| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes unused variable warnings in the release build, and should be
more useful if it ever triggers.
Reviewed-by: Matt Turner <[email protected]>
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Asserts don't stop execution in release builds, so we would continue on to
use an uninitialized format value. Just take the failure path, which
appears to continue up the call stack for a while.
Reviewed-by: Matt Turner <[email protected]>
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The call has no side effects, and moving it into the assert cleans up a
compile warning in the release build.
Reviewed-by: Matt Turner <[email protected]>
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We have this support for firsthalf/sechalf instructions, which would be
called in the !has_compr4 (aka original gen4) 16-wide case. We currently
only support 16-wide for gen5+, so we weren't tripping over this, but it
would have been a problem if we ever try to enable it.
Reviewed-by: Matt Turner <[email protected]>
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This is a poor substitute for proper global dead code elimination that
could replace both our current paths, but it was very easy to write. It
particularly helps with Valve's shaders that are translated out of DX
assembly, which has been register allocated and thus have a bunch of
unrelated uses of the same variable (some of which get copy-propagated
from and then left for dead).
shader-db results:
total instructions in shared programs: 1735753 -> 1731698 (-0.23%)
instructions in affected programs: 492620 -> 488565 (-0.82%)
v2: Fix comment typo
Reviewed-by: Matt Turner <[email protected]>
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This instruction doesn't update its IR destination, it just moves from
payload to f0. This caused the dead code elimination pass I'm adding to
dead-code-eliminate the first step of interpolation.
Reviewed-by: Matt Turner <[email protected]>
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These checks were all over, and every time I wrote one I had to try to
decide again what the cases were for partial updates.
v2: Fix inadvertent reladdr check removal.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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The other dispatch tables (Exec and Save) are freed, but BeginEnd is
never freed. This was found by inspection why investigating the leak of
shared state in _mesa_initialize_context.
NOTE: This is a candidate for stable branches
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Back up at line 1017 (not shown in patch), we add a reference to the
shared state. Several places after that may divert to the error
handler, but, as far as I can tell, nothing ever unreferences the shared
state.
Fixes issue identified by Klocwork analysis:
Resource acquired to 'shared->TexMutex' at line 1012 may be lost
here. Also there is one similar error on line 1087.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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dri2_create_surface can fail for a variety of reasons, including bad
input data. Dereferencing the NULL pointer and crashing is not okay.
Fixes issue identified by Klocwork analysis:
Pointer 'surf' returned from call to function 'dri2_create_surface'
at line 285 may be NULL and will be dereferenced at line 291.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Duh.
Fixes issues identified by Klocwork analysis:
Pointer 'table' returned from call to function 'calloc' at line 115
may be NULL and will be dereferenced at line 117.
and
Suspicious dereference of pointer 'table' before NULL check at line
119.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Ensure that process_array_type never returns NULL, and let
process_array_type handle the case where the supplied base type is NULL.
Fixes issues identified by Klocwork analysis:
Pointer 'type' returned from call to function 'get_type' at line
1907 may be NULL and may be dereferenced at line 1912.
and
Pointer 'field_type' checked for NULL at line 4160 will be
dereferenced at line 4165. Also there is one similar error on line
4174.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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ast_process_structure_or_interface_block
Fixes issue identified by Klocwork analysis:
Pointer 'field_type' returned from call to function 'glsl_type' at
line 4126 may be NULL and may be dereferenced at line 4139. Also
there are 2 similar errors on line(s) 4165, 4174.
In practice, it should be impossible to actually get NULL in here
because a syntax error would have already caused compilation to halt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=60503
NOTE: This is a candidate for the stable branches.
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Pointed out by gcc
nve4_compute.c: In function 'nve4_launch_grid':
nve4_compute.c:511:7: warning: 'ret' may be used uninitialized in
this function [-Wmaybe-uninitialized]
if (ret)
^
Signed-off-by: Emil Velikov <[email protected]>
Edit by Christoph Bumiller:
Set it to -1 to indicate failure and only when it's actually required.
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Exit gracefully rather than trying to create a random object, whenever the
chipset is unknown
Signed-off-by: Emil Velikov <[email protected]>
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As otherwise it is unused - pointed out by gcc
nve4_compute.c:586:20: warning: 'nve4_cache_split_name' defined but not used [-Wunused-function]
static const char *nve4_cache_split_name(unsigned value)
^
Signed-off-by: Emil Velikov <[email protected]>
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For debug build we'll hit the assert, for release we are going to emit random data
as subOp is used uninitilised. Spotted by gcc
codegen/nv50_ir_emit_nv50.cpp: In member function 'void nv50_ir::CodeEmitterNV50::emitATOM(const nv50_ir::Instruction*)':
codegen/nv50_ir_emit_nv50.cpp:1554:12: warning: 'subOp' may be used uninitialized in this function [-Wmaybe-uninitialized]
uint8_t subOp;
^
Signed-off-by: Emil Velikov <[email protected]>
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Hackishly fixes alignment requirement of 2nd tuple for now.
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Reviewed-by: Eric Anholt <[email protected]>
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Also change if (shader) to if (prog) for consistency.
Reviewed-by: Eric Anholt <[email protected]>
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v2: I rewrote this to use the sample positions properly.
v3: rewrite properly to use bitfield to cast back to signed ints
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to the mesa state tracker for ARB_texture_multisample.
hardware doesn't seem to use a different texture instructions, so
I don't think we need to create one for TGSI at this time.
Thanks to Marek for fixes to sample number picking.
v2: idr pointed out a bug in how we picked the max sample counts,
use new internal format chooser interface to pick proper answers.
v3: use st_choose_format directly, it was okay, fix anding of masks.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just calls into the gallium interface.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is to be used to implement glGet GL_SAMPLE_POSITION.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I've no idea when sample_chan would ever be 4 here, but 4 is most
definitely wrong, array textures have it as 3 as well.
