| Commit message (Collapse) | Author | Age | Files | Lines |
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Specs say "If the argument is a buffer object, the arg_value
pointer can be NULL or point to a NULL value in which case a NULL
value will be used as the value for the argument declared as a
pointer to __global or __constant memory in the kernel."
So don't crash when somebody does that.
v2: Insert NULL into input buffer instead of buffer handle pair
Fix constant_argument too
Drop r600 driver changes
v3: Fix inserting NULL pointer
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Fixes MSVC build error introduced with commit
69b258cb4636315b4c1aaaceeedd1eed8af98ba8.
meta.c(618) : error C2143: syntax error : missing ';' before 'type'
meta.c(618) : error C2143: syntax error : missing ')' before 'type'
meta.c(618) : error C2065: 'i' : undeclared identifier
meta.c(618) : warning C4552: '<' : operator has no effect; expected operator with side-effect
meta.c(618) : error C2059: syntax error : ')'
meta.c(618) : error C2143: syntax error : missing ';' before '{'
meta.c(619) : error C2065: 'i' : undeclared identifier
meta.c(620) : error C2065: 'i' : undeclared identifier
Signed-off-by: Vinson Lee <[email protected]>
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No known bugs fixed but this is now in line with fs-generator.
No regresssions on IVB.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No known bugs fixed but this is now in line with fs-generator.
No regresssions on IVB.
Eric further explained that:
"The endif jump, since it's forward, is just an optimization to
have set right -- otherwise, the GPU will just step forward
instruction by instruction until it hits something else that
updates the per-channel PC."
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is possible now that ctx->Shader.CurrentProgram is an array.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is possible now that ctx->Shader.CurrentProgram is an array.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Now that we have a ctx->Shader.CurrentProgram array, we can just use
it directly.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Since ctx->Shader.Current{Vertex,Geometry,Fragment}Program is an
array, this allows some meta code to be rolled up into loops.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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array.
These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
-print0 | xargs -0 sed -i \
-e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
-e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
-e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Rather than maintain separately named arrays and counts for vertex,
geometry, and fragment shaders, just maintain these as arrays indexed
by the gl_shader_type enum.
v2: When there is neither a vertex nor a geometry shader, set
prog->LastClipDistanceArraySize = 0, and clarify that the values is
not used.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch replaces code in _mesa_new_shader() and delete_shader_cb()
that checks the type of a shader with calls to
_mesa_validate_shader_target(). This has two advantages: it allows
for a more thorough check (since _mesa_validate_shader_target()
doesn't permit shader targets that aren't supported by the back-end),
and it reduces the amount of code that will need to be modified when
adding new shader stages.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This will allow this function to be used in circumstances where there
is no context available, such as when building built-in GLSL
functions.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In my recent zeal to refactor Mesa's handling of the gl_shader_stage
enum, I accidentally wound up with two functions that do the same
thing: _mesa_program_index_to_target(), and
_mesa_shader_stage_to_program().
