| Commit message (Collapse) | Author | Age | Files | Lines |
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OpenGL 2.0 function StencilOp() is in part internally implemented via
StencilOpSeparate(). This change happened some time ago, however the
accompanying doxygen todo comment was not accordingly updated.
Replace the outdated portion of this doxygen todo comment, leaving the
remainder unchanged.
Also better respect the 80 character suggested line length in this file.
v2: Fully remove comment, following code review by [email protected]
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Currently, opt_vectorize() tries to combine:
result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x);
result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y);
result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z);
result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w);
into a single ir_quadop_bitfield_insert opcode, which operates on
ivec4s. However, GLSL IR's opcodes currently require the bits and
offset parameters to be scalar integers. So, this breaks.
We want to be able to vectorize this eventually, but for now, just
chicken out and make opt_vectorize() bail by marking all the bitfield
insert/extract related opcodes as horizontal. This is a relatively
uncommon case today, so we'll do the simple fix for stable branches,
and fix it properly on master.
Fixes assertion failures when compiling Shadow of Mordor vertex shaders
on i965 in vec4 mode (where OptimizeForAOS enables opt_vectorize()).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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SCons doesn't understand nir yet and doesn't want to compile the glsl to
nir pass. Move the files to their own variable so we can add it only for
automake.
Tested-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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These are used by code that doesn't necessarily link to libglsl.la. Move
them to shader_enums.[ch] where we keep similar helpers.
Reviewed-by: Matt Turner <[email protected]>
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The scope of libi965_compiler.la is to be able to take nir shaders and
generate i965 EU code. As such, we don't want the GLSL IR lowering
passes in the library. With this change, libi965_compiler.la no longer
needs to link to libglsl.la.
Reviewed-by: Matt Turner <[email protected]>
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libglsl_la_SOURCES includes both NIR_FILES and LIBGLSL_FILES, so for
libglsl.la consumers, this is a no-op. libnir.la however no longer uses
any GLSL IR infrastructure and can be used without also linking to
libglsl.la.
Acked-by: Matt Turner <[email protected]>
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Previously we were treating the binding index for Uniform Buffer
Objects and Shader Storage Buffer Objects as being part of the
combined BufferInterfaceBlocks array.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93322
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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v2:
* Fill UboInterfaceBlockIndex and SsboInterfaceBlockIndex in
split_ubos_and_ssbos (Iago)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The freedesktop.org blog feeds aren't mentioned on either mesa3d.org or
any of the graphics project wikis (including the DRI wiki) on
freedeskop.org. Fix that by linking to it from the sidebar.
Signed-off-by: Sarah Sharp <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Specify that the operation only applies to the x component, not
per-component as previously specified. This is unnecessary for GL and
creates additional complications for images which need to support these
operations as well.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Each load/store on most hardware can specify what caching to do. Since
SSBO allows individual variables to also have separate caching modes,
allow loads/stores to have the qualifiers instead of attempting to
encode them in declarations.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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I believe that `1u << x`, where x >= 32 yields undefined results
according to the C standard.
Particularly MSVC says `warning C4334: '<<' : result of 32-bit shift
implicitly converted to 64 bits (was 64-bit shift intended?)`.
Reviewed-by: Brian Paul <[email protected]>
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Trivial.
Reviewed-by: Brian Paul <[email protected]>
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For profiling mesa's code, especially llvmpipe, PROFILE should be
defined. Currently, this define can only be generated if mesa is
built using scons.
This patch makes it possible to generate this define also when building
mesa through automake tools.
v2:
- Change --enable-llvmpipe-profile to --enable-profile
- Add -fno-omit-frame-pointer to CFLAGS and CXXFLAGS when enabling profile
Signed-off-by: Oded Gabbay <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reported-by: Axel Davy <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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v2: document the integer behavior
Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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It can be trivially derived from the number of already declared system
values. This allows ureg users not to worry about which index to choose.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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These aren't part of ARB_fragment_program.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The piglit copyteximage check has recently been augmented to test this, but
apparently it hasn't been fixed in Mesa so far.
This language also already appears in the OpenGL 2.1 spec (Ian).
Reviewed-by: Ian Romanick <[email protected]>
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We don't need these for GLSL or ARB, but we need them for SPIR-V
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This commit adds lowering options for the following opcodes:
- nir_op_fmod
- nir_op_bitfield_insert
- nir_op_uadd_carry
- nir_op_usub_borrow
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Both were defined as returning bool but the gpu_shader5 functions are
defined to return int. Also, we had the parameters for usub borrwo
backwards in the folding expression.
Reviewed-by: Matt Turner <[email protected]>
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I chose to make separate macros for this due to the additional
complexity and extra scratch usage.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The draw groups are now split up into groups of 32 if there's a
non-packed stride, or in groups of 400-500 if the draw data is packed.
Signed-off-by: Ilia Mirkin <[email protected]>
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