Am 19.06.2014 03:14, schrieb Dave Airlie: > On 18 June 2014 23:50, Roland Scheidegger <srol...@vmware.com> wrote: >> Am 18.06.2014 01:54, schrieb Dave Airlie: >>> On 18 June 2014 05:08, Roland Scheidegger <srol...@vmware.com> wrote: >>>> This looks ok to me though since tgsi currently doesn't have any double >>>> opcodes (well the docs have them...) it doesn't really apply to most >>>> drivers (at least I assume you don't want to add support for it for tgsi). >>> >>> I've mostly forward ported the old gallium double code, and have >>> written most of ARB_gpu_shader_fp64 on top, >>> >>> Though the question I did want to ask Tom is if he is just going to >>> expose hw that has doubles, or does >>> he plan on emulating doubles. >>> >>> For a lot of GLSL4.0 GPUs from AMD fglrx emulates doubles using >>> massive magic shaders, I'm unsure >>> if we should have a lowering pass above/below the TGSI line for these >>> types of situations and what that >>> would mean for this CAP. >> >> Oh that's interesting. I always thought drivers didn't emulate that, and >> if apps want doubles but the device doesn't provide them it needs to do >> that itself. For which chips does fglrx do that? > > Quite a lot of the evergreen family, only CAYMAN and CYPRESS seem > to have native FP64 support in the hw according to the version of the > AMD shader compiler I'm using, all other VLIW4/5 chips seem to emulate > fp64. I assume so they could advertise GL 4.0/SM5. They also expose > the fp64 extension on rv670, rv790, rv770 and rv740 gpus. Oh I was mistakenly thinking it's optional (that is an extension) for GL 4.0 (is is optional for SM5). That explains why they'd emulate it indeed...
> >> If you'd want to emulate this, the other question is if you can do it at >> the tgsi level, or if this was exploiting some hw specific bits (well of >> course you could still do it at tgsi level, but if the hw has some bits >> to make this easier, then this isn't efficient). In any case I guess >> this could be decided later. > > Yeah I'm not sure where would be the best place to lower it, doing it at > the GLSL level might be more generic, but I'm not really sure what algorithm > fglrx uses to do it and so if it takes advantage of other hw features to help. > > Dave > I guess if the hw really doesn't have anything to help with a generic translation is probably fine (though of course with vliw maybe you could do better in the driver even if the hw doesn't have anything special for it). Roland _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev