| Commit message (Collapse) | Author | Age | Files | Lines |
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The code for this was removed from Mesa some time ago.
Reviewed-by: Ian Romanick <[email protected]>
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This extension never saw any real use so remove it.
v2: also update tests/num_strings.cpp for 'make check'
Reviewed-by: Ian Romanick <[email protected]>
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Dead code elimination would get rid of the extra instructions, but
skipping this saves iterations through the optimization loop.
From shader-db:
N Min Max Median Avg Stddev
x 14672 3 16 3 3.1334515 0.59904168
+ 14672 1 16 3 2.8955153 0.77732963
Difference at 95.0% confidence
-0.237936 +/- 0.0158798
-7.59342% +/- 0.506783%
(Student's t, pooled s = 0.693935)
Embarassingly, the classic shadow mapping shader:
void main() { }
used to require three iterations through the optimization loop.
With this patch, it only requires one (which makes no progress).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Previously one side could be UD while the other was float.
V2: Prefer float; apparently IVB can dispatch float ops faster. (Thanks
Eric)
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Gather unconditionally uses a header, but in some cases the
texture_offset value will be zero.
V2: Don't introduce a bogus conversion.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Rico Schüller <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This passes Piglit's texwrap tests.
v2: Remove _EXT suffix.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Rico Schüller <[email protected]>
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These don't appear to be necessary. Everything compiles just fine.
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously, Mesa followed the linkage rules outlined in the GLSL
1.20-1.40 specs, which (collectively) said that GLSL versions 1.10 and
1.20 could be linked together, but no other versions could be linked.
In GLSL 4.30, the linkage rules were relaxed so that any two desktop
GLSL versions can be linked together. This change was made because it
reflected the behaviour of nearly all existing implementations (see
Khronos bug 8463). Mesa was one of the few (perhaps the only)
exceptions to prohibit cross-linking of some GLSL versions.
Since the GLSL linkage rules were deliberately relaxed in order to
match the behaviour of existing implementations, it seems appropriate
to relax the rules in Mesa too (even though Mesa doesn't support GLSL
4.30 yet).
Note that linking ES and desktop shaders is still prohibited, as is
linking ES shaders having different GLSL versions.
Fixes piglit tests "shaders/version-mixing {interstage,intrastage}".
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Signed-off-by: Francisco Jerez <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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[ Tom Stellard: Make sure to bind global arguments before retrieving handles. ]
Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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non-copiable objects.
Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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objects.
Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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helper class.
Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Identifiers with double underscores are reserved, and using them has
undefined behavior according to the C++ spec. It's unlikely to make
any difference, but...
Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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This prevents a build failure on some systems.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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For seamless cube filtering it is necessary to determine new faces and new
coords per sample. The logic for this is _seriously_ complex (what needs
to happen is very "asymmetric" wrt face, x/y under/overflow), further
complicated by the fact that if the 4 samples are in a corner (meaning we
only have actually 3 samples, and all 3 are on different faces) then
falling off the edge is happening _both_ on x and y axis simultaneously.
There was a noticeable performance hit in mesa's cubemap demo when seamless
filtering was forced on (just below 10 percent or so in a debug build, when
disabling all filtering hacks, otherwise it would probably be a bit more) and
when always doing the logic, hence use a branch which it only does it if any
of the pixels in a quad (or in two quads) actually hit this. With that there
was no measurable performance hit in the cubemap demo (neither in a debug nor
release buidl), but this will vary (cubemap demo very rarely hits edges).
Might also be different on other cpus, as this forces SoA sampling path which
potentially can be quite a bit slower.
Note that as for corners, this code gets all the 3 samples which actually
exist right, and the 4th texel will simply be the same as one of the others,
meaning that filter weights will be a bit wrong. This however should be
enough for full OpenGL (but not d3d10) compliance.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Using atomic function for ncs is superfluous since it is
protected by a mutex anyway. Also lock the mutex only once
while retrieving the next CS for submission.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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