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* mesa: add glformats integer type/format detection routinesJordan Justen2012-07-2113-94/+295
| | | | | | | | | | | | _mesa_is_integer_format is moved to formats.c and renamed as _mesa_is_enum_format_integer. _mesa_is_format_unsigned, _mesa_is_type_integer, _mesa_is_type_unsigned, and _mesa_is_enum_format_or_type_integer are added. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* scons: Add instrumentation component libraries to linking on llvm-3.2.Vinson Lee2012-07-211-0/+3
| | | | | | | | llvm-3.2svn r160587 moved createBoundsCheckingPass from lib/Transforms/Scalar to lib/Transforms/Instrumentation. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: José Fonseca <[email protected]>
* Remove unused _mesa_memset16Matt Turner2012-07-212-16/+0
| | | | | | | Unused since commit fd104a845. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* Remove _mesa_inv_sqrtf in favor of 1/SQRTFMatt Turner2012-07-214-117/+4
| | | | | | | | Except for a couple of explicit uses, _mesa_inv_sqrtf was disabled since its addition in 2003 (see f9b1e524). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* Remove _mesa_sqrt* in favor of plain sqrtMatt Turner2012-07-213-117/+1
| | | | | | | | | | Temporarily disabled since 2003 (see 386578c5b). This saves us from calling sqrt() 128 times to generate the sqrttab in one_time_init(). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* Use INV_SQRT instead of 1/SQRTFMatt Turner2012-07-212-3/+3
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* autoconf: Only kink mcjit component when available.José Fonseca2012-07-211-2/+6
| | | | | Should fix build failures with older LLVM version, but only tested on LLVM 3.1.
* i830: Fix stack corruptionChad Versace2012-07-201-1/+1
| | | | | | | | | | | | | | | Found by compiler warning: i830_texstate.c:131:28: warning: argument to 'sizeof' in 'memset' call is the same expression as the destination; did you mean to dereference it? [-Wsizeof-pointer-memaccess] memset(state, 0, sizeof(state)); ~~~~~ ^~~~~ On 64-bit systems, memset here would write an extra 4 bytes. Note: This is a candidate for the stable branches. Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* mesa: disable MSVC global optimization in pack.cJosé Fonseca2012-07-201-0/+13
| | | | | | | | To reduce excessive compilation time in release mode. NOTE: This is a candidate for the 8.0 branch. Tested-by: Brian Paul <[email protected]>
* mesa: whitespace fixes in pbo.cBrian Paul2012-07-201-14/+14
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* mesa: update texstore.c commentBrian Paul2012-07-201-3/+2
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* llvmpipe: use runtime loop instead of static loop for looping over quadsRoland Scheidegger2012-07-203-72/+516
| | | | | | | | | | | | | | | | | | | | | This can potentially cut shader program size by a factor of 4 for 4-wide execution respectively 2 for 8-wide execution and while this ratios aren't quite reached for more complex shaders it can be close. Could not really measure a performance difference so far except for trivial shaders (glxgears). There seems to be a fair amount of unnecessary move's generated especially at the beginning it might be possible to optimize those away somehow. Things aren't quite as clean, some additional stuff needs to be done for keeping both paths working (though llvm might be able to optimize this away). glxgears seems to lose about 5-10% of performance, looking at the generated shaders this is actually less than I'd think it would be - both 4 and 8-wide shaders, despite containing a loop actually have about 10% more instructions in total, and will have roughly 50% more executed instructions (though mostly cheap ones). Need to figure out how to reduce overhead... v2: keep complex interpolation for 4-wide mode, adapt to interface changes. Reviewed-by: José Fonseca <[email protected]>
* nv30: Support negative offsets in indirect constant access.Roy Spliet2012-07-204-8/+15
| | | | | | | | Fixes piglit vp-address-01 amongst several others. Signed-off-by: Roy Spliet <[email protected]> Reviewed-by: Lucas Stach <[email protected]> Tested-by: Lucas Stach <[email protected]>
* nv50/ir: set position before i instead of i->next in NV50LoweringPreSSA::visitBryan Cain2012-07-201-7/+2
| | | | | Fixes rendering glitches in Psychonauts such as Raz's eyes flickering white. Fixes https://bugs.freedesktop.org/show_bug.cgi?id=51962.
