| Commit message (Collapse) | Author | Age | Files | Lines |
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We are using 1 more buffer than we have, although in the future the
driver should just end up using one buffer in total probably, this
is a good first step, it merges the txq cube array and buffer info
constants on r600 and evergreen.
This should in theory fix geom shader tests on r600.
v1.1: fix comments from Glenn.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.4 10.3" <[email protected]
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 07ae69753c6818bcce5d4edaf2cca39c20e37f4c)
Squashed with commit
r600g: fix fallout from last patch
I accidentally rebased from the wrong machine and missed some
fixes that were on my r600 box.
doh.
this fixes a bunch of geom shader textureSize tests on rv635
from gpu reset to pass.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86760
Reported-by: [email protected]
Cc: "10.4 10.3" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit b10ddf962f2ca09073a13ad19817bf7c9b158294)
Squashed with commit
r600g: make llvm code compile this time
Actually compiling the code helps make it compile.
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 91a827624c01d40613e97322632aaffe319540f1)
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It's not exported by the official opengl32.dll neither. Applications are
supposed to get it via wglGetProcAddress(), not GetProcAddress().
Cc: "10.4" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
(cherry picked from commit cb009bdd44c41112a52fe643dfd323e351bb40b3)
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This fixes several MSVC warnings like:
warning C4273: 'glClearColorx' : inconsistent dll linkage
In fact, we should avoid using `declspec(dllexport)` altogether, and use
exclusively the .DEF instead, which gives more precise control of which
symbols must be exported, but all the public GL/GLES headers practically
force us to pick between `declspec(dllexport)` or
`declspec(dllimport)`.
Cc: "10.4" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
(cherry picked from commit 5fdb6d683984ff44fca7d89e6716b1085970e993)
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We now always guarantee availability of stdint.h on MSVC -- if MSVC
doesn't supply one we use our own.
Cc: "10.4" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
(cherry picked from commit 4b6e93650cfe5f2c285cf601d7f3e8286ce40d3c)
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The version provided by it should be the same as the one
provided/handled by the module. Add the missing tiny version.
Cc: <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
(cherry picked from commit 9b7037a3696cc9282f209435fc26702998341b5e)
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Fixes broken rendering in Windows-based QtQuick2 apps run through Wine.
This library sets all texture units' GL_COORD_REPLACE, leaves point
sprite mode enabled, and then draws a triangle fan.
Will need a slightly different fix for Gen4-5, but I don't have my old
machines in a usable state currently.
V2: - Simplify patch -- the real changes are no longer duplicated across
the Gen6 and Gen7 atoms.
- Also don't clobber attr overrides -- which matters on Haswell too,
and fixes the other half of the problem
- Fix newly-introduced warnings
V3: - Use BRW_NEW_GEOMETRY_PROGRAM and brw->geometry_program rather than
core flag and state; keep the state flags in order.
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.4" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84651
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 0008d0e59eff365079323918508ffc87355a6bfd)
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Ilia noticed that my lowering pass was converting the constant array
used by textureGatherOffsets' offsets parameter to a uniform. This
broke textureGather for Nouveau, and is generally a horrible plan,
since it violates the GLSL constraint that offsets must be an
immediate constant.
When I wrote this pass, I neglected to consider whole array assignment.
I figured opt_array_splitting would handle constant indexing, so this
pass was really about fixing variable indexing.
textureGatherOffsets is an example of whole array access that we really
don't want to touch. Whole array copies don't appear to benefit from
this either - they're most likely initializers for temporary arrays
which are going to be mutated anyway. Since you're copying, you may
as well copy from immediates, not uniforms.
This patch makes the pass look for ir_dereference_arrays of
ir_constants, rather than looking for any ir_constant directly.
This way, it ignores whole array assignment.
No shader-db changes or Piglit regressions on Haswell. Some Piglit
tests generate different code (fixing textureGatherOffsets on Nouveau).
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.4" <[email protected]>
(cherry picked from commit 60f011af1a370004333cbc3fee7fec137ebd9d6a)
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This was just returning the same value as GL_CURRENT_MATRIX_ARB.
Spotted while investigating something else in apitrace.
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 2b4fe85f0ea613463b8bba3149183eca97e98e75)
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Uniform names (even for hidden uniforms) are required to be unique; some
parts of the compiler assume they can be looked up by name.
