| Commit message (Collapse) | Author | Age | Files | Lines |
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GLSL 1.40 is done.
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This doesn't make any difference on Bonaire, but it might help on Hawaii.
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The type-2 NOPs are said to be unstable. It doesn't make a difference here.
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dso_list was added as an argument for createInternalizePass in 3.4, and then
it was removed again in the same llvm version.
Tested-by: Mike Lothian <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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We can create clip_ptr_type once instead of n times inside the loop.
Reviewed-by: Roland Scheidegger <[email protected]>
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The new option clamps GL_MAX_SAMPLES to a hardware-supported MSAA mode.
If negative, then no clamping occurs.
v2: (for Paul)
- Add option to i965 only, not to all DRI drivers.
- Do not realy on int->uint cast to convert negative
values to large positive values. Explicitly check for
clamp_max_samples < 0.
v3: (for Ken)
- Don't allow clamp_max_samples to alter context version.
- Use clearer for-loop and correct comment.
- Rename variables.
v4: (for Ken)
- Merge identical if-branches.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Fixes "Macro compares unsigned to 0" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes "Macro compares unsigned to 0" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes "Uninitialized pointer field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Actually link VS out / FS in based on semantic info, keeping in mind
that position/pointsize can also be an input to the FS. This fixes a
few fragment shaders which were using gl_Position.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes use of full-precision in fragment shader (ie. don't clobber r0.x
since that can be used by future bary instructions for varying fetch).
And makes use of full-precision the default in fragment shader (but can
be overriden via FD_MESA_DEBUG=fraghalf).
Seems like half precision is often not enough for texture coordinates.
The blob compiler is clever enough to keep texture coords in full
precision registers while using half precision for everything else. But
we aren't quite that clever yet, so better to default to full precision.
Signed-off-by: Rob Clark <[email protected]>
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Handle some relative addressing constraints: cannot handle const or
relative in cat5 and src2 of cat3.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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- Enable GEN7_WM_MSDISPMODE_PERSAMPLE, GEN7_WM_POSOFFSET_SAMPLE,
GEN7_WM_OMASK_TO_RENDER_TARGET as per extension's specification.
- Only enable one of GEN7_WM_8_DISPATCH_ENABLE or GEN7_WM_16_DISPATCH_ENABLE
when GEN7_WM_MSDISPMODE_PERSAMPLE is enabled. Refer IVB PRM Vol. 2, Part 1,
Page 288 for details.
V2:
- Use shared function _mesa_get_min_invocations_per_fragment().
- Use brw_wm_prog_data variables: uses_pos_offset, uses_omask.
V3:
- Enable simd16 dispatch with per sample shading.
- Make changes to give preference to 'simd16 only' mode over
'simd8 only' mode in case of non 1x per sample shading.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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- Enable GEN6_WM_MSDISPMODE_PERSAMPLE, GEN6_WM_POSOFFSET_SAMPLE,
GEN6_WM_OMASK_TO_RENDER_TARGET as per extension's specification.
- Only enable one of GEN6_WM_8_DISPATCH_ENABLE or GEN6_WM_16_DISPATCH_ENABLE
when GEN6_WM_MSDISPMODE_PERSAMPLE is enabled.
Refer SNB PRM Vol. 2, Part 1, Page 279 for details.
V2:
- Use shared function _mesa_get_min_invocations_per_fragment().
- Use brw_wm_prog_data variables: uses_pos_offset, uses_omask.
V3:
- Enable simd16 dispatch with per sample shading.
- Make changes to give preference to 'simd16 only' mode over
'simd8 only' mode in case of non 1x per sample shading.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2:
- Update comments
- Add a special backend instructions to compute sample_mask.
- Add a new variable uses_omask in brw_wm_prog_data.
V3:
- Make changes to support simd16 mode.
- Delete redundant AND instruction and handle the register
stride in FS backend instruction.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2:
- Update comments
- Add compute_sample_id variables in brw_wm_prog_key
- Add a special backend instruction to compute sample_id.
V3:
- Make changes to support simd16 mode.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2:
- Update comments.
- Add compute_pos_offset variable in brw_wm_prog_key.
- Add variable uses_pos_offset in brw_wm_prog_data.
V3:
- Make changes to support simd16 mode.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This is required while adding builtin system value vec{2, 3, 4}
variables. For example:
(declare (sys) vec2 gl_SamplePosition)
Without this patch above glsl ir splits in to:
(declare (temporary) float gl_SamplePosition_x)
(declare (temporary) float gl_SamplePosition_y)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This function is used to test if we need to do per sample shading or
per fragment shading.
V2: Use MAX2() to make sure the function returns a number >= 1.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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New builtins added by GL_ARB_sample_shading:
in vec2 gl_SamplePosition
in int gl_SampleID
in int gl_NumSamples
out int gl_SampleMask[]
V2: - Use SWIZZLE_XXXX for STATE_NUM_SAMPLES.
