| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Roland Scheidegger <[email protected]>
v2: fix svga too
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Use an array of properties indexed by TGSI_PROPERTY_* definitions.
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Reuse the LLVMContext already allocated in llvmpipe_context
for draw_llvm if ppossible. This should decrease the memory
footprint of an llvmpipe context.
v2: Fix compile with llvm disabled.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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This is one step to make llvmpipe thread safe as mandated by the OpenGL
standard. Using the global LLVMContext is obviously a problem for
that kind of use pattern. The patch introduces two LLVMContext
instances that are private to an OpenGL context and used for all
compiles. One is put into struct draw_llvm and the other
one into struct llvmpipe_context.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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The draw module would still try to use gallivm, causing many piglit tests
to fail with an assertion failure. llvmpipe might have been similarly
affected.
Reviewed-by: Tom Stellard <[email protected]>
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I only made IS_NEGATIVE(x) use signbit in commit 0f3ba405 in an attempt
to fix 54805, but it didn't help. We didn't use signbit on some
platforms and instead defined it to x < 0.0f.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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This simplifies the code and makes it a little easier to understand.
Reviewed-by: Charmaine Lee <[email protected]>
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Not sure why it was there but it is definitely not an error if gs outputs are
infs/nans. Besides, the outputs can be ints, in which case any small negative
number asserted.
This fixes piglit's texelFetch gs isamplerXX crashes with softpipe (down from
14 to 2).
Bug https://bugs.freedesktop.org/show_bug.cgi?id=80012
Reviewed-by: Jose Fonseca <[email protected]>
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This was meant for softpipe to not crash at some point if vertex texturing
was used. It is, however, fishy because it uses values from
draw_set_samplers/draw_set_sampler_views and not from the shader key. Albeit
we should still in all cases actually generate a new shader if this changes
(because the samplers and views themselves are in the key) I don't want to
think again wondering if that's really correct in the future.
Besides, at least today, it does not actually work for softpipe, as this was
relying on softpipe not actually calling draw_set_samplers/sampler_views at
all - I've verified it crashes regardless (if there were a tex instruction in
the vs, which normally should not happen anyway). For drivers which do indeed
not call these functions because they don't support vertex texturing at all
(r300), this should still not crash because the static texture data is all
zero, which causes the sampling functions to take an early out (same as is done
if no texture is bound at the slot used for sampling - verified with hacked up
softpipe).
Reviewed-by: Jose Fonseca <[email protected]>
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The base instance needs to be passed to the jited function, otherwise the
instanced data fetch will only work with the same start instance when the
jit function was created (and baking that into the key instead is not a viable
option).
This fixes piglit arb_base_instance-drawarrays (modulo some unrelated
core/compat context trouble I get for the test).
And fix the pipe cap bit in llvmpipe for it now that it actually works (it
already worked for softpipe).
Reviewed-by: Jose Fonseca <[email protected]>
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This is a purely cosmetic change.
Reviewed-by: Brian Paul <[email protected]>
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The non-llvm path made sure that both clip and pre_clip_pos point to the data
output by position, not clipvertex, if user based clipping is disabled.
However, the llvm path did not, which apparently led to failures if
gl_ClipVertex was written but user plane clipping not enabled (bug 80183).
Why I have no idea really, but just make it match the non-llvm behavior...
Reviewed-by: Brian Paul <[email protected]>
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The distinction between system values and ordinary inputs is not very
obvious in gallium - further fueled by the fact that they use the same
semantic names.
Still, if there's any value which imho really is a system value, it's the
primitive id input into the gs (while earlier (tessleation) stages could read
it, it is _always_ generated by the system). For some odd reason though (which
I'd classify as a bug but seems too complicated to fix) the glsl compiler in
mesa treats this as an ordinary varying, and everything else after that
(including the state tracker and other drivers) just go along with that.
But input fetching in gs for llvm based draw was definitely limited to the
ordinary (2-dimensional) inputs so only worked with other state trackers,
the code was also additionally relying on tgsi_scan_shader filling
uses_primid correctly which did not happen neither (would set it only for
all stages if it was a system value, but only set it for the fragment shader
if it was an input value).
This fixes piglit glsl-1.50-geometry-primitive-id-restart and primitive-id-in
in llvmpipe.
Reviewed-by: Brian Paul <[email protected]>
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These values are always uints, casting them to floats does no good.
Fixes piglit glsl-1.50-geometry-primitive-id-restart tests for softpipe.
Reviewed-by: Brian Paul <[email protected]>
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If the vertex shader has no position but the gs has, the clipvertex output
was -1 (because it's the same as vs position in this case if there's no
explicit clipvertex output). This caused crashes (or assertion failures) in
clipping since in the end position (which came from gs) was different from
cv (-1) and we then tried to use the bogus cv input.
