/Linux-v6.1/drivers/gpu/drm/vmwgfx/ |
D | vmwgfx_shader.c | 44 struct vmw_shader shader; member 124 * Shader management: 164 struct vmw_shader *shader = vmw_res_to_shader(res); in vmw_gb_shader_init() local 183 shader->size = size; in vmw_gb_shader_init() 184 shader->type = type; in vmw_gb_shader_init() 185 shader->num_input_sig = num_input_sig; in vmw_gb_shader_init() 186 shader->num_output_sig = num_output_sig; in vmw_gb_shader_init() 193 * GB shader code: 199 struct vmw_shader *shader = vmw_res_to_shader(res); in vmw_gb_shader_create() local 211 DRM_ERROR("Failed to allocate a shader id.\n"); in vmw_gb_shader_create() [all …]
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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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D | vmwgfx_binding.c | 50 * (surface, shader or even DX query) is conceptually a context binding that 79 * @per_shader: Per shader-type bindings. 161 offsetof(struct vmw_ctx_binding_state, per_shader[0].shader), 162 offsetof(struct vmw_ctx_binding_state, per_shader[1].shader), 163 offsetof(struct vmw_ctx_binding_state, per_shader[2].shader), 164 offsetof(struct vmw_ctx_binding_state, per_shader[3].shader), 165 offsetof(struct vmw_ctx_binding_state, per_shader[4].shader), 166 offsetof(struct vmw_ctx_binding_state, per_shader[5].shader), 298 * @shader_slot: The shader slot of the binding. If none, then set to 0. 333 * @shader_slot: The shader slot of the binding. [all …]
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D | vmwgfx_so.c | 297 * @man: Pointer to the compat shader manager identifying the shader namespace. 302 * @user_key: The key that is used to identify the shader. The key is 383 * @man: Pointer to the view manager identifying the shader namespace.
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/Linux-v6.1/drivers/gpu/drm/msm/adreno/ |
D | a6xx_gpu_state.h | 182 #define SHADER(_type, _size) \ macro 190 SHADER(A6XX_TP0_TMO_DATA, 0x200), 191 SHADER(A6XX_TP0_SMO_DATA, 0x80), 192 SHADER(A6XX_TP0_MIPMAP_BASE_DATA, 0x3c0), 193 SHADER(A6XX_TP1_TMO_DATA, 0x200), 194 SHADER(A6XX_TP1_SMO_DATA, 0x80), 195 SHADER(A6XX_TP1_MIPMAP_BASE_DATA, 0x3c0), 196 SHADER(A6XX_SP_INST_DATA, 0x800), 197 SHADER(A6XX_SP_LB_0_DATA, 0x800), 198 SHADER(A6XX_SP_LB_1_DATA, 0x800), [all …]
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/Linux-v6.1/drivers/gpu/drm/vc4/ |
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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D | vc4_drv.h | 267 /* Struct for shader validation state, if created by 628 /* This is the BO where we store the validated command lists, shader 634 * This tracks the per-shader-record state (packet 64) that 635 * determines the length of the shader record and the offset 642 * shader state. 647 /** How many shader states the user declared they were using. */ 649 /** How many shader state records the validator has seen. */ 674 /* Pointers to the shader recs. These paddr gets incremented as CL 676 * (u and v) get incremented and size decremented as the shader recs 763 * For a given shader, each time a shader state record references it, we need [all …]
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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-v6.1/include/uapi/drm/ |
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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D | vmwgfx_drm.h | 836 * DRM_VMW_CREATE_SHADER - Create shader 838 * Creates a shader and optionally binds it to a dma buffer containing 839 * the shader byte-code. 843 * enum drm_vmw_shader_type - Shader types 854 * @shader_type: Shader type of the shader to create. 856 * where the shader byte-code starts 858 * shader byte-code 860 * can be used to subsequently identify the shader. 875 * DRM_VMW_UNREF_SHADER - Unreferences a shader 877 * Destroys a user-space reference to a shader, optionally destroying [all …]
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D | amdgpu_drm.h | 90 * across shader threads. 619 /* The IB fence should do the L2 writeback but not invalidate any shader 803 /* Subquery id: Query GPU shader clock */ 817 /* Subquery id: Query GPU stable pstate shader clock */ 1073 /* shader visible vgprs*/ 1075 /* CU per shader array*/
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/Linux-v6.1/drivers/gpu/drm/panfrost/ |
D | panfrost_regs.h | 13 #define GPU_CORE_FEATURES 0x008 /* (RO) Shader Core Features */ 87 #define GPU_SHADER_PRESENT_LO 0x100 /* (RO) Shader core present bitmap, low word */ 88 #define GPU_SHADER_PRESENT_HI 0x104 /* (RO) Shader core present bitmap, high word */ 102 #define SHADER_READY_LO 0x140 /* (RO) Shader core ready bitmap, low word */ 103 #define SHADER_READY_HI 0x144 /* (RO) Shader core ready bitmap, high word */ 115 #define SHADER_PWRON_LO 0x180 /* (WO) Shader core power on bitmap, low word */ 116 #define SHADER_PWRON_HI 0x184 /* (WO) Shader core power on bitmap, high word */ 128 #define SHADER_PWROFF_LO 0x1C0 /* (WO) Shader core power off bitmap, low word */ 129 #define SHADER_PWROFF_HI 0x1C4 /* (WO) Shader core power off bitmap, high word */ 141 #define SHADER_PWRTRANS_LO 0x200 /* (RO) Shader core power transition bitmap, low word */ [all …]
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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-v6.1/drivers/gpu/drm/nouveau/nvkm/subdev/clk/ |
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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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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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-v6.1/Documentation/devicetree/bindings/gpu/ |
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-v6.1/drivers/gpu/drm/amd/amdkfd/ |
D | kfd_flat_memory.c | 46 * “Flat” shader memory access – These are new shader vector memory 65 * clients (CP/RLC, DMA, SHADER(ifetch, scalar, and vector ops)) to access 122 * that references this memory descriptor. This is the case for shader 124 * locations of assets (ex. the shader program location). In these cases 126 * address in the descriptor (ex. V# or T# or shader program location) 129 * space. For example a shader program cannot jump in/out between ATC 135 * S_LOAD and FLAT_* shader memory instructions where we have 64b pointers 179 * the shader for reporting a “memory violation” back to the 258 * For the S_LOAD and FLAT_* shader operations, the SUA mode is decoded from
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/Linux-v6.1/Documentation/gpu/amdgpu/ |
D | amdgpu-glossary.rst | 85 Shader Engine 88 SHader array
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/Linux-v6.1/drivers/gpu/drm/nouveau/nvkm/subdev/bios/ |
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-v6.1/Documentation/devicetree/bindings/display/msm/ |
D | gpu.yaml | 83 zap-shader: 88 points to reserved memory to store the zap shader that can be used to 288 zap-shader {
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/Linux-v6.1/Documentation/gpu/ |
D | vc4.rst | 80 Shader validator for VC4 83 :doc: Shader validator for VC4.
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/Linux-v6.1/arch/arm64/boot/dts/qcom/ |
D | sdm845-lg-judyp.dts | 37 zap-shader {
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D | sdm845-lg-judyln.dts | 51 zap-shader {
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/Linux-v6.1/drivers/gpu/drm/nouveau/include/nvkm/subdev/bios/ |
D | perf.h | 12 u32 shader; member
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