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* mesa: move validate_blend_factors() call after no-change checkBrian Paul2015-10-151-6/+6
| | | | | | | A redundant call to glBlendFuncSeparateiARB() is more likely than getting invalid values, so do the no-op check first. Reviewed-by: Eric Anholt <[email protected]>
* mesa: optimize no-change check in _mesa_BlendEquationSeparate()Brian Paul2015-10-151-15/+26
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa: optimize no-change check in _mesa_BlendEquation()Brian Paul2015-10-151-12/+23
| | | | | | Same story as preceeding change to _mesa_BlendFuncSeparate(). Reviewed-by: Eric Anholt <[email protected]>
* mesa: optimize no-change check in _mesa_BlendFuncSeparate()Brian Paul2015-10-151-15/+28
| | | | | | | | | | | | Streamline the checking for no state change in _mesa_BlendFuncSeparate() (and _mesa_BlendFunc()). If _BlendFuncPerBuffer is false, we only need to check the 0th buffer state. Move argument validation after the no-op check. I'm looking at an app that issues about 1000 redundant glBlendFunc() calls per frame! Reviewed-by: Eric Anholt <[email protected]>
* mesa: short-cut new_state == _NEW_LINE in _mesa_update_state_locked()Brian Paul2015-10-151-1/+5
| | | | | | | | | | | We can skip to the end of _mesa_update_state_locked() if only the _NEW_LINE flag is set since none of the derived state depends on it (just like _NEW_CURRENT_ATTRIB). Note that we still call the ctx->Driver.UpdateState() function, of course. v2: use bitmask-based test, per Eric. Reviewed-by: Eric Anholt <[email protected]>
* mesa: remove FLUSH_VERTICES() in _mesa_MatrixMode()Brian Paul2015-10-151-1/+0
| | | | | | | Changing the matrix mode alone has no effect on rendering and does not need to trigger a flush or state validation. Reviewed-by: Eric Anholt <[email protected]>
* mesa: android: Fix the incorrect path of sse_minmax.cChih-Wei Huang2015-10-151-1/+1
| | | | | | | | Cc: "10.6 11.0" <[email protected]> Fixes: 669cfc267a1 (android: mesa: fix the path of the SSE4_1 optimisations) Signed-off-by: Chih-Wei Huang <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* i965: android: add the i965_compile_FILES sources to the driverMauro Rossi2015-10-151-0/+1
| | | | | | | | | | | | | | | | i965_compile_FILES are needed otherwise we'll error out as below: target SharedLib: i915_dri (out/target/product/x86/obj/SHARED_LIBRARIES/i915_dri_intermediates/LINKED/i915_dri.so) external/mesa/src/mesa/drivers/dri/i965/brw_ir_fs.h:181: error: undefined reference to 'fs_inst::~fs_inst()' ... ... external/mesa/src/mesa/drivers/dri/i965/intel_screen.c:1484: error: undefined reference to 'brw_compiler_create' collect2: error: ld returned 1 exit status build/core/shared_library.mk:81: recipe for target 'out/target/product/x86/obj/SHARED_LIBRARIES/i965_dri_intermediates/LINKED/i965_dri.so' failed make: *** [out/target/product/x86/obj/SHARED_LIBRARIES/i965_dri_intermediates/LINKED/i965_dri.so] Error 1 [Emil Velikov: tweak commit message] Signed-off-by: Emil Velikov <[email protected]>
* program: convert _mesa_init_gl_program() to take struct gl_program *Emil Velikov2015-10-1510-67/+68
| | | | | | | | Rather than accepting a void pointer, only to down and up cast around it, convert the function to take the base (struct gl_program) pointer. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* nir: include nir_instr_set.h in the tarballEmil Velikov2015-10-151-0/+1
| | | | Signed-off-by: Emil Velikov <[email protected]>
* glsl: Allow arrays of arrays in GLSL ES 3.10 and GLSL 4.30Timothy Arceri2015-10-153-18/+20
| | | | | | | | | | V3: use a check_*_allowed style function for requirements checking rather than has_* which doesn't encapsulate the error message V2: add missing 's' to the extension name in error messages and add decimal place in version string Reviewed-by: Marta Lofstedt <[email protected]>
* glsl: allow for AoA in calculating offset to ubo start regionTimothy Arceri2015-10-151-2/+1
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: build ubo name and indexing offset for AoATimothy Arceri2015-10-151-30/+86
| | | | | | V2: split out unrelated change as suggested by Samuel Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: link uniform block arrays of arraysTimothy Arceri2015-10-153-112/+229
| | | | | | | This adds support for setting up the UniformBlock structures for AoA and also adds support for resizing AoA blocks with a packed layout. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: Add AoA support when checking for non-const indexTimothy Arceri2015-10-151-1/+1
