to 71 0x0000800102800000. The user can then inspect their shader code and resource
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/linux/Documentation/devicetree/bindings/display/msm/ |
H A D | gpu.yaml | 105 zap-shader: 110 points to reserved memory to store the zap shader that can be used to 358 zap-shader {
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/linux/Documentation/gpu/ |
H A D | vc4.rst | 99 Shader validator for VC4 102 :doc: Shader validator for VC4.
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/linux/arch/arm64/boot/dts/freescale/ |
H A D | imx8-ss-gpu0.dtsi | 21 clock-names = "core", "shader";
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