| Commit message (Collapse) | Author | Age | Files | Lines |
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The functions were broken, because they converted ints to floats.
Now we can finally advertise OpenGL 3.0. ;)
In this commit, the vbo module also tracks the type for each attrib
in addition to the size. It can be one of FLOAT, INT, UNSIGNED_INT.
The little ugliness is the vertex attribs are declared as floats even though
there may be integer values. The code just copies integer values into them
without any conversion.
This implementation passes the glVertexAttribI piglit test which I am going
to commit in piglit soon. The test covers vertex arrays, immediate mode and
display lists.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
v2: cosmetic changes as suggested by Brian
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Integer textures generate invalid operation in glGenerateMipmap.
So, the code related to integer textures is now redundant.
Note: This is a candidate for stable branches.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Khronos has reached a conclusion and disallowed following texture formats in
glGenerateMipMap():
(a) ASTC textures
(b) integer internal formats (e.g., RGBA8UI, RG16I)
(c) textures with stencil formats (e.g., STENCIL_INDEX8)
(d) textures with packed depth/stencil formats (e.g, DEPTH24_STENCIL8)
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=9471
Note: This is a candidate for stable branches.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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State tracker now passes NULL buffer array to unbind buffers.
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State tracker now passes NULL buffer array to unbind buffers.
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I used this to help verify that my test was actually testing the paths I
wanted to.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit gl-3.1/genned-names.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is part of fixing gl-3.1/genned-names.
v2: Fix a missing return value.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55030
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It's usually forced to 1 by the surface format, but sometimes we actually have
alpha present because it's the only format available.
Fixes piglit texwrap bordercolor tests for OpenGL 1.1, GL_EXT_texture_sRGB and
GL_ARB_texture_float.
Reviewed-by: Kenneth Graunke <[email protected]>
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If the index buffer is full of values like "0 1 2 3", but basevertex is 4, we
need to upload at least vertex data for elements 4 5 6 7. Whether we also
upload 0 1 2 3 is a question of whether there are VBOs present or not -- see
the code setting start_vertex_bias in brw_draw_upload.c.
Fixes piglit draw-elements*base-vertex user_varrays
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise, if we had a set of prims passed in with a num_instances varying
between them, we wouldn't upload enough (or too much!) from user vertex
arrays.
Reviewed-by: Kenneth Graunke <[email protected]>
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The brw_draw_upload.c start_vertex_bias code has support for doing the rebase
without rewriting the index buffer by applying a basevertex. It looks like
vbo_rebase_prims() is not equipped to handle basevertex.
Reviewed-by: Kenneth Graunke <[email protected]>
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We haven't been only tracking raw GRF-GRF moves since the constant propagation
merge, and also the extension for source modifiers and uniforms.
Reviewed-by: Kenneth Graunke <[email protected]>
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Given that we handle similarly-regioned GRFs registers for our copy
propagation from our UNIFORM file, there's no reason not to allow it.
The shader-db impact is negligible -- +90 instructions total, 2 shaders helped
and 7 hurt (slightly increased register pressure increased spilling), but this
is to prevent regression in other shaders when fixing copy_propagation to
reduce register pressure in the shaders that are hurt here.
Reviewed-by: Kenneth Graunke <[email protected]>
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If we put the register coalescing in between the two, then we end up with code
sequences involving dead writes that the dead code elimination doesn't know
how to remove. In place of making dead code elimination smart (which we
should do, too), make it less important for the moment.
shader-db results:
total instructions in shared programs: 722240 -> 721275 (-0.13%)
instructions in affected programs: 50573 -> 49608 (-1.91%)
(no shaders regressed).
Reviewed-by: Kenneth Graunke <[email protected]>
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All HW buffers (also suballocated ones) are already aligned.
Just make sure that also the initial sysram buffers have proper
alignment.
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During code generation, we create tons of temporary variables, many of
which get immediately killed and are never used. Later optimization and
analysis passes, such as compute_live_intervals, loop over all the
virtual GRFs. By compacting them, we can save a lot of overhead.
Reduces compilation time in L4D2's largest fragment shader from 10.2
seconds to 5.2 seconds (50%). Drops compute_live_variables() from
10-12% of another game's startup time to 8%.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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The function list was generated from glcorearb.h for GL 4.3.