- Use "result.samplemask" in arb_output_attrib_string.
- Add comment to explain the size of gl_SampleMask[] array.
- Make gl_SampleID and gl_SamplePosition system values.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Number of samples will be required in fragment shader program by new
GLSL builtin uniform "gl_NumSamples".
V2: Use "state.numsamples" in place of "state.num.samples"
Use _NEW_BUFFERS flag in place of _NEW_MULTISAMPLE
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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New functions added by GL_ARB_sample_shading:
glMinSampleShadingARB()
New enums:
GL_SAMPLE_SHADING_ARB
GL_MIN_SAMPLE_SHADING_VALUE_ARB
V2: Update comments.
Create new GL4x.xml.
Remove redundant code in get.c.
Update the API_XML list in Makefile.am.
Add extra_gl40_ARB_sample_shading predicate to get.c.
V3:
Fix make check failure.
Add checks for desktop GL.
Use GLfloat in place of GLclampf in glMinSampleShading().
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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Only one program's instruction count is changed, but a shader in Tropics
is also affected.
instructions in affected programs: 326 -> 320 (-1.84%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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total instructions in shared programs: 1409124 -> 1406971 (-0.15%)
instructions in affected programs: 158376 -> 156223 (-1.36%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Helps a lot of Steam games.
total instructions in shared programs: 1409360 -> 1409124 (-0.02%)
instructions in affected programs: 20842 -> 20606 (-1.13%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This only operates on constant/uniform values for now, because otherwise I'd
have to deal with killing my available CSE entries when assignments happen,
and getting even this working in the tree ir was painful enough.
As is, it has the following effect in shader-db:
total instructions in shared programs: 1524077 -> 1521964 (-0.14%)
instructions in affected programs: 50629 -> 48516 (-4.17%)
GAINED: 0
LOST: 0
And, for tropics, that accounts for most of the effect, the FPS
improvement is 11.67% +/- 0.72% (n=3).
v2: Use read_only field of the variable, manually check the lod_info union
members, use get_num_operands(), rename cse_operands_visitor to
is_cse_candidate_visitor, move all is-a-candidate logic to that
function, and call it before checking for CSE on a given rvalue, more
comments, use private keyword.
Reviewed-by: Paul Berry <[email protected]>
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Prior to the GLSL CSE pass, all of our testing happened to have a freshly
computed temporary in op[1], from the multiply by 16 to get a byte offset.
As of CSE you'll get var_refs of a reused value when you've got multiple
loads from the same offset.
Make a proper temporary for computing our temporary value, to avoid
shifting the value farther and farther down. Avoids a regression in
gs-float-array-variable-index
Reviewed-by: Paul Berry <[email protected]>
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Need to pass a pointer of the base type, not the st type.
Fixes a compiler warning.
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Previously, the write of each 32-bit half might land in separate batch
buffers, which is insane.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This depends on ARB_transform_feedback2, so I've predicated it on the
ability to do register writes.
It also depends on ARB_transform_feedback3, which is the only reason we
couldn't expose it previously.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This extension is written a bit strangely. Although it introduces the
concept of multiple transform feedback streams, it doesn't actually
provide more than a single stream.
The ARB_gpu_shader5 extension is what introduces the ability to write to
streams other than stream #0 and increases the required number of streams.
Since we don't yet support ARB_gpu_shader5, we can safely enable
ARB_transform_feedback3 even though we only support a single stream.
This does provide some useful functionality: applications can now use
more than one interleaved transform feedback buffer.
v2: Only expose the extension if ARB_transform_feedback2 is also
available, to avoid confusing applications (suggested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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ARB_transform_feedback3 allows applications to insert blank space
between interleaved varyings by adding fake 1, 2, 3, or 4-component
varyings named gl_SkipComponents[1234].
Mesa's core data structures don't explicitly track these, instead simply
tracking the buffer offset for each real varying. If there is padding
due to gl_SkipComponents, these will not be contiguous.
Our hardware takes the specification quite literally. Instead of
specifying offsets for each varying, it assumes they're all contiguous
and requires you to program fake varyings for each "hole".
This patch adds support for emitting SO_DECL structures for these holes.
Although we've lost the information about exactly how the application
specified their padding (i.e. gl_SkipComponents2, gl_SkipComponents2
vs. a single gl_SkipComponents4), it shouldn't matter. We just need to
emit the right amount of space. This patch emits the minimal number of
hole SO_DECL structures.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently, we emit one SO_DECL structure per output, so we use the index
in the Outputs[] array as the index into the so_decl[] array as well.
In order to support the fake "gl_SkipComponents[1234]" varyings from
ARB_transform_feedback3, we'll need to emit SO_DECLs to fill in the
holes between successive outputs. This means we'll likely emit more
SO_DECLs than there are outputs, so we need to count it explicitly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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