| | | | | | | When checking for non-const indexing of interfaces take into account arrays of arrays Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: Add support for lowering interface block arrays of arraysTimothy Arceri2015-10-151-14/+38
| | | | | | V2: make array processing functions static Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: add AoA support for an inteface with unsized array membersTimothy Arceri2015-10-151-4/+12
| | | | | | | | | Add support for setting the max access of an unsized member of an interface array of arrays. For example ifc[j][k].foo[i] where foo is unsized. Reviewed-by: Ian Romanick <[email protected]>
* glsl: add AoA support for linking interface blocks with unsized membersTimothy Arceri2015-10-152-6/+7
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: avoid hitting assert for arrays of arraysTimothy Arceri2015-10-151-0/+6
| | | | | | | Also add TODO comment about adding proper support Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: add AoA support for atomic countersTimothy Arceri2015-10-151-23/+54
| | | | | | | | | | | | | | This marks all counters in an AoA as active. For AoA all but the innermost array are treated as separate counters/uniforms. The Nvidia binary also goes further and finds inactive counters in the AoA, in future we should do this too, however this gets things working for the time being. This change also removes the use of UniformHash for atomic counters, this avoids having to generate name strings used as hash keys. Reviewed-by: Ian Romanick <[email protected]>
* glsl: add std140 layout support for AoATimothy Arceri2015-10-151-7/+8
| | | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* i965: add arrays of arrays support for varyingsTimothy Arceri2015-10-152-5/+3
| | | | | | V2: get the correct vector elements value for outputs Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: calculate AoA uniform offset correctly for structsTimothy Arceri2015-10-151-1/+16
| | | | | | | This allows the correct offset to be calculated for use in indirect indexing of samplers. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: remove dead code in a single passTimothy Arceri2015-10-154-17/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Currently only one ir assignment is removed for each var in a single dead code optimisation pass. This means if a var has more than one assignment, then it requires all the glsl optimisations to be run again for each additional assignment to be removed. Another pass is also required to remove the variable itself. With this change all assignments and the variable are removed in a single pass. Some of the arrays of arrays conformance tests that were looping through 8 dimensions ended up with a var with hundreds of assignments. This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1 go from around 3 min 20 sec -> 2 min ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from around 9 min 20 sec to 7 min 30 sec I had difficulty getting the public shader-db to give a consistent result with or without this change but the results seemed unchanged at between 15-20 seconds. Thomas Helland measured change with shader-db on his machine from approx 117 secs to 112 secs. V3: Simplify freeing of list as suggested by Ian, and spelling fixes. V2: Add assert to be sure references are counted before assignments. Reviewed-by: Ian Romanick <[email protected]> Tested-By: Thomas Helland <[email protected]> Tested-by: Ian Romanick <[email protected]>
* glsl: dont allow gl_PerVertex to be redeclared as an array of arraysTimothy Arceri2015-10-152-1/+8
| | | | | | | | | | V3: move patch after fixes to ast for AoA and add const to helper as suggested by Ian V2: move single dimensional array detection into a helper Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: check that only the outermost array is unsizedTimothy Arceri2015-10-151-0/+22
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: allow AoA to be sized by initializer or constructorTimothy Arceri2015-10-155-41/+82
| | | | | | | V2: Split out unsized array validation to its own patch as suggested by Samuel. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: add support for initialising sampler AoATimothy Arceri2015-10-151-34/+49
