| Commit message (Collapse) | Author | Age | Files | Lines |
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The new 20130624 version of glext.h removed the const qualifier on
the 'userParam' parameter.
Reviewed-by: Jose Fonseca <[email protected]>
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vec4_visitor::generate_code() switches on vec4_instruction::opcode and
calls into the brw_eu_emit.c layer to generate code for some of them.
It then has a default case which calls generate_vec4_instruction() to
handle the rest...which switches on opcode and handles the rest of the
cases.
The split apparently is that generate_code() handles the actual hardware
opcodes (BRW_OPCODE_*) while generate_vec4_instruction() handles the
virtual opcodes (SHADER_OPCODE_* and VS_OPCODE_*). But this looks
fairly arbitrary, and it makes more sense to combine the two switches.
This patch moves the cases from generate_code() into the helper function
so that generate_code() isn't as large.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Commit 526ffdfc033ab01cf133cb7e8290c65d12ccc9be attempted to generalize
the source register type assertions to allow D and UD. However, the
src1 and src2 assertions actually checked src0.type against D and UD due
to a copy and paste bug.
It also began setting the source and destination register types based on
dest.type, ignoring src0/src1/src2.type completely. BFE and BFI2 may
actually pass mixed D/UD types and expect them to be ignored, which is
arguably a bit sloppy, but not too crazy either.
This patch simply removes the source register assertions as those values
aren't used anyway. It also clarifies the comment above the block that
sets the register types.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Commit 526ffdfc033ab01cf133cb7e8290c65d12ccc9be relaxed the type
assertions in brw_alu3 to allow D/UD types (required by BFE and BFI2).
This lost us the strict type checking for MAD and LRP, which require
all four types to be float.
This patch adds a new ALU3F wrapper which checks these once again.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Over the last few years, the compiler has grown to support 7 different
language versions and 6 extensions that add new built-in types. With
more and more features being added, some of our core code has devolved
into an unmaintainable spaghetti of sorts.
A few problems with the old code:
1. Built-in types are declared...where exactly?
The types in builtin_types.h were organized in arrays by the language
version or extension they were introduced in. It's factored out to
avoid duplicates---every type only exists in one array. But that
means that sampler1D is declared in 110, sampler2D is in core types,
sampler3D is a unique global not in a list...and so on.
2. Spaghetti call-chains with weird parameters:
generate_300ES_types calls generate_130_types which calls
generate_120_types and generate_EXT_texture_array_types, which calls
generate_110_types, which calls generate_100ES_types...and more
Except that ES doesn't want 1D types, so we have a skip_1d parameter.
add_deprecated also falls into this category.
3. Missing type accessors.
Common types have convenience pointers (like glsl_type::vec4_type),
but others may not be accessible at all without a symbol table (for
example, sampler types).
4. Global variable declarations in a header file?
#include "builtin_types.h" in two C++ files would break the build.
The new code addresses these problems. All built-in types are declared
together in a single table, independent of when they were introduced.
The macro that declares a new built-in type also creates a convenience
pointer, so every type is available and it won't get out of sync.
The code to populate a symbol table with the appropriate types for a
particular language version and set of extensions is now a single
table-driven function. The table lists the type name and GL/ES versions
when it was introduced (similar to how the lexer handles reserved
words). A single loop adds types based on the language version.
Explicit extension checks then add additional types. If they were
already added based on the language version, glsl_symbol_table simply
ignores the request to add them a second time, meaning we don't need
to worry about duplicates and can simply list types where they belong.
v2: Mark uvecs and shadow samplers as ES3 only, and 1DArrayShadow as
unsupported in ES entirely. Add a touch more doxygen.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Using a random glsl_type convenience pointer as an array is a really bad
idea, for all the reasons mentioned in the previous commit.
The new glsl_type::bvec() function is simpler anyway.
Prevents breakage in the next commit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Currently, vector types are linked together closely: the glsl_type
objects for float, vec2, vec3, and vec4 are all elements of the same
array, in that exact order. This makes it possible to obtain vector
types via pointer arithmetic on the scalar type's convenience pointer.