Fixes the piglit test: tests/spec/glsl-1.20/linker/array-initializers-1
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.4" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 129178893b2260df22db96327c5ca9c2ce7db046)
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When converting a uniform array reference to a pull constant load, the
`reladdr` expression itself may have its own `reladdr`, arbitrarily
deeply. This arises from expressions like:
a[b[x]] where a, b are uniform arrays (or lowered const arrays),
and x is not a constant.
Just iterate the lowering to pull constants until we stop seeing these
nested. For most shaders, there will be only one pass through this loop.
Fixes the piglit test:
tests/spec/glsl-1.20/linker/double-indirect-1.shader_test
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit adefccd12a534f0deac7b78db73693fe1dcef2ec)
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This moves all the CUBE section above the gradients section,
so that the gradient emission happens on one block which
is what sb/hardware expect.
v2: avoid changes to bytecode by using spare temps
v2.1: shame gcc, oh the shame. (uninit var warnings)
Cc: "10.4 10.3" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit c88385603ae8d983314b736a9459bbf7d002cf11)
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The piglit tests were failing, and it appeared to be SB
optimising out things, but Glenn pointed out the gradients
are meant to be clause local, so we should emit the texture
instructions in the same clause. This moves things around
to always copy to a temp and then emit the texture clauses
for H/V.
v2: Glenn pointed out we could get another ALU fetch in
the wrong place, so load the src gpr earlier as well.
Fixes at least:
./bin/tex-miplevel-selection textureGrad 2D
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.4 10.3" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 38ec1844193570486bf35e25a7a4339a00da127e)
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res->bind is not an indicator of how the resource is currently bound.
buffers can be rebound across different binding points without changing
underlying storage.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
(cherry picked from commit fecae4625cf9a132bb3fbfeaadbbf3db68be6024)
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The number of vertex buffers has nothing to do with the number of bound
constbufs.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
(cherry picked from commit e80a0a7d9a02fe12dedfb2e221358af620759c28)
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=86618
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
(cherry picked from commit 7d07083cfdff4bdbeca9ac36c2127cb6a26be207)
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Signed-off-by: Emil Velikov <[email protected]>
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Fixes regression of WebGL Conformance test texture-size-limit [1] on
Ivybridge Mobile GT2 0x0166 with Google Chrome R38.
Regression introduced by
commit 6c044231535b93c5d16404528946cad618d96bd9
Author: Kenneth Graunke <[email protected]>
Date: Sun Feb 2 02:58:42 2014 -0800
i965: Bump GL_MAX_CUBE_MAP_TEXTURE_SIZE to 8192.
The test regressed because the pointer offset arithmetic in
intel_miptree_map_gtt() overflows for large textures. The pointer
arithmetic is not 64-bit safe.
[1] https://github.com/KhronosGroup/WebGL/blob/52f0dc240f04dce31b1b8e2b8107fe2b8332dc90/sdk/tests/conformance/textures/texture-size-limit.html
Cc: "10.3 10.4" <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=78770
Fixes: Intel CHRMOS-1377
Reported-by: Lu Hua <[email protected]>
Reviewed-by: Ian Romanic <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
(cherry picked from commit b69c7c5dac4e2615e89cef773173484421830a8f)
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For 1D and 2D arrays we don't want the other coordinates being
offset and affecting where we sample. I wrote this patch 6 months
ago but lost it.
Fixes:
./bin/tex-miplevel-selection textureLodOffset 1DArray
./bin/tex-miplevel-selection textureLodOffset 2DArray
./bin/tex-miplevel-selection textureOffset 1DArray
./bin/tex-miplevel-selection textureOffset 1DArrayShadow
./bin/tex-miplevel-selection textureOffset 2DArray
./bin/tex-miplevel-selection textureOffset(bias) 1DArray
./bin/tex-miplevel-selection textureOffset(bias) 2DArray
v2: rewrite to handle more cases and be consistent with code
above.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 1830138cc04a2948b4cbc24b04faac3f6e195992)
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Otherwise we seem to lose the split_gs_inputs and try and
pull from an uninitialised register.
fixes 9 texelFetch geom shader tests.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit d4c342f67e128dd9c17e8ae48a44677baf546295)
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Cc: 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
(cherry picked from commit da2dea384374c70098a3aa74f42fda6381556945)
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Not all drivers can set gl_Layer from VS. Add a fallback that passes the
instance id from VS to GS, and then uses the GS to set the layer.
