| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 94d05bf87a21bd364e84f699a0064e5fba58a6f9 as it has a
few problems:
- it breaks windows builds becuase env[LLVM_CXXFLAGS] is never set there
- it is merging not only rtti, but the whole cxxflags (defines etc)
which has proven to be a source of troubles (breaks debugging etc.)
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During the recent bind_sampler_states() interface change in gallium
we changed the CSO single_sampler_done() function so that if we were
decreasing the number of sampler states bound in the driver, we'd
null-out the "extra/old" sampler states to unbind them. See commit
1e2fbf265.
However, we didn't make the corresponding fix for sampler views.
This caused an assertion to fail in the svga driver which checked
that the number of sampler views matched the number of sampler states.
This patch fixes cso_restore_sampler_views() so that it nulls-out
the extra/old sampler views if the number of new views is less than
the number of current/old views.
Reviewed-by: Jose Fonseca <[email protected]>
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* The rtti fix actually dug up a bug in the scons build scripts.
* Autotools took the LLVM cpp and cxx flags, while scons only took
the cpp flags.
* This grabs the cxx flags and applies them where needed. We may
want to make the same change for the llvm cpp flags in scons.
* The only linux platform I can find with LLVM no-rtti is Ubuntu.
* Fixes bug #70471
Tested-by: Vinson Lee <[email protected]>
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Otherwise (vs_slot < 0) will never be true.
Trivial.
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* As discussed on the mailing list,
forced no-rtti breaks C++ public
API's such as the Haiku C++ libGL.so
* -fno-rtti *can* be still set however
instead of blindly forcing -fno-rtti,
we can rely on the llvm-config
--cppflags output.
If the system llvm is built without
rtti (default), the no-rtti flag will be
present in llvm-config --cppflags
(which we pick up on)
If llvm is built with rtti
(REQUIRES_RTTI=1), then -fno-rtti is
removed from llvm-config --cppflags.
* We could selectively add / remove rtti
from various components, however mixing
rtti and non-rtti code is tricky and
could introduce missing symbols.
* This needs impact tested.
Reviewed-by: Francisco Jerez <[email protected]>
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_GNU_SOURCE appears to not be used reliably. Use _MSC_VER instead so
that MSVC alone is affected.
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Not used since ages, and it wouldn't work at all with explicit derivatives now
(not that it did before as it ignored them but now the code would just use
the derivs pre-projected which would be quite random numbers).
v2: also get rid of 3 helper functions no longer used.
Reviewed-by: Jose Fonseca <[email protected]>
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They need some special handling. Quite complicated.
Additionally, use the same code for implicit derivatives too if no_rho_approx
and no_quad_lod is set, because it seems while generally it should be ok
to use per quad lod for implicit derivatives there's at least some test which
insists that in case of cubemaps the shared lod value MUST come from a pixel
inside the primitive (due to the derivatives becoming different if a different
larger major axis is chosen).
v2: based on Brian's feedback, clean up code a bit.
And use sign bit of major axis instead of pre-select s/t/r sign for coord
mirroring (which should be the same in the end, saves 2 ands).
Also fix two bugs with select/mirror of derivatives, the minor axes need to
use major axis sign as well (instead of major derivative axis sign), and
don't mistakenly use absolute values of major derivative and inverse major
values.
Reviewed-by: Jose Fonseca <[email protected]>
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There's two reasons for this:
1) even when ignoring rho approximation for cube maps, the result is still
not correct, but it's better as the max error at edges is now sqrt(2) instead
of 2 (which was a full mip level), same as it is for ordinary 2d maps when
doing rho approximations (so the error actually goes from factor 2 at edges and
sqrt(2) completely inside a face to sqrt(2) at edges and 0 inside a face).
2) I want to repurpose rho_no_approx for cubemaps for fully correct cubemap
derivatives (so don't need yet another debug var).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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GNU C++ compiler declares the C99 lrint, etc. when _GNU_SOURCE is
defined, but MSVC does not.
Trivial.