For example, float_type + (3 - 1) = vec3.
However, relying on this is extremely fragile. There's no particular
reason the underlying type objects need to be stored in an array. They
could be individual class members, possibly with padding between them.
Then the pointer arithmetic would break, and we'd get bad pointers to
non-heap allocated data, causing subtle breakage that can't be detected
by valgrind. Cue insanity.
Or someone could simply reorder the type variables, causing us to get
the wrong type entirely. Also cue insanity.
Writing this explicitly is much safer. With the new helper functions,
it's a bit less code even.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This patch introduces new functions to quickly grab a pointer to a
vector type. For example:
glsl_type::bvec(4) returns glsl_type::bvec4_type
glsl_type::ivec(3) returns glsl_type::ivec3_type
glsl_type::uvec(2) returns glsl_type::uvec2_type
glsl_type::vec(1) returns glsl_type::float_type
This is less wordy than glsl_type::get_instance(GLSL_TYPE_BOOL, 4, 1),
which can help avoid extra word wrapping.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In glapi_priv.h we always need the typedef for the GLclampx type
since GL_OES_fixed_point is now defined in glext.h but the
GLclampx type is not. GLclampx is not used by anything in glext.h
but we need it for GL ES dispatch.
This is a huge patch because the structure of the file has been
changed.
The following extensions are new, however:
GL_AMD_interleaved_elements
GL_AMD_shader_trinary_minmax
GL_IBM_static_data
GL_INTEL_map_texture
GL_NV_compute_program5
GL_NV_deep_texture3D
GL_NV_draw_texture
GL_NV_shader_atomic_counters
GL_NV_shader_storage_buffer_object
GL_NVX_conditional_render
GL_OES_byte_coordinates
GL_OES_compressed_paletted_texture
GL_OES_fixed_point
GL_OES_query_matrix
GL_OES_single_precision
And these extensions were removed:
GL_FfdMaskSGIX
GL_INGR_palette_buffer
GL_INTEL_texture_scissor
GL_SGI_depth_pass_instrument
GL_SGIX_fog_scale
GL_SGIX_impact_pixel_texture
GL_SGIX_texture_select
Reviewed-by: José Fonseca <[email protected]>
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This prevents trampling beyond the end of the command stream during flushes.
NOTE: This is a candidate for the stable branches.
Reported-by: Christoph Bumiller <[email protected]>
Signed-off-by: Maarten Lankhorst <[email protected]>
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max_threads cannot be greater than 28. It is either 21 or 28.
Fixes "Logically dead code" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Should be "ETIMEDOUT".
[olv: commit message slightly re-formatted]
Reviewed-by: Chia-I Wu <[email protected]>
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Looping over 4 * 13 constant buffers while in most cases only two are enabled
is stupid.
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Add support for D-frames.
Add support for slices ending on a different horizontal row of macroblocks.
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We want to access the user buffer, if available, when primitive restart is
enabled and the restart index/primitive type is not natively supported.
And since we are handling index buffer uploads in the driver with this change,
we can also work around misalignment of index buffer offsets.
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Rename ilo_finalize_states() to ilo_finalize_3d_states(), and bind
pipe_draw_info to the context when it is called. This saves us from having to
pass pipe_draw_info around in several places.
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We need it for HUD support, and will need it for push constants in the future.
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Batch dumping is now handled by shared code in libdrm.
Acked-by: Kenneth Graunke <[email protected]>
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I noticed these while building the fork-i915 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
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We've already computed what the dimensions of the miptree are, and stored
it in the miptree.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The polygon offset math used for triangles by the WM is "OffsetUnits * 2 *
MRD + OffsetFactor * m" where 'MRD' is the minimum resolvable difference
for the depth buffer (~1/(1<<16) or ~1/(1<<24)), 'm' is the approximated
slope from the GL spec, and '2' is this magic number from the original
i965 code dump that we deviate from the GL spec by because "it makes glean
work" (except that it doesn't, because of some hilarity with 0.5 *
approximately 2.0 != 1.0. go glean!).
