| Commit message (Collapse) | Author | Age | Files | Lines |
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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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In particular noone is interested in the vertex count, so drop that,
and also drop the duplicated num_primitives_generated /
so.primitives_storage_needed variables in drivers. I am unable for now to figure
out if primitives_storage_needed in SO stats (used for d3d10) should
increase if SO is disabled, though the equivalent num_primitives_generated
used for OpenGL definitely should increase. In any case we were only counting
when SO is active both in softpipe and llvmpipe anyway so don't pretend there's
an independent num_primitives_generated counter which would count always.
(This means the PIPE_QUERY_PRIMITIVES_GENERATED count will still be wrong just
as before, should eventually fix this by doing either separate counting for this
query or adjust the code so it always counts this even if SO is inactive depending
on what's correct for d3d10.)
Reviewed-by: Brian Paul <[email protected]>
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This was broken when arrayid was added.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I previously fixed this partly in 9e8400f4c95bde1f955c7977066583b507159a10,
however I didn't go far enough in testing it, now when I parse a TGSI shader
with arrays in it my iterator can see the ArrayID set to the proper value.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Previously, the min/mag switchover point when using nearest/none mip
filter was effectively -0.5 which can't be right. Looks like new OpenGL
thinks it's ok if it's always 0.0 (older versions required 0.5 in some
cases), let's hope everybody else thinks that's fine too.
Refactor this slightly and get the per-quad/per-pixel min/mag decision
values further down to sampling, though still only the first component
is used yet.
While here also fix code trying to skip lod bias application etc. when
mipfilter is none, as this is still needed for determining min/mag filter.
Reviewed-by: Jose Fonseca <[email protected]>
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Except for explicit derivs with cube maps which are very bogus anyway.
Just like explicit lod this is only used if no_quad_lod is set in
GALLIVM_DEBUG env var.
Minification is terrible on cpus which don't support true vector shifts
(but should work correctly). Cannot do the min/mag filter decision (if
they are different) per pixel though, only selecting different mip levels
works.
Reviewed-by: Jose Fonseca <[email protected]>
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Just a copy & paste error.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=68409.
Note that the test passing before probably simply means it doesn't verify
clamping of the border color itself as required by the OpenGL spec.
Reviewed-by: Jose Fonseca <[email protected]>
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block size depth is always 1 even for compressed formats (unless someone
invents true 3d compressed formats at least which we can't represent).
Nearest (and soa) path had it right.
Reviewed-by: Jose Fonseca <[email protected]>
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Same as PIPE_FORMAT_B10G10R10A2_UINT but without the swizzling.
Reviewed-by: Roland Scheidegger <[email protected]>
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The (complicated!) math is all identical, there's just minimal differences how
sign bit is calculated plus there's an additional subtraction for the argument
going into the polynomial for cos.
The logic stays 100% the same (with a small exception, sign bit calculation for
sin is minimally simplified, applying sign mask after xoring the arguments
instead of applying it to each argument).
Reviewed-by: Jose Fonseca <[email protected]>
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Detected this hunting some other bug, not sure if it really needs fixing but
it is definitely wrong.
Reviewed-by: Jose Fonseca <[email protected]>
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Was using wrong (undefined) vector element (the elements are at 0/2 position,
not 0/1).
Reviewed-by: Jose Fonseca <[email protected]>
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Going to need this soon (not going to bother with avx2 intrinsics at this time
but don't want to do workarounds for true vector shifts if llvm itself can use
them just fine and won't need the gazillion instruction emulation).
Not really tested other than my cpu returns 0 for these features...
(I have no idea if llvm actually would emit avx2/xop instructions neither...)
Reviewed-by: Jose Fonseca <[email protected]>
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Need to check the wrap mode of the actually used coords not a fixed 2.
While checking more than necessary would only potentially disable aos and
not cause any harm I'm pretty sure for 3d textures it could have caused
assertion failures (if s,t coords have simple filter and r not).
Reviewed-by: Jose Fonseca <[email protected]>
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