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This reverts commit 6c3db2167c64ecf2366862f15f8e2d4a91f1028c, which I
accidentally pushed along with other code. A better version of the fix
will be committed later.
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These instructions will be used with immediate arguments in the upcoming
ldexp lowering pass and frexp implementation.
v2: Add vec4 support as well.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Because why doesn't GLSL allow you to do this already?
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's a ?: that operates per-component on vectors. Will be used in
upcoming lowering pass for ldexp and the implementation of frexp.
csel(selector, a, b):
per-component result = selector ? a : b
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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builtin_info was originally going to be a structure containing a bunch
of information, but after various rewrites, it turned into a boolean
availability predicate.
builtin_avail is a better name than builtin_info, since it doesn't
store any information other than availability.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that builtin_compiler is gone, nothing uses these.
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Paul Berry <[email protected]>
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Matt noticed that this was missing. Nothing uses this currently.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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None of this is used anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Paul Berry <[email protected]>
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We don't actually use anything from builtin_function.cpp, so we don't
need to generate it anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Paul Berry <[email protected]>
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All built-ins are now handled by the new code; the old system is dead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This creates a new replacement for the existing built-in function code.
The new module lives in builtin_functions.cpp (not builtin_function.cpp)
and exists in parallel with the existing system. It isn't used yet.
The new built-in function code takes a significantly different approach:
Instead of implementing built-ins via printed IR, build time scripts,
and run time parsing, we now implement them directly in C++, using
ir_builder. This translates to faster load times, and a much less
complex build system.
It also takes a different approach to built-in availability: each
signature now stores a boolean predicate, which makes it easy to
construct arbitrary expressions based on _mesa_glsl_parse_state's
fields. This is much more flexible than the old system, and also
easier to use.
Built-ins are also now stored in a single gl_shader object, rather
than being spread out across a number of shaders that need to be linked.
When searching for a matching prototype, we simply consult the
availability predicate. This also simplifies the code.
v2: Incorporate Matt Turner's feedback: use the new fma() function rather
than expr(). Don't expose textureQueryLOD() in GLSL 4.00 (since it
was renamed to textureQueryLod()). Also correct some #undefs.
v3: Incorporate Paul Berry's feedback: rename legacy to compatibility;
add comments to explain a few things; fix uvec availability; include
shaderobj.h instead of repeating the _mesa_new_shader prototype.
v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc).
Add an out_var convenience function (more feedback by Matt Turner).
v5: Rework availability predicates for Lod functions. They were broken.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Enthusiastically-acked-by: Paul Berry <[email protected]>
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Each ir_factory needs an instruction list and memory context in order to
be useful. Rather than creating an object and manually assigning these,
we can just use optional parameters in the constructor.
This makes it possible to create a ready-to-use factory in one line:
ir_factory body(&sig->body, mem_ctx);
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Adding new convenience emitters makes it easier to generate IR involving
these opcodes.
bitfield_insert is particularly useful, since there is no expr() for
quadops.
v2: Add fma() and rename lrp() operands to x/y/a to match the GLSL
specification (suggested by Matt Turner). Fix whitespace issues.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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IR builder already offers a lot of swizzling functions, such as
swizzle_xxxx, swizzle_z, or swizzle_for_size.
The swizzle_xxxx style is convenient if you statically know which
components you want. swizzle_for_size is great if you want to select
the first few components. However, if you want to select components
based on, say, a loop counter, none of those are sufficient.
IR builder actually already had support for arbitrary swizzling, but
didn't expose it. This patch exposes that API.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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dotlike() uses ir_binop_mul for scalars, and ir_binop_dot for vectors.
When generating built-in functions, we often want to use regular
multiply for scalar signatures, and dot() for vector signatures.
ir_binop_dot only works on vectors, so we have to switch opcodes,
even if the code is otherwise identical. dotlike() makes this easy.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We use "ret" as the function name since "return" is a C++ keyword, and
"ir_return" is already a class name.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This adds two new signatures:
assign(lhs, rhs, condition, writemask);
assign(lhs, rhs, condition);
All the other existing APIs still exist.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that we have the ir_expression constructor that does type inference,
this is trivial to do.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We already have ir_expression constructors for unary and binary
operations, which automatically infer the type based on the opcode and
operand types.
These are convenient and also required for ir_builder support.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This isn't strictly necessary, since creators of ir_texture objects
should set LOD when relevant. However, it's nice to have a NULL pointer
in case they forget.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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During compilation, we'll use this to determine built-in availability.
The plan is to have a single shader containing every built-in in every
version of the language, but filter out the ones that aren't actually
available to the shader being compiled.
At link time, we don't actually need this filtering capability: we've
already imported prototypes for every built-in that the shader actually
calls, and they're flagged as is_builtin(). The linker doesn't import
any additional prototypes, so it won't pull in any unavailable
built-ins. When resolving prototypes to function definitions, the
linker ensures the values of is_builtin() match, which means that a
shader can't trick the linker into importing the body of an unavailable
built-in by defining a suspiciously similar prototype.