* i965/gen7: Increase the WM threads to hardware limits.Eric Anholt2012-07-201-1/+1
| | | | | | | | | | | | This thread count is only supposed to be enabled when "WIZ Hashing Disable in GT_MODE register enabled." I've always been confused whether that means the bit in the register should be 1 or 0. For my IVB GT2's register 0x7008 value of 0x0, this appears to work fine. Improves l4d2 performance at 640x480 by 0.88 +/- 0.11% (n=88). Improves performance with rasterization at 1280x1024 by 1.45% +/- 0.36% (n=6). Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Assign locations for uniforms in UBOs using the std140 rules.Eric Anholt2012-07-205-2/+270
| | | | | | Fixes piglit layout-std140. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Don't resize arrays in uniform blocks.Eric Anholt2012-07-201-0/+7
| | | | | | | This is a requirement for std140 uniform blocks, and optional for packed/shared blocks. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Don't dead-code eliminiate uniforms declared in uniform blocks.Eric Anholt2012-07-201-1/+7
| | | | | | | This is a requirement for std140 uniform blocks, and optional for packed/shared blocks. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Implement the UBO-specific pnames of glGetActiveUniformsiv.Eric Anholt2012-07-201-2/+13
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: Propagate uniform block information into gl_uniform_storage.Eric Anholt2012-07-202-1/+74
| | | | | | | Now we can actually return information on uniforms in uniform blocks in the new queries. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Add implementation of glGetUniformBlockIndex().Eric Anholt2012-07-201-0/+27
| | | | | | | | | Now that we finally have a list of uniform blocks in the linked shader program, we can tell what their indices are. Fixes piglit GL_ARB_uniform_buffer_object/getuniformblockindex. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Set the uniform_block index for the linked shader variables.Eric Anholt2012-07-201-0/+45
| | | | | | | | | | | | At this point in the linking, we've totally lost track of the struct gl_uniform_buffer that this pointed to in the original unlinked shader, so we do a nasty n^2 walk to find it the new one based on the variable name. Note that these point into the shader's list of gl_uniform_buffers, not the linked program's. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Add support for glGetActiveUniformsiv on non-UBO pnames.Eric Anholt2012-07-203-0/+70
| | | | | | | We'll need to propagate the UBO fields to the uniform storage records before we can handle the other pnames. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Add support for glGetUniformIndices().Eric Anholt2012-07-201-0/+35
| | | | | | | | | This is a single entrypoint that maps from a series of names to the indices of those names within the active uniforms list. Each index is like glGetUniformLocation()'s return value, except that it doesn't encode an array offset. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Move the _mesa_uniform_merge_location_offset to glGetUniformLocation().Eric Anholt2012-07-204-16/+28
| | | | | | | With the upcoming GL_ARB_uniform_buffer_object changes, the only other caller that will want the cooked value is state_tracker. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Merge the lists of uniform blocks into the linked shader program.Eric Anholt2012-07-205-4/+185
| | | | | | This attempts error-checking, but the layout isn't done yet. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Translate the AST for uniform blocks into some IR structures.Eric Anholt2012-07-206-1/+103
| | | | | | | | | | We're going to need this structure to cross-validate the uniform blocks between shader stages, since unused ir_variables might get dropped. It's also the place we store the RowMajor qualifier, which is not part of the GLSL type (since that would cause a bunch of type equality checks to fail). Reviewed-by: Ian Romanick <[email protected]>
* glsl: Turn UBO variable declarations into ir_variables and check qualifiers.Eric Anholt2012-07-204-3/+39
| | | | | | Fixes piglit layout-*-non-uniform and layout-*-within-block. Reviewed-by: Ian Romanick <[email protected]>
* st/xorg: fix masked transformationsLucas Stach2012-07-201-20/+40
| | | | | | | | | | Someone tried to be clever and "optimized" add_vertex_data2() to just use two points for the texture coordinates and then reuse individual components. Sadly this is not how matrix multiplication works. Fixes rendercheck -t tmcoords Signed-off-by: Lucas Stach <[email protected]>
* i965/blorp: Use IMS layout when texturing from depth/stencil surfaces.Paul Berry2012-07-201-23/+43
| | | | | | | | | | | | | | Previously, on Gen7, when texturing from a depth or stencil surface, the blorp engine would configure the 3D pipeline as though the input surface was non-multisampled, and perform the necessary coordinate transformations in the fragment shader to account for the IMS layout. This meant outputting a lot of extra fragment shader code, and it raised some uncertainty about how to deal with very large surfaces. This patch modifies blorp to configure the 3D pipeline properly for IMS layout when reading from depth and stencil surfaces. Reviewed-by: Anuj Phogat <[email protected]>
* i965/blorp: Loosen assertions in compute_msaa_layout_for_pipeline.Paul Berry2012-07-201-7/+2