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Both the imul_hi and umul_hi are working with this patch.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The code introduces two new 32bit integer multiplication opcodes which
can be used to produce correct 64 bit results. GLSL, OpenCL and D3D10+
require them. We use two seperate opcodes, because they match the
behavior of GLSL and OpenCL, are a lot easier to add than a single
opcode with multiple destinations and because there's not much (any)
difference wrt code-generation.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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only 8 and 32 bit integers were supported before.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This patch adds the lrint, lrintf, llrint, and llrintf rounding utility
functions. When packing unorm depth values, we will round to nearest.
Reviewed-by: Roland Scheidegger <[email protected]>
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Put 'fragment' in the names. In preparation for upcoming function
renaming.
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The block size for all formats is currently at least 1 byte. Add an
assertion for this.
This should silence several Coverity "Division or modulo by zero"
defects.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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There is an earlier null check for draw so draw could be null here as
well.
Fixes "Dereference after null check" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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u_rect.h was including u_surface.h just to avoid touching a bunch
of other source files after some functions were moved from u_rect.h
to u_surface.h. This patch cleans up that hack.
Reviewed-by: Roland Scheidegger <[email protected]>
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Compress empty triangles (don't emit more than one in a row) and
never emit empty triangles if we already generated a triangle
covering a non-null area. We can't skip all null-triangles
because c_primitives expects ones that were generated from vertices
exactly at the clipping-plane, to be emitted.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Commonly used to find start codes and has far less overhead
to searching manually.
Signed-off-by: Christian König <[email protected]>
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Prevents calling NULL pointer with softpipe in certain cases.
Trivial.
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Technically without seamless filtering enabled GL allows any wrap mode, which
made sense when supporting true borders (can get seamless effect with border
and CLAMP_TO_BORDER), but gallium doesn't support borders and d3d9 requires
wrap modes to be ignored and it's a pain to fix up the sampler state (as it
makes it texture dependent). It is difficult to imagine a situation where an
app really wants another behavior so just cheat here. (It looks like some
graphics hw (intel) actually requires this too hence it should be safe.)
Reviewed-by: Jose Fonseca <[email protected]>
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This removes a lot of code, but not everything, as util_blit_pixels_tex
is still useful when one needs to override pipe_sampler_view::swizzle_?.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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By calling util_map_texcoords2d_onto_cubemap.
A new parameter for util_blit_pixels_tex is necessary, as
pipe_sampler_view::first_layer is always supposed to point to the first
face when sampling from cubemaps.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Simply adjust wrap mode to clamp_to_edge. This is all that's needed for a
correct implementation for nearest filtering, and it's way better than
using repeat wrap for instance for linear filtering (though obviously this
doesn't actually do seamless filtering).
v2: fix s/t wrap not r/s...
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes FTBFS on kfreebsd-*
Debian GNU/kFreeBSD doesn't provide getprogname() since it uses stdlib.h
from glibc. Instead it provides program_invocation_short_name from glibc.
You can find the same order in src/mesa/drivers/dri/common/xmlconfig.c
Cc: "9.2" <[email protected]>
Tested-by: Julien Cristau <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It was wrong for EXP.y, as we clamped the source before computing the
fractional part, and this opcode should be rarely used, so it's not
worth the hassle.
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Fixes MSVC build error introduced with commit
923d3467147dd301d94ed3e6b41295fb2bcd6f47.
src\gallium\auxiliary\util\u_cpu_detect.c(286) : fatal error C1012: unmatched parenthesis : missing '('
Signed-off-by: Vinson Lee <[email protected]>
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And update _MSC_VER comments in p_config.h
Reviewed-by: Roland Scheidegger <[email protected]>
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We support indirect addressing only on the vertex index, but some
shaders also use indirect addressing on attributes. This patch
adds support for indirect addressing on both dimensions inside
gs arrays.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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There are drivers not using these optional stages.
Broken by a3ae5dc7dd5c2f8893f86a920247e690e550ebd4.
