| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This also allows people who don't want to install the binary blobs
required for VP2 to still get MPEG decoding.
Signed-off-by: Ilia Mirkin <[email protected]>
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Force the format to be the reasonable format that doesn't require an
inverse z-scan.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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See https://bugs.freedesktop.org/show_bug.cgi?id=61635 for a sample
program. Changing it to use a vec4 makes it work. Remove the unsupported
formats.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "9.2 and 9.1" <[email protected]>
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There's no need to use a clip flag for NEGW on these gens, so
no reason we can't just enable 8 planes.
V2: - Bump (and document!) MAX_VERTS in the clip code.
- Fix clip flag masks in the clip unit state and in the shader
prolog
- Move this to the end of the series for less breakage.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This does the same thing as we do for triangle clipping -- select the
appropriate source (either dot(hpos,fixed plane) or a clipdistance
slot).
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Nothing in the clipper uses gl_ClipVertex any more, so we don't care
where it is.
V2: Don't bother fishing out the clipvertex offset either.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2: Adjust explanation of load_clip_distance()
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Soon the dp4 is only going to be used for fixed clip planes.
V2: Remove old inaccurate comment about the behavior of this function;
add a better explanation above.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2: - Use the new VS_OPCODE_UNPACK_FLAGS_SIMD4X2 to correctly split the
flags for the two vertices being processed together.
- Don't apply bogus masking of clip flags. The set of plane enables
aren't included in the shader key, and we wouldn't want the
recompiles anyway.
V3: - Tidy up spurious instructions, name temps properly.
Signed-off-by: Chris Forbes <[email protected]>
[V2] Reviewed-by: Paul Berry <[email protected]>
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Splits the bottom 8 bits of f0.0 for further wrangling
in a SIMD4x2 program. The 4 bits corresponding to the channels in each
program flow are copied to the LSBs of dst.x visible to each flow.
This is useful for working with clipping flags in the VS.
V3: - Fixup immediate types
- Teach scheduler about the hidden dep on flags
Signed-off-by: Chris Forbes <[email protected]>
V2: Reviewed-by: Paul Berry <[email protected]>
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We're about to have an instruction that depends on the flags but isn't
predicated. This lays the groundwork.
Signed-off-by: Chris Forbes <[email protected]>
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Previously we had disabled interpolation of the clip distances as a
special case, since they were unused.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We need to produce clip flags for the vertex header on Gen4/5, so
clip plane lowering has to be done before we try to emit the flags/psiz
attribute.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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enabled.
V2: We don't particularly care where they fall in the VUE map, as long
as they are allocated somewhere, and occupy two contiguous slots. Don't
fiddle with the SF layout at all -- there's no need.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Missed this commit when preparing PCB changes for upstreaming.
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Fixes build error introduced with commit
d1ba1055d98c246d1ee9d9c14706bb9fba6a98c7.
CC nouveau_video.lo
nouveau_video.c: In function 'nouveau_screen_get_video_param':
nouveau_video.c:866:33: error: 'screen' undeclared (first use in this function)
nouveau_video.c:866:33: note: each undeclared identifier is reported only once for each function it appear
Signed-off-by: Vinson Lee <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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this fixes valgrind warnings
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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The sample index is always in W.
Reviewed-by: Michel Dänzer <[email protected]>
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Also use ordered comparisons for old cmp instructions.
Tested-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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untested.
Reviewed-by: Christoph Bumiller <[email protected]>
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untested.
Reviewed-by: Chia-I Wu <[email protected]>
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This makes things a bit nicer, and more importantly it fixes an issue
where a "downgraded" array texture (due to view reduced to 1 layer and
addressed with (non-array) samplec instruction) would use the wrong
coord as shadow reference value. (This could also be fixed by passing
target through the sampler interface much the same way as is done for
size queries, might do this eventually anyway.)
And if we'd ever want to support (shadow) cube map arrays, we'd need
5 coords in any case.
v2: fix bugs (texel fetch using wrong layer coord for 1d, shadow tex
using wrong shadow coord for 2d...). Plus need to project the shadow
coord, and just for fun keep projecting the layer coord too.
Reviewed-by: Zack Rusin <[email protected]>
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Instead of passing s,t,r coordinates pass a coord array - the reason is that
I need to pass more coords (in particular for shadow "coord", future will also
need another one for cube map arrays) so just pass them as an array.
Also, to simplify things, use fixed location for the shadow reference value I
want to get rid of the silly "where is the right coord value" game.
Keep old-style however for aos sampling (which is not going to need shadow
coord, though for cube map arrays it still would need fixing).
(Next patch will pass those through using the new arrangement directly from
sampler interface.)
v2: fix up soa split path (unreachable currently but still...)
Reviewed-by: Zack Rusin <[email protected]>
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We need to put border color into texture format color space which
essentially means clamping for non-float, normalized formats (not entirely
sure if we're also meant to quantize the float but it's probably ok not to
do it thankfully).
For OpenGL we could do this easily outside generated code due to the
1:1 sampler/texture correspondence but not for d3d10 which is terrible
(as we recalculate a constant over and over again per shader invocation).
Fortunately border color should be rare enough that we don't care THAT much.
Reviewed-by: Zack Rusin <[email protected]>
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If the fragment shader is null then pixel shader invocations have
to be equal to zero. And if we're running a null ps then clipper
invocations and primitives should be equal to zero but only
if both stancil and depth testing are disabled.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Calling the prepare outputs cleans up the slot assignments
for outputs, unfortunately aapoint and aaline didn't have
code to reset their slots after the initial setup, this
was messing up our slot assignments. The unfilled stage
was just missing the initial assignment of the face slot.
This fixes all of the reported piglit failures.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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In commit 8fc41df (glsl: Modify ir_set_program_inouts to handle
geometry shaders), when attempting to pattern match the "foo" part of
expressions such as:
foo[i][j]
foo[i]
I incorrectly called as_dereference_variable() on the subexpression
foo[i] instead of foo. As a result, the pattern never matched, so
ir_set_program_inouts would fall back on marking the entire variable
as used, rather than just the portion indexed by the array.
This didn't result in incorrect behaviour, but it could have resulted
in inefficiency by causing the back-end to allocate resources for
unused parts of an input or output array.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch adds the level query support to the video decoders
and uses some more reasonable defaults.
v2: (ck) add commit message
Reviewed-by: Christian König <[email protected]>
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statements
Previously we would emit a warning for empty declarations like
float;
We would also emit the same warning for things like
highp float;
However, this second case is most likely the application trying to set
the default precision. This makes the compiler generate a stronger
warning with some suggestion of a fix.
It really seems like this should be an error. I'll bet that 100% of the
time someone writes 'highp float;' the actually meant 'precision highp
float;'. Alas, both AMD and NVIDIA accept this syntax, and the spec
doesn't explicitly forbid it.
This makes piglit's precision-05.vert generate the following warnings:
0:12(11): warning: empty declaration with precision qualifier, to set the default precision, use `precision lowp float;'
0:13(12): warning: empty declaration with precision qualifier, to set the default precision, use `precision mediump int;'
v2: Add { } around a one-line if body and fix a comment. Suggested by
Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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Previously, we were accidentally calling
handle_geometry_shader_input_decl() on non-input interface block
declarations, resulting in bogus error checking.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, if a geometry shader input was declared as a non-array, we
would flag the proper compiler error, but then before we got a chance
to report it to the client, handle_geometry_shader_input_decl() would
assertion fail.
With this patch, handle_geometry_shader_input_decl() ignores
non-arrays.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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