| Commit message (Collapse) | Author | Age | Files | Lines |
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... in order to determine if we need bison/flex. Failing to locate the
files will lead to mandating bison/flex even when building from a
release tarball.
CC: "11.2" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Analogous to previous commit.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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It will allow us to remove the duplicate glsl/Makefile.sources.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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This reverts commit 41c7912d04111a7e3b75a438c5cbbd7edc0fee25 but leaves
out the pragma [that inspired the original commit].
Building mesa requires MSVC2013 or later, thus we no longer need this.
v2: Use correct include path (src/glsl/nir -> src/compiler/nir)
Conflicts:
src/gallium/auxiliary/Makefile.am
Acked-by: Jason Ekstrand <[email protected]> (v1)
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Trivial.
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Signed-off-by: Oded Gabbay <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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v2: Undo unintended change to the signature of
nir_normalize_cubemap_coords (Iago).
v3: Move to compiler/nir (Iago)
v4: Remove Authors from copyright header (Michael Schellenberger)
v5 (Sam):
- Use nir_channel() and nir_ssa_for_alu_src() helpers (Jason)
- Inline lower_double_pack_instr() code into lower_double_pack_block()
(Jason).
- Initialize nir_builder at lower_double_pack_impl() (Jason).
Signed-off-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Assert supports_int and don't fallback to nir_fmov (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Add missing bit_size assignment when ssbo_load destination is a boolean.
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Revert spurious change in nir_opt_cse.c (Iago)
Signed-off-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Use proper bitsize value when calling to nir_load_const_instr_create()
(Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Squash the printing doubles related patches into one patch (Sam).
v3:
- Print using PRIx64 format: long is 32-bit on some 32-bit platforms but long
long is basically always 64-bit (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Don't set sized types to the destination of texture related opcodes.
(Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Add assert to detect bitsizes differents than 32 and 64 (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Sam):
- Use helper to get base type from nir_alu_type.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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v2:
- Make the users to give the right bit_sizes as arguments (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It will only end up getting exposed on gen8+ since it requires GL ES
3.1, but it should be ready to go on gen7 when support for GL ES 3.1 is
completed there.
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Kenneth Graunke <[email protected]>
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I just forgot these when I added this stuff.
Signed-off-by: Dave Airlie <[email protected]>
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Consider the case of linking a program with both a vertex and fragment
shader. The VS may compute output varyings that are intended for
transform feedback, and not read by the fragment shader.
In this case, var->data.is_unmatched_generic_inout will be true,
but we still cannot eliminate the varyings. We need to also check
!var->data.is_xfb_only.
Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen
to use transform feedback in a way we apparently hadn't seen before.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We just never bothered to decode this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Bit 15 means "interleave" for most messages, but for SIMD8 messages it
means "use channel masks".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The GLSL 4.20 and ESSL 3.00 specs don't list 'buffer' as a reserved
keyword. Make the parser ignore it unless GLSL 4.30 / ESSL 3.10 are
used, or ARB_shader_storage_buffer_objects is enabled.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: [email protected]
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Signed-off-by: Ilia Mirkin <[email protected]>
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This should hopefully make it a little easier to debug with GL
applications like glretrace and looking at command streams.
Signed-off-by: Ilia Mirkin <[email protected]>
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Provide a callback to reallocate the underlying storage of a resource so
that it is not bound to any existing fences.
Signed-off-by: Ilia Mirkin <[email protected]>
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This gives us one less set of special instruction generation cases, and
instead just the case for returning the correct register to read.
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This lets us write the Z directly from the FTOI for computed Z, and may
let us coalesce color writes in the future.
No change in my shader-db, but clearly drops an instruction in piglit's
early-z test.
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The separate declaration of the struct is not helping clarity, and I was
going to be writing a whole lot more of these in the upcoming patches.
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It wasn't correctly flagged everywhere, and QPU generation now handles the
only remaining case that was paying attention to it.
No change on shader-db.
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Normal SFU writes couldn't have SF because they were marked as
multi_instruction, but tex_result and tlb_color_read weren't. This ended
up not being a problem according to anything in shader-db, but it seems
possible.
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There used to be multi-instruction operations that would use src[] twice,
which is why we couldn't do some optimizations on them. This is no longer
the case.
total instructions in shared programs: 77973 -> 77969 (-0.01%)
instructions in affected programs: 84 -> 80 (-4.76%)
total estimated cycles in shared programs: 234165 -> 234157 (-0.00%)
estimated cycles in affected programs: 92 -> 84 (-8.70%)
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This gets us better validation of our NIR transformations.
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I liked having all my NIR be scalar, but nir_validate() complains that the
intrinsic writes 4 components but the destination we set up was only 1
component. I could generate a new scalar variant, but it's a lot easier
to just leave it as a vec4. This doesn't hurt codegen since we GC unused
uniforms, and UCP dot products use all the components anyway.
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We don't really suppor control flow yet, but it's a lot nicer to render
something and warn on stderr than to crash.
Fixes the following piglit tests:
- shaders/complex-loop-analysis-bug
- shaders/glsl-fs-discard-04
Converts the following piglit tests from crash to fail:
- shaders/glsl-fs-continue-inside-do-while
- shaders/glsl-fs-loop
- shaders/glsl-fs-loop-continue
- shaders/glsl-fs-loop-nested
- shaders/glsl-texcoord-array
- shaders/glsl-vs-continue-inside-do-while
- shaders/glsl-vs-loop
- shaders/glsl-vs-loop-continue
- shaders/glsl-vs-loop-nested
No piglit regressions.
v2 (Eric): Add stronger stderr warning.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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