Note that many GL 4.X functions are commented out, and indicate
that they need to be added to Mesa's XML.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We also no longer call _swrast_CreateContext, _tnl_CreateContext
or _swsetup_CreateContext when creating the context.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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If a GL function was introduced in a later GL version than the
context we are testing, then it is okay if it is set to the
_mesa_generic_nop function.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will allow validate_functions to access ctx->Version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will be used by GL CORE contexts to differentiate functions that
can be set to nop from functions that are required for a particular
context version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This function can be re-added with an actual implementation
when ARB_geometry_shader4 is supported.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This function can be re-added with an actual implementation
when ARB_geometry_shader4 is supported.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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ProgramParameteri will be required for ARB_geometry_shader4
or GLES3. Don't enable this function until either of those
is supported.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These functions are part in GL 4.3. Moving this will allow
ProgramParameteriARB to alias ProgramParameteri.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These EXT_separate_shader_objects function will no longer be
enabled for CORE profiles:
* UseShaderProgramEXT
* ActiveProgramEXT
* CreateShaderProgramEXT
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This was mistakenly enabled in a21116f.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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GetPointerv was de-deprecated in 893ddb.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Tom Stellard <thomas.stellard at amd.com>
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Reviewed-by: Tom Stellard <thomas.stellard at amd.com>
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This fixes the Android build after the move of builtin_stubs.cpp into
the builtin_compiler subdirectory. This patch is untested.
Signed-off-by: Thierry Reding <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56664
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Note this by itself is not enough to fix scons build -- it will fail
until you remove:
rm -rf build/*/glsl/builtin_compiler
because that node was a filei before, but it will be now a directory.
This also means that bisecting across this change will require wiping
the build directory..
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The builtin_compiler binary is used during the build process to generate
code for the builtin GLSL functions. Since this binary needs to be run
on the build host, it must not be cross-compiled.
This patch fixes the build system to compile a second version of the
source files and the builtin_compiler binary itself for the build
system. It does so by defining the CC_FOR_BUILD and CXX_FOR_BUILD
variables, which are searched for by the configure script and point to
the location of native C and C++ compilers.
In order for this to work properly, builtin_function.cpp is removed
from BUILT_SOURCES, otherwise the build system would try to generate it
before having had a chance to descend into the builtin_compiler
subdirectory. With the builtin_compiler and glsl_compiler now being
generated at different stages, the build instructions for glsl_compiler
can be simplified a bit.
Signed-off-by: Thierry Reding <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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GL/gl.h doesn't define GLfixed but glapitable.h uses it.
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Fixes compiler warnings about unused variables.
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Variable indexing of non-uniform arrays only exists in GLSL. Likewise,
OPCODE_CAL/OPCODE_RET only existed to try and support GLSL's function
calls. We don't use Mesa IR for GLSL, and these features are explicitly
disallowed by ARB_vertex_program/ARB_fragment_program and never
generated by ffvertex_prog.c.
Since they'll never happen, there's no need to check for them, which
saves us from walking through all the Mesa IR instructions.
Reviewed-by: Eric Anholt <[email protected]>
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brw_vec4_emit.cpp implements this directly; only the old backend used
the brw_eu_emit.c code.
Reviewed-by: Eric Anholt <[email protected]>
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The old VS backend doesn't exist, but I believe these still need to be
delivered to the clipper thread.
Reviewed-by: Eric Anholt <[email protected]>
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It was only used for the old backend.
Reviewed-by: Eric Anholt <[email protected]>
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Only the old backend used it.
Reviewed-by: Eric Anholt <[email protected]>
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It's no longer used for anything.
Reviewed-by: Eric Anholt <[email protected]>
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Rather than having two separate backends, just create a small layer that
translates the subset of Mesa IR used for ARB_vertex_program and fixed
function programs to the Vec4 IR. This allows us to use the same
optimization passes, code generator, register allocator as for GLSL.
v2: Incorporate Eric's review comments.
- Fix use of uninitialized src_swiz[] values in the SWIZZLE_ZERO/ONE
case: just initialize it to 0 (.x) since the value doesn't matter
(those channels get writemasked out anyway).
- Properly reswizzle source register's swizzles, rather than overwriting
the swizzle.
- Port the old brw_vs_emit code for computing .x of the EXP2 opcode.
- Update comments, removing mention of NV_vertex_program, etc.
- Delete remaining #warning lines and debug comments.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Properly use "conditionalmod" pre-Gen6, rather than the incorrectly
copy-and-pasted "BRW_CONDITIONAL_G".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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