/linux-6.14.4/drivers/gpu/drm/vmwgfx/ |
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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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 80 * @per_shader: Per shader-type bindings. 162 offsetof(struct vmw_ctx_binding_state, per_shader[0].shader), 163 offsetof(struct vmw_ctx_binding_state, per_shader[1].shader), 164 offsetof(struct vmw_ctx_binding_state, per_shader[2].shader), 165 offsetof(struct vmw_ctx_binding_state, per_shader[3].shader), 166 offsetof(struct vmw_ctx_binding_state, per_shader[4].shader), 167 offsetof(struct vmw_ctx_binding_state, per_shader[5].shader), 299 * @shader_slot: The shader slot of the binding. If none, then set to 0. 334 * @shader_slot: The shader slot of the binding. [all …]
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/linux-6.14.4/drivers/gpu/drm/msm/adreno/ |
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-6.14.4/Documentation/gpu/amdgpu/ |
D | process-isolation.rst | 7 …This feature serializes access to the graphics engine and adds a cleaner shader which clears the L… 9 …shader when the use of the GPU is complete. This may be preferable in some use cases, such as a si… 14 …_isolation` sysfs interfaces allow users to manually execute the cleaner shader and control the pr… 19 The `enforce_isolation` file in sysfs can be used to enable process isolation and automatic shader … 39 Cleaner Shader Execution 42 …shader to clean up the LDS and GPR state on the graphics engine. When process isolation is enabled… 44 To manually trigger the execution of the cleaner shader, write `0` to the `run_cleaner_shader` sysf… 50 For multi-partition devices, you can specify the partition index when triggering the cleaner shader: 59 This command initiates the cleaner shader, which will run and complete before any new tasks are sch…
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D | amdgpu-glossary.rst | 108 Shader Engine 111 SHader array
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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-6.14.4/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_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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D | vc4_drv.h | 273 /* Struct for shader validation state, if created by 737 /* This is the BO where we store the validated command lists, shader 743 * This tracks the per-shader-record state (packet 64) that 744 * determines the length of the shader record and the offset 751 * shader state. 756 /** How many shader states the user declared they were using. */ 758 /** How many shader state records the validator has seen. */ 783 /* Pointers to the shader recs. These paddr gets incremented as CL 785 * (u and v) get incremented and size decremented as the shader recs 872 * For a given shader, each time a shader state record references it, we need [all …]
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/linux-6.14.4/drivers/gpu/drm/amd/amdgpu/ |
D | gfx_v9_4_2_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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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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D | gfx_v11_0_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 35 // The shader starts with "S_BARRIER" to ensure SPI has launched all waves of the workgroup 38 shader main label
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D | gfx_v10_3_0_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 35 // The shader starts with "S_BARRIER" to ensure SPI has launched all waves of the workgroup 39 shader main label
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D | gfx_v9_0_cleaner_shader.h | 23 /* Define the cleaner shader gfx_9_0 */ 25 /* Add the cleaner shader code here */ 28 /* Define the cleaner shader gfx_9_4_2 */
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/linux-6.14.4/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 | 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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/linux-6.14.4/drivers/gpu/drm/panfrost/ |
D | panfrost_regs.h | 13 #define GPU_CORE_FEATURES 0x008 /* (RO) Shader Core Features */ 95 #define GPU_SHADER_PRESENT_LO 0x100 /* (RO) Shader core present bitmap, low word */ 96 #define GPU_SHADER_PRESENT_HI 0x104 /* (RO) Shader core present bitmap, high word */ 110 #define SHADER_READY_LO 0x140 /* (RO) Shader core ready bitmap, low word */ 111 #define SHADER_READY_HI 0x144 /* (RO) Shader core ready bitmap, high word */ 123 #define SHADER_PWRON_LO 0x180 /* (WO) Shader core power on bitmap, low word */ 124 #define SHADER_PWRON_HI 0x184 /* (WO) Shader core power on bitmap, high word */ 136 #define SHADER_PWROFF_LO 0x1C0 /* (WO) Shader core power off bitmap, low word */ 137 #define SHADER_PWROFF_HI 0x1C4 /* (WO) Shader core power off bitmap, high word */ 149 #define SHADER_PWRTRANS_LO 0x200 /* (RO) Shader core power transition bitmap, low word */ [all …]
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/linux-6.14.4/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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/linux-6.14.4/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-6.14.4/drivers/gpu/drm/amd/amdkfd/ |
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-6.14.4/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-6.14.4/Documentation/devicetree/bindings/display/msm/ |
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-6.14.4/Documentation/gpu/ |
D | vc4.rst | 99 Shader validator for VC4 102 :doc: Shader validator for VC4.
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