| Commit message (Collapse) | Author | Age | Files | Lines |
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Currently, the location of each varying is recorded in ir_variable as
a multiple of the size of a vec4. In order to pack varyings, we need
to be able to record, e.g. that a vec2 is stored in the second half of
a varying slot rather than the first half.
This patch introduces a field ir_variable::location_frac, which
represents the offset within a vec4 where a varying's value is stored.
Varyings that are not subject to packing will always have a
location_frac value of zero.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, the linker used a value of -1 in ir_variable::location to
denote a generic input or output of the shader that had not yet been
matched up to a variable in another pipeline stage.
This patch introduces a new ir_variable field,
is_unmatched_generic_inout, for that purpose.
In future patches, this will allow us to separate the process of
matching varyings between shader stages from the processes of
assigning locations to those varying. That will in turn pave the way
for packing varyings.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, link_invalidate_variable_locations() was only called
during assign_attribute_or_color_locations() and
assign_varying_locations(). This meant that in the corner case when
there was only a vertex shader, and varyings were being captured by
transform feedback, link_invalidate_variable_locations() wasn't being
called for the varyings.
This patch migrates the calls to link_invalidate_variable_locations()
to link_shaders(), so that they will be called in all circumstances.
In addition, it modifies the call semantics so that
link_invalidate_variable_locations() need only be called once per
shader stage (rather than once for inputs and once for outputs).
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch modifies the clip distance lowering pass so that the new
symbol it generates (glClipDistanceMESA) is added to the shader's
symbol table.
This will allow a later patch to modify the linker so that it finds
transform feedback varyings using the symbol table rather than having
to iterate through all the declarations in the shader.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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hash_table.c compilation requires ralloc.h include path
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This is a first step in removing the swrast-related code in core
Mesa's texture compression files.
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No real need for separate functions anymore.
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Not called from any other file.
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This builds on the previous draw/softpipe patch.
So llvmpipe does streamout calls after clip/viewport stages,
but we have the pre-clip position stored for later use, so
when we are doing transform feedback, and its the position vertex
grab the vertex from the stored pre clip position.
The perfect fix is too probably add a codegen transform feedback
stage in between shader and clip stages, but this is good enough
for now.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to draw for the new features of transform feedback.
a) fix count_from_stream_output, using max_index+1 for now but it looks
like it should be valid as its derived from the vertex elements/vbo.
b) fix striding and dst offsets in output buffers - was just wrong before.
c) fix crash if tfb is suspended (so.num_targets == 0)
This also enables the new features on softpipe. It should be possible
to enable them on llvmpipe as well after this commit, but would need
to schedule piglit runs.
Signed-off-by: Dave Airlie <[email protected]>
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by commit 25409c6da8163d9acb386511aef0c11577c7aadb
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Every call to _cl_program::build() was erasing the binaries and logs for
every device associated with the program. This is incorrect because
it is possible to build a program for only a subset of devices and so
any device not being build should not have this information erased.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Override the cross_compiling and ac_tool_prefix variables by reassigning
to them instead of redefining the macros. Redefining them will actually
cause the variable names to be replaced instead of their content.
Furthermore push the definition of CPPFLAGS before running the checks
for the build tools to avoid the host CPPFLAGS from leaking into the
build CPPFLAGS.
While at it drop the redefinition of AC_TRY_COMPILER which hasn't been
used since autoconf 2.50 and make sure that all definitions are properly
popped when done (LDFLAGS, ac_cv_prog_CPP, ac_cv_prog_CXXCPP).
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Thierry Reding <[email protected]>
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Since we don't call lp_build_sample_common() in the texel fetch path we missed
the layer fixup code. If someone would have tried to do texelFetch with array
textures it would have crashed for sure.
Not really tested (can't run the piglit test being able to use texelFetch with
array samplers for now with llvmpipe).
Reviewed-by: José Fonseca <[email protected]>
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Previously, if the client program didn't specify a stride when setting
up a vertex attribute, we used _mesa_sizeof_type() to compute the size
of the type, and multiplied it by the number of components.
This didn't work for the 2_10_10_10 formats, since _mesa_sizeof_type()
returns -1 for those types, resulting in all kinds of havoc, since it
was causing the hardware to be programmed with a negative stride
value.
