| Commit message (Collapse) | Author | Age | Files | Lines |
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The two extensions are identical, and are largely taking bits of already
existing desktop functionality. We continue to do a poor job of
supporting the 'precise' keyword, just like we do on desktop.
This passes the relevant dEQP tests that I could find.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Could be exposed on earlier GLES versions if we supported EXT_sRGB, but
we don't, for now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Trivial
Signed-off-by: Ian Romanick <[email protected]>
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v2: Fix some bad indentation. Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This will now never occur. The empty if-else part would have already
been removed leaving an empty if-endif part.
No shader-db changes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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On BDW,
total instructions in shared programs: 8448571 -> 8448367 (-0.00%)
instructions in affected programs: 21000 -> 20796 (-0.97%)
helped: 116
HURT: 0
v2: Remove spurious attempt to combine the if_block with the (removed!)
else_block. Suggested by Matt and Curro. Correct the comment
describing what the new pass does. Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This provides a trivial simplification now, and it makes some future
changes more straight forward.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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'git diff -w' is a bit more illustrative. A couple declarations were
moved, the continue was removed, and the code was reindented. This will
simplify future changes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The same code appeared in both branches; pull it above the if statement.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The caller already computes it. Now that we have stage specific
functions, it's really easy to pass this in.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The caller already computes it. Now that we have stage specific
functions, it's really easy to pass this in.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Now that each stage is directly calling brw_nir_lower_io(), and we have
per-stage helper functions, it makes sense to just call the relevant one
directly, rather than going through multiple switch statements.
This also eliminates stupid function parameters, such as the two that
only apply to vertex attributes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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These functions are both giant switch statements where most cases don't
overlap at all. Let's put the bulk of the work in per-stage helpers.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Most cases already call nir_lower_io explicitly for input and output
lowering. This catch all isn't very useful anymore - we can just add it
to the remaining cases.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This simplifies things. Every caller of brw_nir_lower_io() immediately
calls brw_postprocess_nir(). The only real change this will have is
that we get an extra brw_nir_optimize() call when compiling compute
shaders, but that seems fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We've now hit literally every case other than geometry shaders (and
compute shaders, but those are a no-op). So, let's just move geometry
shaders over too and be done with it.
The only advantage to doing this at link time was to save the expense
of running the pass on recompiles. But we're already running a lot of
passes, and the extra code complexity isn't worth it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Shorter than compiler->scalar_stage[MESA_SHADER_GEOMETRY], which can
help with line-wrapping.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The Vulkan driver wants to be able to delete fragment outputs that are
beyond key.nr_color_regions; this is a lot easier if we lower outputs at
specialization time rather than link time.
(Rationale added to commit message by Ken)
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Without this, on SIMD 16 the send instruction destination will appear
to write more than one destination register, causing the simulator to
report an error.
Of course, the send instruction can actually write more than one
destination register regardless of the type set for the destination,
so this is a bit strange.
Suggested-by: Kenneth Graunke <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reduce the amount of duplicated code by re-using
nvc0_program_validate(). While we are at it, change the prototype
to return void and remove nvc0_compute.h which is now useless.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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No reason to not validate those global buffers and this might avoid
fails if someone try to use the global memory from compute programs.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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While we are at it, rename it to nvc0_compute_validate_globals() and
update its prototype.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Since commit d1314de293e9e4a63c35f094c3893aaaed8580b4 we ignore
damage passed to SwapBuffersWithDamage.
Wayland 1.10 now has functionality that allows us to properly
process those damage rectangles, and a way to query if it's
available.
Now we can use wl_surface.damage_buffer and interpret the incoming
damage as being in buffer co-ordinates.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Pekka Paalanen <[email protected]>
Signed-off-by: Derek Foreman <[email protected]>
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It was already done in get_mesa_program()
Signed-off-by: Marek Olšák <[email protected]>
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Will allow us to catch/prevent issues, like the one in mesa 11.2.0-rc1.
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Without this mesa 11.2.0-rc1 ended up busted :-(
Cc: "11.2" <[email protected]>
Repored-by: Ondřej Súkup <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Allows us to transform
mad res src0 src1 src2
mov.sat dst -res
into
mad.sat dst -src0 -src1 src2
instructions in affected programs: 3712 -> 3688 (-0.65%)
helped: 24
Reviewed-by: Ian Romanick <[email protected]>
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Allows us to transform
add res src0 src1
mov.sat dst -res
into
add.sat dst -src0 -src1
No shader-db changes.