Tested by adding
quad_buffers |= clear_buffers;
clear_buffers = 0;
to the st_Clear logic, and forcing set_vertex_shader_layered in all
cases. No piglit regressions (on piglits with 'clear' in the name).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.4 10.3" <[email protected]>
(cherry picked from commit 68db29c434e144891e5990b032b44495de52f6eb)
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Some of the geom shader tests produce an empty vertex shader,
on cayman we'd crash in the finaliser because last_cf was NULL.
cayman doesn't need the NOP workaround, so if the code arrives
here with no last_cf, just emit an END.
fixes crashes in a bunch of piglit geom shader tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 4e520101e6a0b4fcd930323c32d1a8a6348c8417)
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It appears on cayman the TG4 outputs were reordered.
This fixes a lot of piglit tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 27e1e0e7108511b43d0f56f678c7201f39e2acc5)
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This fixes tests/spec/glsl-1.10/execution/fs-op-assign-mult-ivec2-ivec2-overwrite.shader_test.
hopeful fix for fd.o bug 85376
Reported-by: ghallberg
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 4a128d5a16a575faaac969468a3aaafce48504cf)
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The sampler_array_size field was added by "mesa/st: add support for
dynamic sampler offsets". But the field wasn't getting copied in
the get_pixel_transfer_visitor() or get_bitmap_visitor() functions.
The count_resources() function then didn't properly compute the
glsl_to_tgsi_visitor::samplers_used bitmask. Then, we didn't declare
all the sampler registers in st_translate_program(). Finally, we
asserted when we tried to emit a tgsi ureg src register with File =
TGSI_FILE_UNDEFINED.
Add the missing assignments and some new assertions to catch the
invalid register sooner.
Cc: "10.3, 10.4" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 11abd7b2bc49455bb8c5b2f9e60f92d4284ae6c2)
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Using the asynchronous DMA engine for multi-dimensional operations seems
to cause random GPU lockups for various people. While the root cause for
this might need to be fixed in the kernel, let's disable it for now.
Before re-enabling this, please make sure you can hit all newly enabled
paths in your testing, preferably with both piglit and real world apps,
and get in touch with people on the bug reports below for stability
testing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85647
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83500
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
(cherry picked from commit ae4536b4f71cbe76230ea7edc7eb4d6041e651b4)
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GLXBadProfileARB and X_GLXCreateContextAtrribsARB require glproto >=
1.4.13. These symbols were added in commit
d5d41112cbccd9301500e8e023be77eb9cb622cd "st/xlib: Generate errors as
specified."
Signed-off-by: Vinson Lee <[email protected]>
Cc: "10.4" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
(cherry picked from commit 876c53375e58a19f8fa1681ae235b463a5781f46)
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So when checking/building sse code we have three possibilities:
1 Old compiler, throws an error when using -msse*
2 New compiler, user disables sse* (-mno-sse*)
3 New compiler, user doesn't disable sse
The original code, added code for #1 but not #2. Later on we patched
around the lack of handling #2 by wrapping the code in __SSE4_1__.
Yet it lead to a missing/undefined symbol in case of #1 or #2, which
might cause an issue for #2 when using the i965 driver.
A bit later we "fixed" the undefined symbol by using #1, rather than
updating it to handle #2. With this commit we set things straight :)
To top it all up, conventions state that in case of conflicting
(-enable-foo -disable-foo) options, the latter one takes precedence.
Thus we need to make sure to prepend -msse4.1 to CFLAGS in our test.
v2: Clean the #includes. Suggested by Ilia, Matt & Siavash.
Cc: "10.3 10.4" <[email protected]>
Tested-by: David Heidelberg <[email protected]>
Tested-by: Siavash Eliasi <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 1a6ae840413d7fb6d2e83f6a83081d5246c7ac9e)
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This enables the ARB_clip_control extension.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4" <[email protected]>
(cherry picked from commit 3bc42a09e2d13c42e15423a17b5c571049a11224)
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Signed-off-by: Emil Velikov <[email protected]>
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DRI_PRIME setups have different issues due the lack of dma-buf fences
support in the drivers. For DRI3 DRI_PRIME, a race can appear, making
tearings visible, or worse showing older content than expected. Until
dma-buf fences are well supported (and by all drivers), an alternative
is to send the buffers to the server only when rendering has finished.
