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* gallivm: Eliminate unsigned integer arithmetic from texture coordinates.José Fonseca2010-10-113-42/+32
| | | | | | | | | | | SSE support for 32bit and 16bit unsigned arithmetic is not complete, and can easily result in inefficient code. In most cases signed/unsigned doesn't make a difference, such as for integer texture coordinates. So remove uint_coord_type and uint_coord_bld to avoid inefficient operations to sneak in the future.
* llvmpipe: Remove outdated comment about stencil testing.José Fonseca2010-10-111-9/+2
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* r600g: don't run with scissors.Dave Airlie2010-10-112-0/+92
| | | | | | This could probably be done much nicer, I've spent a day chasing a coherency problem in the kernel, that turned out to be incorrect scissor setup.
* r600g: add TXL opcode support.Dave Airlie2010-10-111-2/+2
| | | | fixes glsl1-2D Texture lookup with explicit lod (Vertex shader)
* r600g: enable vertex samplers.Dave Airlie2010-10-114-9/+21
| | | | | | | | We need to move the texture sampler resources out of the range of the vertex attribs. We could probably improve this using an allocator but this is the simple answer for now. makes mesa-demos/src/glsl/vert-tex work.
* r600g: evergreen has no request size bit in texture word4Dave Airlie2010-10-112-4/+0
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* r600g: fix input/output Z export mixup for evergreen.Dave Airlie2010-10-111-1/+1
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* gallivm: Pass texture coords derivates as scalars.José Fonseca2010-10-104-26/+38
| | | | | We end up treating them as scalars in the end, and it saves some instructions.
* gallivm: Use variables instead of Phis in loops.José Fonseca2010-10-102-42/+23
| | | | With this commit all explicit Phi emission is now gone.
* gallivm: Allow to disable bri-linear filtering with ↵José Fonseca2010-10-103-9/+10
| | | | GALLIVM_DEBUG=no_brilinear runtime option
* gallivm: Fix a long standing bug with nested if-then-else emission.José Fonseca2010-10-101-17/+6
| | | | | | | | | | | | We can't patch true-block at end-if time, as there is no guarantee that the block at the beginning of the true stanza is the same at the end of the true stanza -- other control flow elements may have been emitted half way the true stanza. Although this bug surfaced recently with the commit to skip mip filtering when lod is an integer the bug was always there, although probably it was avoided until now: e.g., cubemap selection nests if-then-else on the else stanza, which does not suffer from the same problem.
* gallivm: Cleanup the rest of the flow module.José Fonseca2010-10-093-211/+39
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* gallivm: Simplify if/then/else implementation.José Fonseca2010-10-095-91/+34
| | | | No need for for a flow stack anymore.
* gallivm: Factor out the SI->FP texture size conversion for SoA path tooJosé Fonseca2010-10-091-34/+56
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* gallivm: Remove support for Phi generation.José Fonseca2010-10-093-225/+0
| | | | Simply rely on mem2reg pass. It's easier and more reliable.
* gallivm: Use varilables instead of Phis for cubemap selection.José Fonseca2010-10-091-36/+26
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* gallivm: Don't generate Phis for execution mask.José Fonseca2010-10-094-17/+32
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* gallivm: Special bri-linear computation path for unmodified rho.José Fonseca2010-10-091-20/+91
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* gallivm: Less code duplication in log computation.José Fonseca2010-10-092-35/+88
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* util: Defined M_SQRT2 when not available.José Fonseca2010-10-091-0/+5
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* gallivm: Handle code have ret correctly.José Fonseca2010-10-091-2/+4
| | | | Stop disassembling on unconditional backwards jumps.
* llvmpipe: Fix MSVC build. Enable the new SSE2 code on non SSE3 systems.José Fonseca2010-10-091-42/+44
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* llvmpipe: simplified SSE2 swz/unswz routinesKeith Whitwell2010-10-092-146/+107
| | | | | | | | We've been using these in the linear path for a while now. Based on Chris's SSSE3 code, but using only sse2 opcodes. Speed seems to be identical, but code is simpler & removes dependency on SSE3. Should be easier to extend to other rgba8 formats.