Rather than just test for -1 cv value in clipping, make it explicitly return
the position output of the gs instead which seems cleaner (since we really
don't want to use the clipvertex value from the vs (it could be a valid value
in the (unsupported) case of vs writing clipvertex but still using a gs).
This fixes piglit shader_runner clip-distance-out-values.shader_test.
Reviewed-by: Zack Rusin <[email protected]>
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The clip stage may crash if there's no position output, for this reason
code was added to avoid running the pipeline stages in this case
(c7c7186045ec617c53f7899280cbe12e59503e4d). However, this failed to actually
work when there was a geometry shader, since unlike the vertex shader it did
not initialize the position output to -1, hence the code trying to detect
this didn't trigger. So simply initialize the position output to -1 just like
the vs does.
This fixes piglit glsl-1.50-transform-feedback-type-and-size (segfault->pass).
clip-distance-out-values.shader_test goes from segfault to assertion failure,
suggesting more fixes are needed, no other piglit changes.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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The old logic would let all negative values go through unclamped, with
potentially disastrous results (probably trying to fetch viewport values
from random memory locations). GL has undefined rendering for vp indices
outside valid range but that's a bit too undefined...
(The logic is now the same as in llvmpipe.)
CC: "10.1 10.2" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
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When we had just one module "gallivm" was an appropriate name. But now we have
modules containing all functions for a particular variant, so give it a
corresponding name (this is really just for helping debugging).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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All shaders had the same name.
We could probably use some identifier per shader too, but for now only use
the variant number.
Reviewed-by: Jose Fonseca <[email protected]>
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Free up unneeded LLVM stuff immediately after generating vertex shader
code. Saves about 500K per shader.
v2: Don't bother calling gallivm_free_function (Jose)
Signed-off-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Older versions haven't been tested probably don't work anyway. But more
importantly, code supporting it is hindering further work.
Reviewed-by: Roland Scheidegger <[email protected]>
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1c73e919a4b4dd79166d0633075990056f27fd28 made it possible to not allocate
the tgsi machine if llvm was used. However, draw_get_option_use_llvm() is
not reliable after draw context creation, since drivers can explicitly
request a non-llvm draw context even if draw_get_option_use_llvm() would
return true (and softpipe does just that) which leads to crashes.
Thus use draw->llvm to determine if we're using llvm or not instead (and
make draw->llvm available even if HAVE_LLVM is false so we don't have to put
even more ifdefs).
Cc: "10.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Lets make draw_get_option_use_llvm function available unconditionally
and use it to avoid useless allocations when LLVM paths are active.
TGSI machine is never used when we're using LLVM.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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It was computed, but never actually used.
Reviewed-by: Ian Romanick <[email protected]>
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it's useful to know what the llvmbuildstore arguments are going to
be before executing it because it can crash and make sure to
print out the inputs only if we're not generating a gs because
it fetches inputs differently.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We used to overallocate the output buffer sometimes running out
of memory with applications rendering large geometries. The actual
maximum number of vertices out is simply the maximum number of
primitives in (number of gs invocations) multiplied by the maximum
number of output vertices per gs input primitive (i.e. gs invocation).
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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As done in draw_pipe_aaline and draw_pipe_aapoint modules.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
Cc: "10.0 10.1" <[email protected]>
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D3D10 allows setting of the internal offset of a buffer, which is
in general only incremented via actual stream output writes. By
allowing setting of the internal offset draw_auto is capable
of rendering from buffers which have not been actually streamed
out to. Our interface didn't allow. This change functionally
shouldn't make any difference to OpenGL where instead of an
append_bitmask you just get a real array where -1 means append
(like in D3D) and 0 means do not append.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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draw_current_shader_* functions return a final output when considering
both the geometry shader and the vertex shader. But when code generating
vertex shader we can not be using output slots from the geometry shader
because, obviously, those can be completely different. This fixes a
number of very non-obvious crashes.
A side-effect of this bug was that sometimes the vertex shading code
could save some random outputs as position/clip when the geometry
shader was writing them and vertex shader had different outputs at
those slots (sometimes writing garbage and sometimes something correct).
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Matthew McClure <[email protected]>
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When we clipped a line weren't copying the provoking vertex
color to the second vertex. We also weren't checking for
first vs. last provoking vertex.
Fixes failures found with the new piglit line-flat-clip-color test.
Cc: "10.0, 10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Otherwise they will be NULL when stage destroy is invoked prematurely,
(i.e, on out of memory).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Even with depth clipping disabled, vertices which have negative w coords
must be discarded. And since we don't have a proper guardband implementation
yet (relying on driver to handle all values except infs/nans in rasterization
for such points) we need to kill them off manually (as they can end up with
coordinates inside viewport otherwise).
v2: use 0.0f instead of 0 (spotted by Brian).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Trivial.