| | | | | | | | Previously, on Gen7, compute_msaa_layout_for_pipeline() would verify that IMS layout is not used. However, now that we configure SURFACE_STATE correctly for IMS surfaces, IMS layout is available. Reviewed-by: Anuj Phogat <[email protected]>
* i965/blorp: Configure SURFACE_STATE correctly for IMS surfaces.Paul Berry2012-07-203-6/+14
| | | | | | | | | | | | | This patch modifies gen7_set_surface_num_multisamples() to set up the SURFACE_STATE appropriately for texturing from IMS format MSAA surfaces (which are only used on Gen7 for depth and stencil buffers). Since the function now sets more than just the number of multisamples, it's been renamed to gen7_set_surface_msaa(). This will make it possible to remove some kludginess from the blorp engine. Reviewed-by: Anuj Phogat <[email protected]>
* i965/blorp: Optimize manual_blend() for compressed multisampled surfaces.Paul Berry2012-07-201-0/+23
| | | | | | | | | | When downsampling a compressed multisampled surface, we can take a shortcut to downsample any pixels that were completely covered by a single primitive. In this case, the first color value we fetch is the correct final color for the downsampled pixel, so we can skip the rest of the blending operation. Reviewed-by: Anuj Phogat <[email protected]>
* i965/blorp: Fix integer downsampling on Gen7.Paul Berry2012-07-202-11/+55
| | | | | | | | | | | | | | | | When downsampling an integer-format buffer on Gen7, we need to use the "avg" instruction rather than the "add" instruction, to ensure that we don't overflow the range of 32-bit integers. Also, we need to use the proper register type (BRW_REGISTER_TYPE_D or BRW_REGISTER_TYPE_UD) for intermediate color data and for writing to the render target. Note: this patch causes blorp to use the proper register type for all operations (downsampling, upsampling, and ordinary blits). Strictly speaking, this is only necessary for downsampling, because the other operations exclusively use MOV instructions on the color data. But it's simpler to use the proper register type in all cases. Reviewed-by: Anuj Phogat <[email protected]>
* i965/blorp: Modify manual_blend() to avoid unnecessary loss of precision.Paul Berry2012-07-201-27/+90
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When downsampling from an MSAA image to a single-sampled image, it is inevitable that some loss of numerical precision will occur, since we have to use 32-bit floating point registers to hold the intermediate results while blending. However, it seems reasonable to expect that when all samples corresponding to a given pixel have the exact same color value, there will be no loss of precision. Previously, we averaged samples as follows: blend = (((sample[0] + sample[1]) + sample[2]) + sample[3]) / 4 This had the potential to lose numerical precision when all samples have the same color value, since ((sample[0] + sample[1]) + sample[2]) may not be precisely representable as a 32-bit float, even if the individual samples are. This patch changes the formula to: blend = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4 This avoids any loss of precision in the event that all samples are the same, by ensuring that each addition operation adds two equal values. As a side benefit, this puts the formula in the form we will need in order to implement correct blending of integer formats. Reviewed-by: Anuj Phogat <[email protected]>
* i965: Add support for AVG instruction.Paul Berry2012-07-202-0/+23
| | | | | | | | | | | | | From the Ivy Bridge PRM, Vol4 Part3 p152: "The avg instruction performs component-wise integer average of src0 and src1 and stores the results in dst. An integer average uses integer upward rounding. It is equivalent to increment one to the addition of src0 and src1 and then apply an arithmetic right shift to this intermediate value." Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* i965: Replace fs_visitor::kill_emitted with gl_fragment_program::UsesKill.Paul Berry2012-07-202-4/+1
| | | | | | | The kill_emitted variable was duplicating the functionality of gl_fragment_program::UsesKill. There's no need for both. Reviewed-by: Eric Anholt <[email protected]>
* mesa: Set gl_fragment_program::UsesKill in do_set_program_inouts.Paul Berry2012-07-204-33/+14
| | | | | | | | | | | | | | | | | | | | | Previously, the code for setting this flag for GLSL programs was duplicated in three places: brw_link_shader(), glsl_to_tgsi_visitor, and ir_to_mesa_visitor. In addition to the unnecessary duplication, there was a performance problem on i965: brw_link_shader() set the flag before doing its final round of optimizations, which meant that if the optimizations managed to eliminate all the discard operations, the flag would still be set, resulting (at least in theory) in slower performance. This patch consolidates all of the code that sets UsesKill for GLSL programs into do_set_program_inouts(), which already is doing a similar job for UsesDFdy, and which occurs after i965's final round of optimizations. Non-GLSL programs (ARB programs and the state tracker's glBitmap program) are unaffected. Reviewed-by: Eric Anholt <[email protected]>
* gallium-egl: Move wayland query_buffer implementationKristian Høgsberg2012-07-197-32/+54
