| Commit message (Collapse) | Author | Age | Files | Lines |
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In the case of fneg(0.0), we were getting back 0.0 instead of -0.0. We
were also needing an immediate 0 value for ineg, when there's an opcode to
do the job properly.
Fixes fs-floatBitsToInt-neg.shader_test.
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The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.
This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
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We only have 2x16 unpacking in our ALUs. To enable this, we also need
lower_fdiv for its new instructions, which had been handled at a higher
level previously.
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I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
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I typoed and was depending on v3d_xml.h (the gzipped xml)_, not on the
v3d_packet_v33_pack.h that the compiler and QPU packing actually use.
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See e5fea0d621af2b14cf6c5e364eeaf293db460f2a
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A bit of spec text suggested that (like vc4) condition codes should be
used for discards, and the simulator was fine with it, but the 7268
disagrees and you have to use SETMSF instead or the color comes through.
Fixes glsl-fs-discard-01 and many of the interpolation-with-clipping
tests.
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We don't have native instructions for them, so set up the lowering. Once
we support the bfi instructions that get generated, they should start
actually working.
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It's redundant with nir_shader::info::stage.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2: Default vc5 to off, since it requires the simulator currently. Add
missing dep on the XML generation from libbroadcom_vc5.
Reviewed-by: Dylan Baker <[email protected]> (v1)
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The specs don't say you can't, but pairing it with an SFU write on the
7268 breaks all our simple shader tests using gl_MVP * gl_Vertex.
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The TLB write code is getting ugly and needs a refactoring (that will
hopefully handle TLBU uniform coalescing as well).
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We now emit as many TLB color writes as there are color buffers.
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The interpolation qualifier, if specified, is supposed to take precedence
over glShadeModel().
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In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate). Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
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We don't want to write Z for discarded fragments.
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This is a pretty straightforward fork of VC4's NIR compiler to VC5. The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.
v2: Move to src/broadcom/compiler to match intel's layout, rename more
"vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
with vc4, use new v3d_debug header, add compiler init/free functions,
do texture swizzling in NIR to allow optimization.
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