I mean, implementing fp64 on single precision systems.
On Thu, Mar 26, 2015 at 2:59 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:
On Thu, Mar 26, 2015 at 11:20 AM, Aditya Avinash
adityaavina...@gmail.com wrote:
Hi,
I would like to softfloat for GSOC. Is anyone working on it?
Thank you
Do you know anyone working on it?
On Thu, Mar 26, 2015 at 3:02 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:
On Thu, Mar 26, 2015 at 12:00 PM, Aditya Avinash
adityaavina...@gmail.com wrote:
I mean, implementing fp64 on single precision systems.
Ok, That makes more sense! Having lowering
Hi,
I would like to softfloat for GSOC. Is anyone working on it?
Thank you!! :)
On Tue, Mar 24, 2015 at 12:16 AM, Kenneth Graunke kenn...@whitecape.org
wrote:
On Monday, March 23, 2015 05:02:51 PM Aaron Watry wrote:
On a related note,
Has anyone ported shader-db over to working on
What about Nouveau and Intel?
On Thu, Mar 26, 2015 at 3:10 PM, Ilia Mirkin imir...@alum.mit.edu wrote:
On Thu, Mar 26, 2015 at 3:02 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:
On Thu, Mar 26, 2015 at 12:00 PM, Aditya Avinash
adityaavina...@gmail.com wrote:
I mean, implementing fp64
wrote:
On Thu, Mar 26, 2015 at 12:00 PM, Aditya Avinash
adityaavina...@gmail.com wrote:
I mean, implementing fp64 on single precision systems.
Ok, That makes more sense! Having lowering passes for various FP64
operations would be great.
We should make sure that there are customers
Hi,
I am looking for a GSOC project. I am interested in working on driver.
Hardware available:
All AMD gpus (+1 APU)
NVIDIA k40, GTX780, Quadro 3500, GT755M
Intel: Haswell (buying on next pay date)
On Wed, Mar 18, 2015 at 2:58 PM, Matt Turner matts...@gmail.com wrote:
On Thu, Mar 12, 2015 at
Hi,
How far is glsl compiler working for fp64 shader?
On Sun, Feb 8, 2015 at 4:00 AM, Ilia Mirkin imir...@alum.mit.edu wrote:
From: Dave Airlie airl...@redhat.com
v2: add define bit (Tapani Pälli)
Patch makes following Piglit tests pass:
arb_gpu_shader_fp64/preprocessor/define.vert
, Feb 8, 2015 at 3:21 PM, Aditya Avinash adityaavina...@gmail.com
wrote:
Interesting... Does the actual hardware support double? (atleast for nv0)
Thank you!
On Sun, Feb 8, 2015 at 12:20 PM, Ilia Mirkin imir...@alum.mit.edu
wrote:
It all works fine on nvc0 and softpipe with my branch
Yes. All the low end cards of AMD does not support native double precision.
(Until the most recent SI).
Are there any good papers or documentation to do soffloat? Or emulate fglrx
stuff?
On Sun, Feb 8, 2015 at 5:51 PM, Dave Airlie airl...@gmail.com wrote:
On 9 February 2015 at 08:44, Aditya
If softfloat is implemented, where can be a right place to put it?
On Sun, Feb 8, 2015 at 6:17 PM, Ilia Mirkin imir...@alum.mit.edu wrote:
On Sun, Feb 8, 2015 at 5:51 PM, Dave Airlie airl...@gmail.com wrote:
On 9 February 2015 at 08:44, Aditya Avinash adityaavina...@gmail.com
wrote:
Ya. I
On Sun, Feb 8, 2015 at 6:30 PM, Matt Turner matts...@gmail.com wrote:
On Sun, Feb 8, 2015 at 2:51 PM, Dave Airlie airl...@gmail.com wrote:
On 9 February 2015 at 08:44, Aditya Avinash adityaavina...@gmail.com
wrote:
Ya. I just want to know that part only some r600.
I believe some
I am sorry. I don't mean it in conventional sense. I'll describe it soon.
On Sunday, February 8, 2015, Matt Turner matts...@gmail.com wrote:
On Sun, Feb 8, 2015 at 3:45 PM, Aditya Avinash adityaavina...@gmail.com
javascript:; wrote:
I think using softfloat at GLSL compilation stage
Hi,
Sounds great but, do you think a separate buffer pipe is required for this?
Changing Constant buffer to a generic buffer (with alu+load+store) can help.
What about for R600? Do we have to add
r600_init_atom(rctx, rctx-shaderbuf_state[PIPE_SHADER_VERTEX].atom, id++,
On Wed, Jan 7, 2015 at 4:56 AM, Marek Olšák mar...@gmail.com wrote:
From: Marek Olšák marek.ol...@amd.com
set_shader_resources is unused.
set_shader_buffers should support shader atomic counter buffers and shader
storage buffers from OpenGL.
The plan is to use slots 0..15 for atomic
Oh. So, we get better performance if we use atomic counters as buffers
rather than textures (images) [manipulating views are expensive].
Am I right?
On Wed, Jan 7, 2015 at 8:52 AM, Marek Olšák mar...@gmail.com wrote:
On Wed, Jan 7, 2015 at 3:44 PM, Aditya Avinash adityaavina...@gmail.com
Thank you!
On Wednesday, January 7, 2015, Marek Olšák mar...@gmail.com wrote:
On Wed, Jan 7, 2015 at 2:42 PM, Aditya Avinash adityaavina...@gmail.com
javascript:; wrote:
Hi,
Sounds great but, do you think a separate buffer pipe is required for
this?
Changing Constant buffer to a generic
Hi,
I lost this mail in the mail box.
I am sorry about patch related to pipe. My work is based on Ilia Mirkin
pipe commits. As per my previous mail, you can ignore pipe patch.
