Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-27 Thread Roland Scheidegger
Am 27.04.2016 um 22:45 schrieb Jose Fonseca: > On 27/04/16 18:48, Roland Scheidegger wrote: >> Am 27.04.2016 um 18:13 schrieb Jose Fonseca: >>> On 27/04/16 02:46, Roland Scheidegger wrote: Am 27.04.2016 um 03:05 schrieb Dave Airlie: > On 27 April 2016 at 11:00, Dave Airlie wrote:

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-27 Thread Jose Fonseca
On 27/04/16 18:48, Roland Scheidegger wrote: Am 27.04.2016 um 18:13 schrieb Jose Fonseca: On 27/04/16 02:46, Roland Scheidegger wrote: Am 27.04.2016 um 03:05 schrieb Dave Airlie: On 27 April 2016 at 11:00, Dave Airlie wrote: So far I've set the execmask to 1 active channel, I'm contemplating

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-27 Thread Roland Scheidegger
Am 27.04.2016 um 18:13 schrieb Jose Fonseca: > On 27/04/16 02:46, Roland Scheidegger wrote: >> Am 27.04.2016 um 03:05 schrieb Dave Airlie: >>> On 27 April 2016 at 11:00, Dave Airlie wrote: >> So far I've set the execmask to 1 active channel, I'm contemplating >> changing that >> though

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-27 Thread Jose Fonseca
On 27/04/16 02:46, Roland Scheidegger wrote: Am 27.04.2016 um 03:05 schrieb Dave Airlie: On 27 April 2016 at 11:00, Dave Airlie wrote: So far I've set the execmask to 1 active channel, I'm contemplating changing that though and using less machines. Ah yes, I think that would indeed be desirab

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Roland Scheidegger
Am 27.04.2016 um 03:05 schrieb Dave Airlie: > On 27 April 2016 at 11:00, Dave Airlie wrote: So far I've set the execmask to 1 active channel, I'm contemplating changing that though and using less machines. >>> Ah yes, I think that would indeed be desirable. >> >> I'll look into it,

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Dave Airlie
On 27 April 2016 at 11:00, Dave Airlie wrote: >>> So far I've set the execmask to 1 active channel, I'm contemplating >>> changing that >>> though and using less machines. >> Ah yes, I think that would indeed be desirable. > > I'll look into it, though it's not that trivial, since you might have a

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Dave Airlie
>> So far I've set the execmask to 1 active channel, I'm contemplating >> changing that >> though and using less machines. > Ah yes, I think that would indeed be desirable. I'll look into it, though it's not that trivial, since you might have a 1x20x1 layout, also having to make sure each thread g

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Roland Scheidegger
Am 26.04.2016 um 23:18 schrieb Dave Airlie: > On 27 April 2016 at 06:07, Roland Scheidegger wrote: >> Am 26.04.2016 um 06:42 schrieb Dave Airlie: >>> From: Dave Airlie >>> >>> This enables ARB_compute_shader on softpipe. I've only >>> tested this with piglit so far, and I hopefully plan >>> on in

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Dave Airlie
On 27 April 2016 at 06:07, Roland Scheidegger wrote: > Am 26.04.2016 um 06:42 schrieb Dave Airlie: >> From: Dave Airlie >> >> This enables ARB_compute_shader on softpipe. I've only >> tested this with piglit so far, and I hopefully plan >> on integrating it with my vulkan work. I'll get to >> tes

Re: [Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-26 Thread Roland Scheidegger
Am 26.04.2016 um 06:42 schrieb Dave Airlie: > From: Dave Airlie > > This enables ARB_compute_shader on softpipe. I've only > tested this with piglit so far, and I hopefully plan > on integrating it with my vulkan work. I'll get to > testing it with deqp more later. > > The basic premise is to cr

[Mesa-dev] [PATCH 7/7] softpipe: add support for compute shaders.

2016-04-25 Thread Dave Airlie
From: Dave Airlie This enables ARB_compute_shader on softpipe. I've only tested this with piglit so far, and I hopefully plan on integrating it with my vulkan work. I'll get to testing it with deqp more later. The basic premise is to create up to 1024 restartable TGSI machines, and execute workg