Cc: [email protected]
Reviewed-by: Jose Fonseca <[email protected]>
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pstipple/aaline stages used PIPE_MAX_SAMPLER instead of
PIPE_MAX_SHADER_SAMPLER_VIEWS when dealing with sampler views.
Now these stages can't actually handle sampler_unit != texture_unit anyway
(they cannot work with d3d10 shaders at all due to using tex not sample
opcodes as "mixed mode" shaders are impossible) but this leads to crashes if
a driver just installs these stages and then more than PIPE_MAX_SAMPLER views
are set even if the stages aren't even used.
Reviewed-by: Zack Rusin <[email protected]>
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Turns out we don't need to do much extra work for detecting this case,
since we are guaranteed to get a empty static texture state in this case,
hence just rely on format being 0 and return all zero then.
Previously needed dummy textures (would just have crashed on format being 0
otherwise) which cannot return the correct result for size queries and when
sampling textures with wrap modes using border.
As a bonus should hugely increase performance when sampling unbound textures -
too bad it isn't a useful feature :-).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Instead of crashing just return all zero.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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The only reason this was needed was because the fetch texel function had to
get the (dynamic) border color, but this is now done much earlier.
Reviewed-by: Jose Fonseca <[email protected]>
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Instead of enhancing the AoS path so it can deal with it, just use SoA. Fixing
AoS path wouldn't be all that difficult (use all the same logic as SoA) but
considered not worth it for now.
Reviewed-by: Jose Fonseca <[email protected]>
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Since we can have per-pixel lod we should also honor the filter per-pixel
(in fact we didn't honor it per quad neither in the multiple quad case).
Do this by running the linear path and simply beating the weights into shape
(the sample with the higher weight is the one which should have been chosen
with nearest filtering hence adjust filter weight to 1.0/0.0 based on that).
If all pixels use nearest filter (either min and mag) then still run just a
nearest filter as this is way cheaper (probably around 4 times faster for 2d,
more for 3d case) and it should be relatively rare that pixels really need
different filtering. OTOH if all pixels would require linear don't do anything
special since the linear path with filter adjustments shouldn't really be all
that much more expensive than ordinary linear, and we think it's rare that
min/mag filters are configured differently so there doesn't seem much value
in trying to optimize this further.
This does not yet fix the AoS path (though currently AoS is only used for
single quads hence it could be considered less broken, just never honoring
per-pixel filter decision but doing it per quad).
v2: simplify code a bit (unify min linear and min nearest cases)
Reviewed-by: Jose Fonseca <[email protected]>
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While a sqrt here and there shouldn't hurt much (depending on the cpu) it is
possible to completely omit it since rho is only used for calculating lod and
there log2(x) == 0.5*log2(x^2). Depending on the exact path taken for
calculating lod this means we get a simple mul instead of sqrt (in case of
nearest mip filter in fact we don't need to replace the sqrt with something
else at all), only in some not very useful path this doesn't work (combined
brilinear calculation of int level and fractional lod, accurate rho calc but
brilinear filtering seems odd).
Apart from being faster as an added bonus this should increase our crappy
fractional accuracy of lod, since fast_log2 is only good for ~3bits and this
should increase accuracy by one bit (though not used if dimension is just one
as we'd need an extra mul there as we never had the squared rho in the first
place).
v2: use separate ilog2_sqrt function if we have squared rho.
Reviewed-by: Jose Fonseca <[email protected]>
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This is just preparation for per-pixel (or per-quad in case of multiple quads)
min/mag filter since some assumptions about number of miplevels being equal
to number of lods no longer holds true.
This change does not change behavior yet (though theoretically when forcing
per-element path it might be slower with different min/mag filter since the
code will respect this setting even when there's no mip maps now in this case,
so some lod calcs will be done per-element just ultimately still the same
filter used for all pixels).
Reviewed-by: Jose Fonseca <[email protected]>
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The previous point/line/triangle() functions didn't handle GS primitives.
Reviewed-by: Roland Scheidegger <[email protected]>
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