My current work is related to R600 backend.
On Tue, Jan 6, 2015 at 8:54 AM, Jose Fonseca jfons...@vmware.com wrote:
Do
On Tue, Jan 6, 2015 at 4:23 PM, Marek Olšák mar...@gmail.com wrote:
Having a different view type for writable shader resources sounds good.
An alternative solution would be to have separate functions for images
and buffers:
- set_image_views - image views only, pipe_image_view should look
Hi,
About this patch:
1. It is not tested. I'll test it after 12th.
2. It implements atomic buffers as a surface which can be reused for
ARB_shader_image_load_store
3. You can ignore the first patch.
My questions:
1. What does R_028AC0_ALU_ATOM_CACHE_GS_0 represent?
2. What determines the values
Hi,
I am trying to integrate atomic counters to Mesa. I was able to do until
pipes (with the help of Marek and Ilia). How to integrate them to R600?
Thank you!
--
Regards,
*Aditya Atluri,*
*USA.*
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Hi,
I am having difficulty in understanding why you implemented pipe_surface in
st_atom_atomicbuf.c.
On Mon, Nov 17, 2014 at 2:24 AM, Aditya Avinash adityaavina...@gmail.com
wrote:
Hi,
On Sunday, November 16, 2014, Ilia Mirkin imir...@alum.mit.edu wrote:
The direction I went
in
essentially the same way as regular image surfaces will for
ARB_shader_image_load_store.
Cheers,
-ilia
On Mon, Nov 17, 2014 at 11:19 AM, Aditya Avinash
adityaavina...@gmail.com wrote:
Hi,
I am having difficulty in understanding why you implemented pipe_surface
Hi,
I am currently working on implementing the extension
*GL_ARB_shader_atomic_counters*. I have a few questions.
1. What does CSO and cso_context for? Why do we have to bind with it?
2. There is a file called st_atom_constbuf.c/.h in mesa/state_tracker. As
counter buffers are different from
Hi,
Do you want me to resend it?
On Thursday, July 24, 2014, Matt Turner matts...@gmail.com wrote:
The commit message should be something like
mesa: Add missing atomic buffer bindings and unbindings.
On Thu, Jul 24, 2014 at 12:18 PM, Aditya Atluri
adityaavina...@gmail.com javascript:;
Hi,
I am sorry. This is my first patch. I'll correct it for the next time. Do
you want me to resend it?
On Wednesday, July 23, 2014, Ian Romanick i...@freedesktop.org wrote:
On 07/23/2014 12:39 PM, Marek Olšák wrote:
I thought so too, but these bits are really missing there, e.g.
Hi,
In src/mesa/main, the bindings for atomic buffers are made to
mesa_init_buffers, mesa_free_buffers, mesa_deletebuffers.
Here are the two commits made on Jul 07 2014.
https://github.com/adityaatluri/mesa/commits/master
--
Regards,
*Aditya Atluri,*
*USA.*
Hi,
I have started writing code for GL_shader_atomic_counters[1]. How do I
proceed to the next steps?
Thank you!
[1]
https://github.com/adityaatluri/shader_atomic_counters/blob/master/atomic_counters.h
--
Regards,
*Aditya Atluri,*
*USA.*
___
Hi,
Thank you very much.
On Tue, Jun 10, 2014 at 5:28 PM, Marek Olšák mar...@gmail.com wrote:
On Tue, Jun 10, 2014 at 10:45 PM, Aditya Avinash
adityaavina...@gmail.com wrote:
Hi,
Thank you very much!!
On Mon, Jun 9, 2014 at 10:19 AM, Marek Olšák mar...@gmail.com wrote
. On the shader side, add support to the TGSI-LLVM IR
converter. (src/gallium/drivers/radeonsi) You might also need some
small changes in the LLVM shader backend, not sure about that.
Ok!
6) Add a lot of of piglit tests.
Ya!
Marek
On Sun, Jun 8, 2014 at 2:05 PM, Aditya Avinash
AM, Aditya Avinash
adityaavina...@gmail.com wrote:
Hi,
Thank you very much!!
On Mon, Jun 9, 2014 at 10:19 AM, Marek Olšák mar...@gmail.com wrote:
This is probably one of the most difficult tasks. You'll need to:
1) Add support to Mesa core - new shader stages and the new OpenGL
Hi,
I was looking at RadeonFeature. It shows that Tessellation stage is TODO.
What should I do to pick it? I am new to Mesa. Can you help me with some
documentation which is useful for me to accomplish the task?
Thank you!
--
Regards,
*Aditya Atluri.*
Hi,
Thank you!!
Can I join them? I have good knowledge on Tessellation using proprietary
drivers.
I don't know where to start. Can you provide me some documentation on it?
Thank you!
On Sun, Jun 8, 2014 at 1:00 PM, Matt Turner matts...@gmail.com wrote:
On Sun, Jun 8, 2014 at 5:05 AM, Aditya
Hi Tom,
Do I need to have an AMD GPU for compute images to R600?
Thank you!
On Tue, Mar 18, 2014 at 9:14 PM, Tom Stellard t...@stellard.net wrote:
On Mon, Mar 17, 2014 at 10:50:18PM -0400, Aditya Avinash wrote:
Hi,
I am a student. I have experience in OpenCL for 3 years. I would like
Hi,
Please provide me with the feedback of my GSOC proposal.
http://www.google-melange.com/gsoc/proposal/public/google/gsoc2014/aatluri/5707702298738688
Thank you.
--
Regards,
*Atluri Aditya Avinash*,
India.
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mesa-dev
Hi,
I am a student. I have experience in OpenCL for 3 years. I would like to
know what need to be done exactly.
Thank you
--
Regards,
*Atluri Aditya Avinash.*
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