| | | | | | | Move it to native_wayland_drm_bufmgr_helper.c which only gets compiled when wayland is enabled and which already includes the right headers. Signed-off-by: Kristian Høgsberg <[email protected]>
* softpipe: Fix segfault with fbo-cubemap.Olivier Galibert2012-07-191-1/+6
| | | | | | | | | | | | | | | | | | | The cube sampler generates two-dimensional texture coordinates and hence passes NULL for the array for the third one. The actual 2D sampler, lower in the pipe, knew not to used that array since it didn't need it. But the samplers have become single-texel and the coordinate array dereference has been moved up one step, to a level where the code does not know only two coordinates are used. Hence the segfault. The simplest fix by far is to add a third dummy coordinate array in the call to the next pipe step, which will be dereferenced to an harmless 0 which then will be happily ignored by the sampler. Fixes https://bugs.freedesktop.org/show_bug.cgi?id=52250 Signed-off-by: Olivier Galibert <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* wayland: Support EGL_WIDTH and EGL_HEIGHT queries for wl_bufferKristian Høgsberg2012-07-193-5/+23
| | | | | | We're going to make the public wl_buffer struct as small as possible. Signed-off-by: Kristian Høgsberg <[email protected]>
* wayland: Use existing EGL_TEXTURE_FORMAT for querying wl_buffer texture formatKristian Høgsberg2012-07-194-55/+46
| | | | | | | | We also reuse EGL_TEXTURE_RGBA and EGL_TEXTURE_RGB, adding only the new planar YUV texture formats: EGL_TEXTURE_Y_U_V_WL, EGL_TEXTURE_Y_UV_WL and EGL_TEXTURE_Y_XUXV_WL. Signed-off-by: Kristian Høgsberg <[email protected]>
* gallium-egl: Implement eglQueryWaylandBufferWLKristian Høgsberg2012-07-191-1/+31
| | | | | | Support this query for gallium EGL too. Signed-off-by: Kristian Høgsberg <[email protected]>
* glsl: Remove open coded version of ir_variable::interpolation_string().Kenneth Graunke2012-07-191-15/+1
| | | | | | | | Presumably the function didn't exist when we wrote this code. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* i965: Avoid unnecessary recompiles for shaders that don't use dFdy().Paul Berry2012-07-194-14/+10
| | | | | | | | | | | | The i965 back-end needs to compile dFdy() differently for FBOs and window system framebuffers, because Y coordinates are flipped between the two (see commit 82d2596: i965: Compute dFdy() correctly for FBOs). This patch avoids unnecessarily recompiling shaders that don't use dFdy(), by only setting render_to_fbo in the wm program key if the shader actually uses dFdy(). Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Set UsesDFdy appropriately for GLSL shaders.Paul Berry2012-07-191-5/+17
| | | | | | | | | | | | | | | | This patch updates the ir_set_program_inouts_visitor so that it also sets gl_fragment_program::UsesDFdy. This is a bit of a hack (since dFdy() isn't an input or an output), but there's no other obvious visitor to squeeze this functionality into, and it would be silly to create a brand new visitor just for this purpose. v2: use local 'fprog' var to avoid repeated casting. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Set UsesDFdy appropriately for assembly programs.Paul Berry2012-07-193-0/+4
| | | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Add UsesDFdy to struct gl_fragment_program.Paul Berry2012-07-192-0/+3
| | | | | | | | | | | | The i965 back-end needs to compile dFdy() differently for FBOs and window system framebuffers, because Y coordinates are flipped between the two (see commit 82d2596: i965: Compute dFdy() correctly for FBOs). This boolean will allow it to avoid unnecessarily recompiling shaders that don't use dFdy(). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* drirc: Add disable_blend_func_extended workaround for Unigine OilRush.Kenneth Graunke2012-07-191-0/+6
| | | | | | | | | | The previous commit implemented the workaround, cited a bug report about OilRush, but actually only enabled the workaround for the demos. Turn it on for OilRush too. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50291 Signed-off-by: Kenneth Graunke <[email protected]>
* i965: Add a driconf option to disable GL_ARB_blend_func_extended.Kenneth Graunke2012-07-194-2/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Unigine Heaven (at least) has a bug where it incorrectly uses the GL_ARB_blend_func_extended extension. Dual source blending allows two color outputs per render target; individual shader outputs can be assigned to be either the first or second blending input by setting the 'index' via one of two methods: - An API call: glBindFragDataLocationIndexed() - The GLSL 'layout' qualifier provided by GL_ARB_explicit_attrib_location Both of these only work on user defined fragment shader outputs; it's an error to use either on built-in outputs like gl_FragData. Unigine uses gl_FragData and gl_FragColor exclusively, and doesn't even attempt to use either method to set index == 1. However, it does set the blending function to SRC1 enums, which requires a fragment shader output with index == 1 or else rendering is undefined. In other words, enabling ARB_blend_func_extended causes Unigine to render incorrectly, resulting in an apparent regression, even though our driver code (as far as I can tell) is perfectly fine. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50291 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Eric Anholt <[email protected]>