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add support for linking uniform arrays of arraysTimothy Arceri2015-10-152-6/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | V3: Fix setting of data.location for struct AoA UBO members V2: Handle arrays of arrays in the same way structures are handled The ARB_arrays_of_arrays spec doesn't give very many details on how AoA uniforms are intended to be implemented. However in the ARB_program_interface_query spec there are details that show AoA are intended to be handled in a similar way to structs. Issues 7 from the ARB_program_interface_query spec: We define rules consistent with our enumeration rules for other complex types. For existing one-dimensional arrays, we enumerate a single entry if the array is an array of basic types, or separate entries for each array element if the array is an array of structures. We follow similar rules here. For a uniform array such as: uniform vec4 a[5][4][3]; we enumerate twenty different entries ("a[0][0][0]" through "a[4][3][0]"), each of which is treated as an array with three elements. This is morally equivalent to what you'd get if you worked around the limitation in current GLSL via: struct ArrayBottom { vec4 c[3]; }; struct ArrayMid { ArrayBottom b[3]; }; uniform ArrayMid a[5]; which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]". Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* i965: Don't hardcode FS in "validation failed!" message.Kenneth Graunke2015-10-141-1/+1
| | | | | | | | Instead, print "Scalar VS" or "Scalar FS". Otherwise it's really confusing which stage is broken. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
* glsl: Support uint index in lower_vector_insertJordan Justen2015-10-141-1/+5
| | | | | | | | | The ES31-CTS.compute_shader.pipeline-compute-chain test case generates an unsigned index by using gl_LocalInvocationID.x and gl_LocalInvocationID.y as array indices. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* glsl: Support uint index in do_vec_index_to_cond_assignJordan Justen2015-10-141-1/+3
| | | | | | | | | The ES31-CTS.compute_shader.pipeline-compute-chain test case generates an unsigned index by using gl_LocalInvocationID.x and gl_LocalInvocationID.y as array indices. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* i965/fs: Ignore compute shaders in brw_nir_lower_inputsJordan Justen2015-10-141-0/+4
| | | | | | | | | | | | | | | The commit shown below caused compute shaders to hit the unreachable in the default of the switch block. Since compute shaders don't have any inputs, we can make brw_nir_lower_inputs a no-op for CS. commit 2953c3d76178d7589947e6ea1dbd902b7b02b3d4 Author: Kenneth Graunke <[email protected]> Date: Fri Aug 14 15:15:11 2015 -0700 i965/vs: Map scalar VS input locations properly; avoid tons of MOVs. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/fs: Simplify FS in brw_nir_lower_inputs to only support scalar modeJordan Justen2015-10-141-1/+2
| | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: remove unused functions in program.cBrian Paul2015-10-141-51/+0
| | | | | | replace_registers() and adjust_param_indexes() were unused. Reviewed-by: Matt Turner <[email protected]>
* mesa: minor indentation fix in _mesa_BindTextureUnit()Brian Paul2015-10-141-1/+1
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* mesa: remove unused texUnit local in _mesa_BindTextureUnit()Brian Paul2015-10-141-7/+0
| | | | | | | The texture unit is error-checked before this and the texUnit var is unused, so remove it. Reviewed-by: Anuj Phogat <[email protected]>
* st/fbo: use pipe_surface_release instead of pipe_surface_referenceKrzysztof Sobiecki2015-10-141-1/+1
| | | | | | | | | | | pipe_surface_reference have problems with deleted contexts, so use of pipe_surface_release might be more appropriate. Fixes Wasteland 2 Director's Cut crash on start. Cc: [email protected] Reviewed-by: Brian Paul <[email protected]>
* glsl: Enable split of lower UBOs and SSBO also for compute shadersMarta Lofstedt2015-10-141-1/+1
| | | | | | | | | | | | | The split of Uniform blocks and shader storage block only loops up to MESA_SHADER_FRAGMENT and igonres compute shaders. This cause segfault when running the OpenGL ES 3.1 CTS tests with GL_ARB_compute_shader enabled. V2: Changed to use MESA_SHADER_STAGES instead of MESA_SHADER_COMPUTE Reviewed-by: Francisco Jerez <[email protected]> Signed-off-by: Marta Lofstedt <[email protected]>
* glsl: Include util/strndup.h.Jose Fonseca2015-10-141-0/+1
| | | | | | Fixes Windows builds. Trivial.