In other words, during linking, we can just pass in NULL. It will work
out fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We can simply call the stored predicate function. If state is NULL,
just report that the function is available.
v2: Add a comment (requested by Paul Berry).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This promises the method won't modify the contents of the object.
This allows us to call it even with a const pointer to the state.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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A signature is a built-in if and only if builtin_info != NULL, so we
don't actually need a separate flag bit. Making a boolean-valued
method allows existing code to ask the same question while not worrying
about the internal representation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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For the upcoming built-in function rewrite, we'll need to be able to
answer "Is this built-in function signature available?".
This is actually a somewhat complex question, since it depends on the
language version, GLSL vs. GLSL ES, enabled extensions, and the current
shader stage.
Storing such a set of constraints in a structure would be painful, so
instead we store a function pointer. When creating a signature, we
simply point to a predicate that inspects _mesa_glsl_parse_state and
answers whether the signature is available in the current shader.
Unfortunately, IR reader doesn't actually know when built-in functions
are available, so this patch makes it lie and say that they're always
present. This allows us to hook up the new functionality; it just won't
be useful until real data is populated. In the meantime, the existing
profile mechanism ensures built-ins are available in the right places.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Otherwise, coordinates with four components would result in a MOV
with a destination writemask that has no channels enabled:
mov(8) g115<1>.F 0D { align16 WE_normal NoDDChk 1Q };
At best, this is stupid: we emit code that shouldn't do anything.
Worse, it apparently causes GPU hangs (observable with Chris's
textureGather test on CubeArrays.)
Signed-off-by: Kenneth Graunke <[email protected]>
Cc: Chris Forbes <[email protected]>
Cc: [email protected]
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Reviewed-by: Matt Turner <[email protected]>
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The change is very small. Do seamless filtering if either the context
enable is set or the sampler enable is set.
The AMD_seamless_cubemap_per_texture says:
"If TEXTURE_CUBE_MAP_SEAMLESS_ARB is emabled (sic) globally or the
value of the texture's TEXTURE_CUBE_MAP_SEAMLESS_ARB parameter is
TRUE, seamless cube map sampling is enabled..."
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Appendix F.2 of the OpenGL ES 3.0.0 spec says:
"OpenGL ES 3.0 requires that all cube map filtering be
seamless. OpenGL ES 2.0 specified that a single cube map face be
selected and used for filtering."
Setting the field only in the context will work fine with sampler
objects (and drivers that support AMD_seamless_cubemap_per_texture)
because seamless filtering is used if *either* the context or the
sampler enable it:
"If TEXTURE_CUBE_MAP_SEAMLESS_ARB is emabled (sic) globally or the
value of the texture's TEXTURE_CUBE_MAP_SEAMLESS_ARB parameter is
TRUE, seamless cube map sampling is enabled..."
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reported-by: Maxence Le Dore <[email protected]>
Thanked-by: Maxence Le Dore <[email protected]>
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There is no GL_TEXTURE_CUBE_MAP_SEAMLESS in any version of OpenGL ES or
in any extension that applies to OpenGL ES. The same error check
already occurs for glTexParameteri.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: Maxence Le Dore <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
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This is based on grepping for brw->is_haswell in i965 to see how GEN 7.5
differs from GEN 7. Slightly tested with Xonotic and some Mesa demos.
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Signed-off-by: Alex Deucher <[email protected]>
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This is now handled in the winsys.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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This aligns the gfx, compute, and dma IBs to 8 DW boundries.
This aligns the the IB to the fetch size of the CP for optimal
performance. Additionally, r6xx hardware requires at least 4
DW alignment to avoid a hw bug. This also aligns the DMA
IBs to 8 DW which is required for the DMA engine. This
alignment is already handled in the gallium driver, but that
patch can be removed now that it's done in the winsys.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
CC: "9.2" <[email protected]>
CC: "9.1" <[email protected]>
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flags to enforce no tiling.
Signed-off-by: Axel Davy <[email protected]>
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278372b47e4db8a022d57f60302eec74819e9341 added the uninitialized pointer
field gl_query_object:Label. A free of this pointer resulted in a crash.
This patch fixes piglit regressions with swrast introduced by
6d8dd59cf53d2f47b817d79204a52bb3a46e8c77.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69047
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We support indirect addressing only on the vertex index, but some
shaders also use indirect addressing on attributes. This patch
adds support for indirect addressing on both dimensions inside
gs arrays.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Fixes warning reported by Coverity.
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Fixes warning reported by Coverity.
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Fixes "Macro compares unsigned to 0" defect reported by Coverity.
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Fixes "Out-of-bounds read" defect reported by Coverity.
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Fixes 'make check' failures.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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