This patch keeps _mesa_shader_stage_to_program(), since its name is
more consistent with other related functions. However, it changes the
signature so that it accepts an unsigned integer instead of a
gl_shader_stage--this avoids awkward casts when the function is called
from C++ code.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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for consistency with vs and fs dumpers.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We have to make the functions available to work around a GLEW bug (see
comments already in the code), but if an application calls one of these
functions we should still generate GL_INVALID_OPERATION.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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main/texstorage.c: In function '_mesa_alloc_texture_storage':
main/texstorage.c:240:53: warning: unused parameter 'width' [-Wunused-parameter]
main/texstorage.c:241:37: warning: unused parameter 'height' [-Wunused-parameter]
main/texstorage.c:241:53: warning: unused parameter 'depth' [-Wunused-parameter]
main/texstorage.c: In function '_mesa_TextureStorage1DEXT':
main/texstorage.c:464:34: warning: unused parameter 'texture' [-Wunused-parameter]
main/texstorage.c:464:50: warning: unused parameter 'target' [-Wunused-parameter]
main/texstorage.c:464:66: warning: unused parameter 'levels' [-Wunused-parameter]
main/texstorage.c:465:34: warning: unused parameter 'internalformat' [-Wunused-parameter]
main/texstorage.c:466:35: warning: unused parameter 'width' [-Wunused-parameter]
main/texstorage.c: In function '_mesa_TextureStorage2DEXT':
main/texstorage.c:473:34: warning: unused parameter 'texture' [-Wunused-parameter]
main/texstorage.c:473:50: warning: unused parameter 'target' [-Wunused-parameter]
main/texstorage.c:473:66: warning: unused parameter 'levels' [-Wunused-parameter]
main/texstorage.c:474:34: warning: unused parameter 'internalformat' [-Wunused-parameter]
main/texstorage.c:475:35: warning: unused parameter 'width' [-Wunused-parameter]
main/texstorage.c:475:50: warning: unused parameter 'height' [-Wunused-parameter]
main/texstorage.c: In function '_mesa_TextureStorage3DEXT':
main/texstorage.c:483:34: warning: unused parameter 'texture' [-Wunused-parameter]
main/texstorage.c:483:50: warning: unused parameter 'target' [-Wunused-parameter]
main/texstorage.c:483:66: warning: unused parameter 'levels' [-Wunused-parameter]
main/texstorage.c:484:34: warning: unused parameter 'internalformat' [-Wunused-parameter]
main/texstorage.c:485:35: warning: unused parameter 'width' [-Wunused-parameter]
main/texstorage.c:485:50: warning: unused parameter 'height' [-Wunused-parameter]
main/texstorage.c:485:66: warning: unused parameter 'depth' [-Wunused-parameter]
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch handles the use of 'centroid' qualifier with 'in' variables
in a fragment shader when persample shading is enabled. Per sample
shading for the whole fragment shader can be enabled by:
glEnable(GL_SAMPLE_SHADING) or using {gl_SamplePosition, gl_SampleID}
builtin variables in fragment shader. Explaining it below in more
detail.
/* Enable sample shading using OpenGL API */
glEnable(GL_SAMPLE_SHADING);
glMinSampleShading(1.0);
Example fragment shader:
in vec4 a;
centroid in vec4 b;
main()
{
...
}
Variable 'a' will be interpolated at sample location. But, what
interpolation should we use for variable 'b' ?
ARB_sample_shading recommends interpolation at sample position for
all the variables. GLSL 400 (and earlier) spec says that:
"When an interpolation qualifier is used, it overrides settings
established through the OpenGL API."
But, this text got deleted in later versions of GLSL.
NVIDIA's and AMD's proprietary linux drivers (at OpenGL 4.3)
interpolates at sample position. This convinces me to use
the similar approach on intel hardware.
Cc: [email protected]
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Current implementation of arb_sample_shading doesn't set 'Barycentric
Interpolation Mode' correctly. We use pixel barycentric coordinates
for per sample shading. Instead we should select perspective sample
or non-perspective sample barycentric coordinates.
It also enables using sample barycentric coordinates in case of a
fragment shader variable declared with 'sample' qualifier.
e.g. sample in vec4 pos;
A piglit test to verify the implementation has been posted on piglit
mailing list for review.
V2: Do not interpolate all the 'in' variables at sample position
if fragment shader uses 'sample' qualifier with one of them.
For example we have a fragment shader:
#version 330
#extension ARB_gpu_shader5: require
sample in vec4 a;
in vec4 b;
main()
{
...
}
Only 'a' should be sampled at sample location, not 'b'.
Cc: [email protected]
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This will be useful in my next patch which depends on a functionality
of _mesa_get_min_invocations_per_fragment() to ignore the sample
qualifier (prog->IsSample) based on a flag passed to it.
Cc: [email protected]
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Dead since 304f7a13.