Since waiting the rendering has finished in the main thread has a
performance impact, this patch uses an additional thread to offload the
wait and the sending of the buffers to the server.
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
(cherry picked from commit 7f565845a1f3ec871cccee88e2acf6be2e429797)
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Implements vblank_mode and throttling, which allows us change default ratio
between framerate and input lag.
Acked-by: Jose Fonseca <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
(cherry picked from commit 948e6c522827b64cfd9b02eb3ab34e7d1f145017)
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Work of Joakim Sindholt (zhasha) and Christoph Bumiller (chrisbmr).
DRI3 port done by Axel Davy (mannerov).
v2: - nine_debug.c: klass extended from 32 chars to 96 (for sure) by glennk
- Nine improvements by Axel Davy (which also fixed some wine tests)
- by Emil Velikov:
- convert to static/shared drivers
- Sort and cleanup the includes
- Use AM_CPPFLAGS for the defines
- Add the linker garbage collector
- Restrict the exported symbols (think llvm)
v3: - small nine fixes
- build system improvements by Emil Velikov
v4: [Emil Velikov]
- Do no link against libudev. No longer needed.
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit fdd96578ef2dfe9c4ad5aab5858036298d444a64)
[Emil Velikov: use correct ureg_property* functions]
Signed-off-by: Emil Velikov <[email protected]>
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v3: thanks to Brian, improved coding style, also glennk helped spot few
things (unsigned -> int, two constify)
v4: thanks Ilia improved function, dropped u_box_clip_3d
v5: incorporated rest of Gregor proposed changes,clean ups
v6: u_box_clip_2d simplify proposed by Ilia Mirkin
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit 7d2573b5376bb4f9ce9a50e0b965e06032b135a9)
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At this moment we use only zero or positive values.
v2: Implement it for also for Solaris, MSVC assembly
and enable for other combinations.
v3: Replace MSVC assembly by assert + warning during compilation
v4: remove inc and dec with return for MSVC assembly
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit cb49132166faf4c8668b09a300bd9e3877327a33)
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Implement pipe_loader_sw_probe_wrapped which allows to use the wrapped
software renderer backend when using the pipe loader.
v2: - remove unneeded ifdef
- use GALLIUM_PIPE_LOADER_WINSYS_LIBS
- check for CALLOC_STRUCT
thanks to Emil Velikov
Acked-by: Jose Fonseca <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit e23d63cffd6103b8073c61f2740eb654c5c9b2c3)
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Acked-by: Jose Fonseca <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit 8314315dff9d06257a17881052def017032eec7f)
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v2: moved in in same order as in p_shader_tokens (thanks Brian)
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
(cherry picked from commit 259ec77db9027ddc33b290010167c712c925a82d)
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This will be reused for the scalar VS pass.
v2 (Ken): Rebase on master.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We'll reuse this toplevel optimization driver for the scalar VS.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These last few operations all only apply when we've actually generated
code, optimized and allocated registers. The dummy and the repclear
shaders don't need the gen4 send workaround, and don't spill. This
means we can move these lines into the else-branch, which will make
the following refactoring easier.
v2 (Ken): Rebase on master, which removed the uncompressed stack.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We split out SIMD8 and SIMD16 generation into seperate calls to
new method generate_code(), which returns the start offset for the
generated code. A new get_assembly() method returns the generated code.
This avoids asserting MESA_SHADER_FRAGMENT and accessing wm_prog_data
in the generator.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Derived from st/glx's GLX_EXT_create_context_es/es2_profile implementation.
Tested with an OpenGL ES 2.0 ApiTrace.
Reviewed-by: Brian Paul <[email protected]>
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Tested with piglit glx tests.
Reviewed-by: Brian Paul <[email protected]>
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Split out a few helpers from fd3_program so we don't have to duplicate
for fd4_program.
Signed-off-by: Rob Clark <[email protected]>
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Gets rid of a namespace conflict w/ a4xx which wants an fd4_draw()
version of fd_draw()..
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Handle hrN.c in printing outputs/inputs.
Signed-off-by: Rob Clark <[email protected]>
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on ES contexts.
The latest version of the specs explicitly allow it, and given that Mesa
universally supports KHR_debug we should definitely support it.
Totally untested. (Just happened to noticed this while implementing
GLX_EXT_create_context_es2_profile for st/xlib.)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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