This patch adds a new function _mesa_bytes_per_vertex_attrib(), which
is similar to the existing function _mesa_bytes_per_pixel(), but which
computes the size of a vertex attribute based on the type and the
number of formats. For packed formats (currently only the 2_10_10_10
formats), it verifies that the number of components is correct and
returns the size of the packed format. For unpacked formats, it
returns the size of the type times the number of components.
In addition, this patch adds an assertion so that if we ever forget to
update _mesa_bytes_per_vertex_attrib() when adding a new vertex
format, we'll see the problem quickly rather than having to debug a
subtle conformance test failure.
Fixes GLES3 conformance tests
vertex_type_2_10_10_10_rev_{conversion,divisor,stride_pointer}.test.
Reviewed-by: Brian Paul <[email protected]>
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The GL 3.1 and ES 3.0 specs say of glGetActiveUniformsiv:
"If an error occurs, nothing will be written to params."
So, make a pass through the indices and check that they're valid before
the pass that actually writes to params. Checking pname happens on the
first iteration of the second loop.
Fixes es3conform's getactiveuniformsiv_for_nonexistent_uniform_indices
test.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise messages say silly things like
glGetActiveUniformBlockiv(block index -1 >= 0)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Gen7 stores the JIP/UIP bits in different places.
Reviewed-by: Eric Anholt <[email protected]>
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try_rewrite_rhs_to_dst is a quick optimization to avoid generating new
temporaries (and MOVs from those temporaries to the dest) for every
expression tree we visit. By generating better code in simple cases, we
reduce the burden on later optimization passes like register coalescing.
Previously, we compared inst->regs_written() to lhs->vector_elements
to make sure the instruction generating our value wrote the same number
of components as our destination register.
However, this fails in some cases. One example is texturing (which
produces a vec4) into gl_FragData[i]. Technically, gl_FragData[i] is
also a vec4. However, the destination VGRF actually has size 4n (where
n is the size of the array).
split_virtual_grfs() can't split VGRFs that are used by SEND messages
which require contiguous destination registers (like texturing), and
register allocation needs all VGRFs to have sizes between 1 and 4.
Amnesia: The Dark Descent hits this case: a texturing instruction
(4 components) gets rewritten to the gl_FragData output register
(which was 4*3 = 12 components), causing the register allocator to
hit the "we rely on split_virtual_grfs" assertion.
This makes it possible to play Amnesia.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dan Nicholson <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This is redundant since we're calling draw_bind_fragment_shader()
which already does a flush.
v2: the redundant flush in llvmpipe_set_constant_buffer() has
already been removed by commit 3427466e6dbbb8db7c1ecda6b3859ca1cc5827a3
Reviewed-by: José Fonseca <[email protected]>
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Fetch shaders are usually destroyed at the context destruction by the state
tracker, so we can put them all in a large buffer without wasting memory.
This reduces the number of relocations sent to the kernel a little bit.
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Instead of having a 4-byte buffer for each streamout target, we suballocate
each dword from a 4K buffer.
This further reduces the overall number of relocations.
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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u_upload_mgr suballocates memory from a large buffer and maps the allocated
range (unsychronized), which is perfect for short-lived staging buffers.
This reduces the number of relocations sent to the kernel.
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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There are 2 ways. I prefer the former:
GALLIUM_MSAA=n
__GL_FSAA_MODE=n
Tested with ETQW, which doesn't support MSAA on Linux. This is
the only way to get MSAA there.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Death to driver-specific hacks!
Reviewed-by: Ian Romanick <[email protected]>
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Not really used by anybody now.
Reviewed-by: Brian Paul <[email protected]>
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There are only 2 possible usages: render target and depth stencil.
Both can be derived from the surface format, so the flag is redundant.
And it's going away...
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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It doesn't work and it's not clear how it's supposed to work.
Reviewed-by: Brian Paul <[email protected]>
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This adds seamless sampling for cubemap boundaries if requested.
The corner case averaging is messy but seems like it should be spec
compliant.
The face direction stuff is also a bit messy, I've no idea if that could
or should be simpler, or even if all my directions are fully correct!
v1.1: update comments, drop unneeded seamless calls for nearest, fix
if statement layout.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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