| Commit message (Collapse) | Author | Age | Files | Lines |
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This happens in situations where we might do
vec.wzyx[i] = ...
The swizzle would get effectively ignored because of the interaction
between how ir_assignment->set_lhs works and overwriting the write_mask.
There are two cases, one where i is a constant, and another where i is
variable. We have to be extra-careful in both cases.
Fixes the following WebGL test:
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/glsl3/vector-dynamic-indexing-swizzled-lvalue.html
And the new piglit tests:
swizzled-writemask-indexing-nonconst.shader_test
swizzled-writemask-indexing.shader_test
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: [email protected]
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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The main motivation for this is that threaded compilation can fall
over if we were to allocate IR inside constant_expression_value()
when calling it on a builtin. This is because builtins are shared
across the whole OpenGL context.
f81ede469910d worked around the problem by cloning the entire
builtin before constant_expression_value() could be called on
it. However cloning the whole function each time we referenced
it lead to a significant reduction in the GLSL IR compiler
performance. This change along with the following patch
helps fix that performance regression.
Other advantages are that we reduce the number of calls to
ralloc_parent(), and for loop unrolling we free constants after
they are used rather than leaving them hanging around.
Reviewed-by: Kenneth Graunke <[email protected]>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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