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total instructions in shared programs: 1487331 -> 1485988 (-0.09%)
instructions in affected programs: 45638 -> 44295 (-2.94%)
GAINED: 7
LOST: 0
Reviewed-by: Jordan Justen <[email protected]>
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total instructions in shared programs: 1498191 -> 1487051 (-0.74%)
instructions in affected programs: 669388 -> 658248 (-1.66%)
GAINED: 1
LOST: 0
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reduces vertex shader instruction counts in DOTA2 by 6.42%, L4D2 by
4.61%, and CS:GO by 5.71%.
total instructions in shared programs: 1500153 -> 1498191 (-0.13%)
instructions in affected programs: 59919 -> 57957 (-3.27%)
Reviewed-by: Ian Romanick <[email protected]>
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Only implemented for ir_swizzles currently, but perhaps will be useful
for other IR types in the future.
Reviewed-by: Ian Romanick <[email protected]>
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This flag was really just a proxy for determining whether the backend
was vector (AOS) or scalar (SOA). It will be used to apply a future
optimization only for vector backends.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Dumping the number of live registers at each IP allows us to see
register pressure and identify any local maxima. This should
aid in debugging passes designed to reduce register pressure, as
well as optimizations that suddenly trigger spilling.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Calling it after value numbering (added in the next commit) prevents
some instruction count regressions.
total instructions in shared programs: 1524387 -> 1523905 (-0.03%)
instructions in affected programs: 13112 -> 12630 (-3.68%)
GAINED: 0
LOST: 3
Reviewed-by: Jordan Justen <[email protected]>
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Previously we simply considered two registers whose live ranges
overlapped to interfere. Cases such as
set A ------
... |
mov B, A -- |
... | B | A
use B -- |
... |
use A ------
would be considered to interfere, even though B is an unmodified copy of
A whose live range fit wholly inside that of A.
If no writes to A or B occur between the mov B, A and the use of B then
we can safely coalesce them.
Instead of removing MOV instructions, we make them NOPs and remove them
at once after the main pass is finished in order to avoid recomputing
live intervals (which are needed to perform the previous step).
total instructions in shared programs: 1543768 -> 1513077 (-1.99%)
instructions in affected programs: 951563 -> 920872 (-3.23%)
GAINED: 46
LOST: 22
Reviewed-by: Jordan Justen <[email protected]>
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total instructions in shared programs: 1550048 -> 1549880 (-0.01%)
instructions in affected programs: 1896 -> 1728 (-8.86%)
Reviewed-by: Jordan Justen <[email protected]>
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Helped to track down a problem in a version of the next commit.
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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mov takes only a single source argument. Example instruction
inexplicably changed from add to mov in commit f10f5e49.
Reviewed-by: Jordan Justen <[email protected]>
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Previously we wouldn't print the +0 for the first part of a VGRF of size
greater than 1.
Reviewed-by: Jordan Justen <[email protected]>
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Unnamed record types are assigned to separate types per stage, e.g. if
uniform struct { ... } a;
is defined in both vertex and fragment shader, two separate types will
result with different names. When linking the shader, this results in a
type conflict. However, there is no reason why this should not be
allowed according to GLSL specifications. Compare and match record types
when linking shader stages to avoid this conflict.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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None of this info is relevant anymore.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes several colorbuffer tests, including piglit "fbo-drawbuffers-none"
for "gl_FragColor" and "glDrawPixels" cases.
v2: rework patch to only avoid creating extra shader variants when
TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS is not specified. Per Jose.
Use a write_color0_to_n_cbufs key field to replicate color0 to N
color buffers only when N > 0 and WRITES_ALL_CBUFS is set.
Reviewed-by: José Fonseca <[email protected]>
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Just to be bit more readable.
Reviewed-by: José Fonseca <[email protected]>
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Fixes piglit "fbo-drawbuffers-none glClear" test.
Reviewed-by: José Fonseca <[email protected]>
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The new TYPE_DOUBLEN_2 type was added in 0e60d850 but the code to
return values of that type wasn't completed.
Fixes conform's default state test. glGetFloatv(GL_DEPTH_RANGE)
wasn't returning anything.
v2: remove stray 'break' statements.
Reviewed-by: Jose Fonseca <[email protected]>
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These messages are in code that is shared between the VS and GS
back-ends, so use the terminology "vec4" to avoid confusion.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, time spent in geometry shaders would be counted as part of
the vertex shader time.
Reviewed-by: Kenneth Graunke <[email protected]>
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