| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes glsl-unused-varying and many others, since we produce an output
reg read any time gl_FragColor is written inside an if statement.
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Fixes glsl-fs-dot-vec2.
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Now that we have glsl2 with if flattening in place, most shaders will
just work. Remaining failing shaders will mostly be due to loop
unrolling (in progress), some possible if flattening failures in
inlining functions (planning on fixing), and the register/instruction
count limits.
While the GLSL and GLSL-ES specs say that shaders shouldn't fail to
compile/link due to register/instruction limits, in practice we're not
the first vendor to expose GLSL on hardware with these limitations.
The benefit to application developers of providing a better language
for GPU programming is greater than the pain of having to handle
instruction limits (which they had to for ARB_fp on this hardware
anyway)
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This error led to an assertion failure for some constructors of
non-square matrices. It only occured in matrices where the number of
columns was greater than the number of rows. It didn't even always
occur on those.
Fixes piglit glslparsertest case constructor-16.vert.
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with glsl2, reads from outputs are legal
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Fixes piglit test case glsl-vs-ff-frag and bugzilla #29623.
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In one optimization pass, register files may have been messed therefore
merging instructions which use the same index in two different register
files.
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Signed-off-by: Jerome Glisse <[email protected]>
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Fixes glsl-vs-dot-vec2.
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When simplifying (vec4(1.0) / (float(x))) to rcp(float(x)), we forgot
to produce a vec4, angering ir_validate when starting alien-arena.
Fixes:
glsl-algebraic-add-zero-2
glsl-algebraic-div-one-2
glsl-algebraic-mul-one-2
glsl-algebraic-sub-zero-3
glsl-algebraic-rcp-sqrt-2
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This could reduce the amount of memory used by a shader tree after
optimization, and increases consistency with other passes.
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Several optimization paths, including constant folding, can lead to
accessing an ir_constant array with an out of bounds index. The GLSL
spec lets us produce "undefined" results, but it does not let us
crash.
Fixes piglit test case glsl-array-bounds-01 and glsl-array-bounds-03.
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This will make extracting source to produce minimal testcases for
shader compile issues easier.
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Use DRI_LIB_DEPS when linking GL/GLES state trackers. This fixes
missing talloc symbol errors, and is hopefully more future proof.
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Signed-off-by: José Fonseca <[email protected]>
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needed to add cpp rules and includes properly for es1/es2
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we were destroying the mm before unrefing all the objects, so segfault.
Signed-off-by: Dave Airlie <[email protected]>
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This option is also needed for 64-bit builds if llvm is enabled.
Other the build fails during linking.
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these events have names, use them.
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Fixes build after glsl2 branch merge, which added talloc dependency.
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Apart from the fact that the radeon.h/r600_states.h editing is a nightmare, this
wasn't so bad.
passes piglit user-clip test now also trivial tests.
Signed-off-by: Dave Airlie <[email protected]>
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This saves an extra message reg move in the program, though I'm not
clear on whether it will have any performance impact other than cache
footprint. It will also fix those math calls on Sandybridge, where
the brw_eu_emit.c brw_math() support relies on the implied move being
used.
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Conflicts:
src/mesa/program/prog_optimize.c
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Many functions are currently wrapped with #if 0 since we haven't
implemented them yet.
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This was causing line numbering to be off by one. The newline comes
from the NEWLINE token at the end of the line; there's no need to
insert one.
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This is a GLSL2 regression fix.
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This reverts commit a77a6bc008b3146c56431fa520a00e1f8dfa3938.
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Perhaps http://www.azillionmonkeys.com/qed/pstdint.h would be a better
(more portable) choice, but only MSVC uses this anyway, and we can always
change later.
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This copies over a dummy builtin_functions.cpp and rebuilds a
bootstrapped version of the compiler, then uses that to generate the
proper list of builtins. Finally, it rebuilds the compiler with the new
list.
Unfortunately, it's no longer automatic, but at least it works.
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Each language version/extension and target now has a "profile" containing
all of the available builtin function prototypes. These are written in
GLSL, and come directly out of the GLSL spec (except for expanding genType).
A new builtins/ir/ folder contains the hand-written IR for each builtin,
regardless of what version includes it. Only those definitions that have
prototypes in the profile will be included.
The autogenerated IR for texture builtins is no longer written to disk,
so there's no longer any confusion as to what's hand-written or
generated.
All scripts are now in python instead of perl.
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