Reviewed-by: Ian Romanick <[email protected]>
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Allows us to transform
mul res src0 src1
mov.sat dst -res
into
mul.sat dst src0 -src1
instructions in affected programs: 45246 -> 45054 (-0.42%)
helped: 162
Reviewed-by: Ian Romanick <[email protected]>
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It's not correct to CSE these multiplies
mul.sat dst1, -a, b
mul.sat dst2, a, b
by emitting a negated MOV from dst1 to dst2:
mul.sat dst1, -a, b
mov dst2, -dst1
Take 2.0*2.0 for example. The first multiply would produce 0.0 and the
second would produce 1.0.
Fixes bad generated code in 18 to 22 shaders:
instructions in affected programs: 432 -> 464 (7.41%)
helped: 4
HURT: 18
Cc: [email protected]
Reviewed-by: Ian Romanick <[email protected]>
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Unclear to me whether it actually is a horizontal operation that cannot
be vectorized, but the fact that i965 generates the same code in either
case makes me less interested in finding out.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94199
Reviewed-by: Kenneth Graunke <[email protected]>
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Also, renamed get_conversion_operation to avoid
future misunderstandings.
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Because I changed the swizzle check, I also need to adapt the return
values for each check.
It's basically almost the same as before, we just cross between STD and
STD_REV, and cross between ALT and ALT_REV
This fixes the rgba test in gl-1.0-readpixsanity (piglit) and also
fixes tri-flat (mesa demos).
Signed-off-by: Oded Gabbay <[email protected]>
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Oded Gabbay <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Previously loops like
do {
// ...
} while (false);
that did not have any other loop-branch instructions would not be
unrolled. This is commonly used to wrap multiline preprocessor macros.
This produces IR like
(loop (
...
break
))
Since limiting_terminator was NULL, the loop unroller would
throw up its hands and say, "I don't know how many iterations. How
can I unroll this?"
We can detect this another way. If there is no limiting_terminator
and the only loop-branch is a break as the last IR, there's only one
iteration.
On my very old checkout of shader-db, this removes a loop from Orbital
Explorer, but it does not otherwise affect the shader. The loop removed
is the one the compiler inserts surrounding the switch statement.
This change does prevent some seriously bad code generation in some
patches to meta shaders that I recently sent out for review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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RGBA8 and BGRA8 unorm formats are compatible with the various
mem_copy functions. Their sRGB counterparts are also compatible
because they're also color-renderable (of importance when the
specified resource is a readbuffer) and they share the same
physical layout.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Not called from any other file. Remove _mesa_ prefix and update comments.
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Declare the var in the scopes where it's used.
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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To match the convention of other device driver functions.
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The change "mesa/readpix: Don't clip in _mesa_readpixels()" caused a
few piglit regressions. The failing tests use glReadPixels to read
from the front color buffer. The problem is we were trying to read
from a non-existant front color buffer. The front color buffer is
created on demand in st/mesa. Since the missing buffer bounds were
effectively 0 x 0 the glReadPixels was totally clipped and returned
early.
The fix involves creating the real front color buffer when we're about
to try reading from it.
Tested with llvmpipe and VMware driver on Linux, Windows.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94253
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94254
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94257
Cc: [email protected]
Reviewed-by: Roland Scheidegger <[email protected]>
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The current code in r600_translate_colorswap uses the swizzle information
to determine which colorswap to use.
This works for BE & LE when the nr_channels is <4, but when nr_channels==4
(e.g. PIPE_FORMAT_A8R8G8B8_UNORM), this method can not be used for both BE
and LE, because the swizzle info is the same for both of them.
As a result, r600g doesn't support 24bit color formats, only 16bit, which
forces the user to choose 16bit color in X server.
This patch fixes this bug by separating the checks for LE and BE and
adapting the swizzle conditions in the BE part of the checks.
Tested on an Evergreen GPU (Cedar GL FirePro 2270) running inside POWER7
Big-Endian Machine.
Signed-off-by: Oded Gabbay <[email protected]>
CC: "11.2" "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Before the luminance stride was based on the size of GL_FLOAT
which is just the type constant (0x1406). Change it to use the
size of GLfloat.
Reviewed-by: Brian Paul <[email protected]>
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"st/mesa: overhaul vertex setup for clearing, glDrawPixels, glBitmap"
added a vertex shader declaring IN[0] and IN[2], but not IN[1].
Drivers relying on tgsi_shader_info can't handle holes in declarations,
because tgsi_shader_info doesn't track that.
This is just a quick workaround meant for stable that will work for vertex
shaders.
This fixes radeonsi DrawPixels and CopyPixels crashes.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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