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Trivial.
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We were calling draw_total_vs_outputs() too early. The call to
draw_pt_emit_prepare() could result in the vertex size changing.
So call draw_total_vs_outputs() after draw_pt_emit_prepare().
This fix would seem to be needed for the non-LLVM code as well,
but it's not obvious. Instead, I added an assertion there to
try to catch this problem if it were to occur there.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72926
Cc: 10.0 <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Instead of skipping x/y clipping completely if there's point_tri_clip points
use guard band clipping. This should be easier (previously we could not disable
generating the x/y bits in the clip mask for llvm path, hence requiring custom
clip path), and it also allows us to enable this for tris-as-points more easily
too (this would require custom tri clip filtering too otherwise). Moreover,
some unexpected things could have happen if there's a NaN or just a huge number
in some tri-turned-point, as the driver's rasterizer would need to deal with it
and that might well lead to undefined behavior in typical rasterizers (which
need to convert these numbers to fixed point). Using a guardband should hence
be more robust, while "usually" guaranteeing the same results. (Only "usually"
because unlike hw guardbands draw guardband is always just twice the vp size,
hence small vp but large points could still lead to different results.)
Unfortunately because the clipmask generated is completely unaffected by guard
band clipping, we still need a custom clip stage for points (but not for tris,
as the actual clipping there takes guard band into account).
Reviewed-by: Jose Fonseca <[email protected]>
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Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/[email protected]/[email protected]/
s/[email protected]/[email protected]/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\[email protected]/[email protected]/g
s/keithw\[email protected]/[email protected]/g
s/[email protected]/[email protected]/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/[email protected]/[email protected]/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <[email protected]>
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OpenGL does whole-point clipping, that is a large point is either fully
clipped or fully unclipped (the latter means it may extend beyond the
viewport as long as the center is inside the viewport). d3d9 (d3d10 has
no large points) however requires points to be clipped after they are
expanded to a rectangle. (Note some IHVs are known to ignore GL rules at
least with some hw/drivers.)
Hence add a rasterizer bit indicating which way points should be clipped
(some drivers probably will always ignore this), and add the draw interaction
this requires. Drivers wanting to support this and using draw must support
large points on their own as draw doesn't implement vp clipping on the
expanded points (it potentially could but the complexity doesn't seem
warranted), and the driver needs to do viewport scissoring on such points.
Conflicts:
src/gallium/drivers/llvmpipe/lp_context.c
src/gallium/drivers/llvmpipe/lp_state_derived.c
Reviewed-by: Jose Fonseca <[email protected]>
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It's possible to bind a smaller buffer as a constant buffer, than
what the shader actually uses/requires. This could cause nasty
crashes. This patch adds the architecture to pass the maximum
allowable constant buffer index to the jit to let it make
sure that the constant buffer indices are always within bounds.
The behavior follows the d3d10 spec, which says the overflow
should always return all zeros, and overflow is only defined
as access beyond the size of the currently bound buffer. Accesses
beyond the declared shader constant register size are not
considered an overflow and expected to return garbage but consistent
garbage (we follow the behavior which some wlk tests expect which
is to return the actual values from the bound buffer).
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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code cleanup.
Signed-off-by: Dave Airlie <[email protected]>
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Caching in the vbuf module meant that once a vertex has been
emitted it was cached, but it's possible for a vertex at the
same location to be emitted again, but this time with a different
front-face semantic. Caching was causing the first version of the
vertex to be emitted, which resulted in the renderer getting
incorrect front-face attributes. By reseting the vertex_id (which
is used for caching) we make sure that once a front-face info
has been injected the vertex will endup getting emitted.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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D3D9 Shader Model 2 restricted the fog register to one component,
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172945.aspx ,
but that restriction no longer exists in Shader Model 3, and several
WHCK tests enforce that.
So this change:
- lifts the single-component restriction TGSI_SEMANTIC_FOG
from Gallium interface
- updates the Mesa state tracker to enforce output fog has (f, 0, 0, 1)
- draw module was updated to leave TGSI_SEMANTIC_FOG output registers
alone
Several gallium drivers that are going out of their way to clear
TGSI_SEMANTIC_FOG components could be simplified in the future.
Thanks to Si Chen and Michal Krol for identifying the problem.
Testing done: piglit fogcoord-*.vpfp tests
Reviewed-by: Roland Scheidegger <[email protected]>
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Since we explicitly require a integer input we should avoid using exp2 math
(even if we were using optimized versions), which turns the exp2 into a int
sub (plus some casts).
v2: fix bogus uint (needs to be int) math spotted by Matthew, fix comments
Reviewed-by: Jose Fonseca <[email protected]>
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