This clipper code for unfilled polygons, on the other hand, was doing
"OffsetUnits * garbage + OffsetFactor * m", where garbage was MRD in the
case of 16-bit depth visual (regardless the FBO's depth resolution), or
128 * MRD for 24-bit depth visual.
This change just makes the unfilled polygons behavior match the WM's
filled polygons behavior.
Reviewed-by: Kenneth Graunke <[email protected]>
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There's no reason to care about the window system visual's depth for
handling polygon offset in an FBO, and it could only lead to pain.
Reviewed-by: Kenneth Graunke <[email protected]>
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The separate function for the fallback checks wasn't particularly
clarifying things, so I put the improved checks in the caller. (Note that
the dropped _mesa_update_state() had already happened once at the start of
the caller)
Reviewed-by: Kenneth Graunke <[email protected]>
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I think we've all added instrumentation at one point or another to see
what's being called in blorp. Now you can quickly get output like:
Testing glCopyPixels(depth).
intel_hiz_exec depth clear to mt 0x16d9160 level 0 layer 0
intel_hiz_exec depth resolve to mt 0x16d9160 level 0 layer 0
intel_hiz_exec hiz ambiguate to mt 0x16d9160 level 0 layer 0
intel_hiz_exec depth resolve to mt 0x16d9160 level 0 layer 0
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit 551c991606e543c3a264a762026f11348b37947e tried to avoid spilling
registers that were trivially colorable. But since we do optimistic
coloring, the top of the stack also contains nodes that are not trivially
colorable, so we need to consider them for spilling (since they are some
of our best candidates).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=58384
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=63674
NOTE: This is a candidate for the 9.1 branch.
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It should never happen, but it does, and at this point, you're going to
_mesa_problem() and abort() (unless it's just in precompile). Give the
developer something to look at.
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Some shells does not set variables sequentially in a statement i.e. "a=X
b=${a}" won't set "b" to "X" but empty value.
This patch introduce ";" to make sure "mo" is set properly before "lang"
assignment.
Bugzilla: https://bugs.gentoo.org/show_bug.cgi?id=471302
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The last piece of code with an effect was flagging _NEW_BUFFERS. Only,
that is already flagged from everything that calls this function: Mesa GL
state updates flag it before even calling down into the driver, and the
calls from the DRI2 window system framebuffer update path end up flagging
it as part of the ResizeBuffers() hook.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The computed fields are updated appropriately as part of the normal draw
call path due to _NEW_BUFFERS being set.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For winsys FBOs, the bounds are appropriately updated immediately upon
_mesa_resize_framebuffer(). For user FBOs, they're updated as part of the
normal draw path state update due to _NEW_BUFFERS having been flagged.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Of the places noting a _NEW_DEPTH dependency, all were already checking
for _NEW_BUFFERS if appropriate.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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2/3 packets depending on Stencil._Enabled already checked for
_NEW_BUFFERS, so just add _NEW_BUFFERS to the remaining one.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The viewport (ctx->Viewport._WindowMap) doesn't change with drawable size
changes, and we update scissor (ctx->DrawBuffer->_Xmin and friends) on
_NEW_BUFFERS in things like brw_sf_state.c.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Things like brw_sf.c that need to know about orientation are already
recomputing on _NEW_BUFFERS.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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_mesa_resize_framebuffer(), the default value of the ResizeBuffers hook,
already checks for a window system framebuffer and walks the renderbuffers
calling AllocStorage().
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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_mesa_resize_framebuffer(), the default value of the ResizeBuffers hook,
already checks for a window system framebuffer and walks the renderbuffers
calling AllocStorage().
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This existed to tell the core not to call GetBufferSize, except that even
if you didn't set it nothing happened because nobody had a GetBufferSize.
v2: Remove two more instances of setting the field (from Brian)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Only the GDI driver set it to non-NULL any more, and that driver has a
Viewport hook that should keep it limping along as well as it ever has.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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