* glsl: calculate TOP_LEVEL_ARRAY_SIZE and STRIDE when adding resourcesTapani Pälli2015-10-142-242/+243
| | | | | | | | | | Patch moves existing calculation code from shader_query.cpp to happen during program resource list creation. No Piglit or CTS regressions were observed during testing. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: add top level array size and stride to gl_uniform_storageTapani Pälli2015-10-141-10/+22
| | | | | | | | | | | | Patch adds 2 new fields to gl_uniform_storage so that we don't need to calculate these values during runtime shader queries. This is required by upcoming changes to free GLSL IR after linking. Patch moves 3 booleans inside structure so that structure size stays the same after this change. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* i965: Adapt SSBOs to work with their own separate index spaceIago Toral Quiroga2015-10-145-69/+71
| | | | Reviewed-by: Kristian Høgsberg <[email protected]>
* glsl/lower_ubo_reference: lower UBOs and SSBOs to separate index spacesIago Toral Quiroga2015-10-141-8/+14
| | | | Reviewed-by: Kristian Høgsberg <[email protected]>
* mesa: Add {Num}UniformBlocks and {Num}ShaderStorageBlocks to gl_shader{_program}Iago Toral Quiroga2015-10-143-1/+118
| | | | | | These arrays provide backends with separate index spaces for UBOS and SSBOs. Reviewed-by: Kristian Høgsberg <[email protected]>
* mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocksIago Toral Quiroga2015-10-1415-68/+68
| | | | | | | | | | | | | | Currently, these arrays in gl_shader and gl_shader_program hold both UBOs and SSBOs, so this looks like a better name. We were already using NumBufferInterfaceBlocks in gl_shader_program, so this makes things more consistent as well. In a later patch we will add {Num}UniformBlocks and {Num}ShaderStorageBlocks which will contain only references to UBOs and SSBOs respectively that will provide backends with a separate index space for both types of objects. Reviewed-by: Kristian Høgsberg <[email protected]>
* glsl: Fix variable_referenced() for vector_{extract,insert} expressionsIago Toral Quiroga2015-10-142-0/+18
| | | | | | | | | | | | | | We get these when we operate on vector variables with array accessors (i.e. things like a[0] where 'a' is a vec4). When we call variable_referenced() on these expressions we want to return a reference to 'a' instead of NULL. This fixes a problem where we pass a[0] as the first argument to an atomic SSBO function that expects a buffer variable. In order to check this, we use variable_referenced(), but that is currently returning NULL in this case, since the underlying rvalue is a vector_extract expression. Tested-by: Markus Wick <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
* nir: split SSBO min/max atomic instrinsics into signed/unsigned versionsIago Toral Quiroga2015-10-144-27/+43
| | | | | | | | | | | | | NIR is typeless so this is the only way to keep track of the type to select the proper atomic to use. v2: - Use imin,imax,umin,umax for the intrinsic names (Connor Abbott) - Change message for unreachable paths (Michael Schellenberger) Tested-by: Markus Wick <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/vec4: fix indentation in vec4_visitor::calculate_live_intervalsIago Toral Quiroga2015-10-141-8/+8
| | | | Reviewed-by: Francisco Jerez <[email protected]>
* i965/fs: Fix indentation in fs_live_variables::compute_start_endIago Toral Quiroga2015-10-141-9/+8
| | | | Reviewed-by: Francisco Jerez <[email protected]>