Also the cayman code though unused is obviously wrong.
Signed-off-by: Dave Airlie <[email protected]>
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Since the vec4_visitor and vec4_generator classes are going to be
re-used for geometry shaders, we can't enable their debug
functionality based on (INTEL_DEBUG & DEBUG_VS) anymore. Instead, add
a debug_flag boolean to these two classes, so that when they're
instantiated the caller can specify whether debug dumps are needed.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Geometry shader inputs are arrays, but they use an unusual array
layout: instead of all array elements for a given geometry shader
input being stored consecutively, all geometry shader inputs are
interleaved into one giant array. As a result, the array stride we
use to access geometry shader inputs must be equal to the size of the
input VUE, rather than the size of the array element.
This patch introduces a new virtual function,
vec4_visitor::compute_array_stride(), which will allow geometry shader
compilation to specialize the computation of array stride to account
for the unusual layout of geometry shader input arrays. It also
renames the local variable that the ir_dereference_array visitor uses
to store the stride, to avoid confusion.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch introduces a new function,
vec4_visitor::lower_attributes_to_hw_regs(), which replaces registers
of type ATTR in the instruction stream with the hardware registers
that store those attributes. This logic will need to be common
between the vertex and geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch introduces a new function, vec4_visitor::emit_vertex(),
which contains the code for emitting vertices that will need to be
common between the vertex and geometry shaders.
Geometry shaders will need to use a different message header, and a
different opcode, for their URB writes, so we introduce virtual
functions emit_urb_write_header() and emit_urb_write_opcode() to take
care of the GS-specific behaviours.
Also, since vertex emission happens at the end of the VS, but in the
middle of the GS, we need to be sure to only call
emit_shader_time_end() during VS vertex emission. We accomplish this
by moving the call to emit_shader_time_end() into the VS
implementation of emit_urb_write_opcode().
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since this function is going to get used for geometry shaders too, it
deserves a more generic name: generate_vec4_instruction.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch removes the following field from vec4_generator, since it
is not used:
- struct brw_vs_compile *c
And changes the following field:
- struct gl_vertex_program *vp => struct gl_program *prog
With these changes, vec4_generator no longer refers to any VS-specific
data structures. This will pave the way for re-using it for geometry
shaders.
Reviewed-by: Jordan Justen <[email protected]>
v2: Use the name "prog" rather than "p".
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The next patch is going to change the type of vec4_generator::vp from
struct gl_vertex_program * to struct gl_program *, and rename it. The
sensible name to change it to is vec4_generator::prog. However, prog
is already used. Since the existing vec4_generator::prog is of type
struct gl_shader_program, it makes sense to rename it to shader_prog.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch moves the following data structures from vec4_visitor to
vec4_vs_visitor, since they contain VS-specific data:
- struct brw_vs_compile *c (renamed to vs_compile)
- struct brw_vs_prog_data *prog_data (renamed to vs_prog_data)
- src_reg *vp_temp_regs
- src_reg vp_addr_reg
Since brw_vs_compile and brw_vs_prog_data also contain vec4-generic
data, the following pointers are added to the base class, to allow it
to access the vec4-generic portions of these data structures:
- struct brw_vec4_compile *c
- struct brw_vec4_prog_key *key
- struct brw_vec4_prog_data *prog_data
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
v2: Use shorter names in the base class and longer names in the
derived class.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch moves functions from vec4_visitor to vec4_vs_visitor that
deal with ARB (assembly) vertex programs. There's no point in having
these functions in the base class since we don't intend to support
assembly programs for the GS stage. The following functions are
moved:
- setup_vp_regs
- get_vp_dst_reg
- get_vp_src_reg
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The system values handled by vec4_visitor::visit(ir_variable *) are
VS-specific (vertex ID and instance ID). This patch moves the
handling of those values into a new virtual function,
make_reg_for_system_value(), so that this VS-specific code won't be
inherited by geomtry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch makes the following vec4_visitor functions virtual, since
they will need to be implemented differently for vertex and geometry
shaders. Some of the functions are renamed to reflect their generic
purpose, rather than their VS-specific behaviour:
- setup_attributes
- emit_attribute_fixups (renamed to emit_prolog)
- emit_vertex_program_code (renamed to emit_program_code)
- emit_urb_writes (renamed to emit_thread_end)
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch just creates the derived class; later patches will migrate
VS-specific functions and data structures from the base class into the
derived class.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
v2: Put urb_read_length and urb_entry_size in the generic struct.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In patches that follow, we'll be splitting structs brw_vs_prog_data
and brw_vs_compile into a vec4-generic base struct and a VS-specific
derived struct (this will allow the vec4-generic code to be re-used
for geometry shaders). Having brw_vs_compile point to
brw_vs_prog_data makes it difficult to do this cleanly.
Fortunately most of the functions that use brw_vs_compile (those in
the vec4_visitor class) already have access to brw_vs_prog_data
through a separate pointer (vec4_visitor::prog_data). So all we have
to do is use that pointer consistently, and plumb prog_data through
the few remaining functions that need access to it.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch modifies the arguments to brw_compute_vue_map() so that
they no longer bake in the assumption that we are generating a VUE map
for vertex shader outputs. It also makes the function non-static so
that we can re-use it for geometry shader outputs.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The vec4_visitor functions don't use any VS specific data from
vec4_visitor::vp. So rename it to "prog" and change its type from
struct gl_vertex_program * to struct gl_program *. This will allow
the code to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
v2: Use the name "prog" rather than "p".
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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