* llvmpipe: clean up shader pre/postamble, try to catch more early-zKeith Whitwell2010-10-093-103/+193
| | | | | | | | | Specifically, can do early-depth-test even when alpahtest or kill-pixel are active, providing we defer the actual z write until the final mask is avaialable. Improves demos/fire.c especially in the case where you get close to the trees.
* llvmpipe: try to be sensible about whether to branch after mask updatesKeith Whitwell2010-10-098-35/+80
| | | | | Don't branch more than once in quick succession. Don't branch at the end of the shader.
* gallivm: simpler uint8->float conversionsKeith Whitwell2010-10-091-0/+10
| | | | | LLVM seems to finds it easier to reason about these than our mantissa-manipulation code.
* gallivm: prefer blendvb for integer argumentsKeith Whitwell2010-10-091-2/+4
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* gallivm: specialized x8z24 depthtest pathKeith Whitwell2010-10-092-31/+94
| | | | Avoid unnecessary masking of non-existant stencil component.
* llvmpipe: dump fragment shader ir and asm when LP_DEBUG=fsKeith Whitwell2010-10-091-2/+2
| | | | Better than GALLIVM_DEBUG if you're only interested in fragment shaders.
* llvmpipe: store zero into all alloca'd valuesKeith Whitwell2010-10-091-0/+1
| | | | Fixes slowdown in isosurf with earlier versions of llvm.
* llvmpipe: use alloca for fs color outputsKeith Whitwell2010-10-091-4/+12
| | | | Don't try to emit our own phi's, let llvm mem2reg do it for us.
* llvmpipe: defer attribute interpolation until after mask and ztestKeith Whitwell2010-10-093-14/+34
| | | | Don't calculate 1/w for quads which aren't visible...
* llvmpipe: Prevent z > 1.0José Fonseca2010-10-091-6/+14
| | | | | | | | | | | | The current interpolation schemes causes precision loss. Changing the operation order helps, but does not completely avoid the problem. The only short term solution is to clamp z to 1.0. This is unfortunate, but probably unavoidable until interpolation is improved.
* gallivm: Do size computations simultanously for all dimensions (AoS).José Fonseca2010-10-094-92/+177
| | | | | | | | | | Operate simultanouesly on <width, height, depth> vector as much as possible, instead of doing the operations on vectors with broadcasted scalars. Also do the 24.8 fixed point scalar with integer shift of the texture size, for unnormalized coordinates. AoS path only for now -- the same thing can be done for SoA.
* llvmpipe: fix rasterization of vertical lines on pixel boundariesZack Rusin2010-10-091-2/+2
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* gallivm: make use of new iround code in lp_bld_conv.Roland Scheidegger2010-10-091-4/+4
| | | | Only requires sse2 now.
* gallivm: optimize soa linear clamp to edge wrap mode a bitRoland Scheidegger2010-10-091-23/+30
| | | | | | | | | Clamp against 0 instead of -0.5, which simplifies things. The former version would have resulted in both int coords being zero (in case of coord being smaller than 0) and some "unused" weight value, whereas now the int coords will be 0 and 1, but weight will be 0, hence the lerp should produce the same value. Still not happy about differences between normalized and non-normalized...
* gallivm: avoid unnecessary URem in linear wrap repeat caseRoland Scheidegger2010-10-091-3/+7
| | | | | | Haven't looked at what code this exactly generates but URem can't be fast. Instead of using two URem only use one and replace the second one with select/add (this is what the corresponding aos code already does).
* gallivm: more linear tex wrap mode calculation simplificationRoland Scheidegger2010-10-091-12/+9
| | | | | | | Rearrange order of operations a bit to make some clamps easier. All calculations should be equivalent. Note there seems to be some inconsistency in the clamp to edge case wrt normalized/non-normalized coords, could potentially simplify this too.
* gallivm: optimize some tex wrap mode calculations a bitRoland Scheidegger2010-10-091-6/+11
| | | | | | | | | Sometimes coords are clamped to positive numbers before doing conversion to int, or clamped to 0 afterwards, in this case can use itrunc instead of ifloor which is easier. This is only the case for nearest calculations unfortunately, except linear MIRROR_CLAMP_TO_EDGE which for the same reason can use a unsigned float build context so the ifloor_fract helper can reduce this to itrunc in the ifloor helper itself.
* gallivm: replace sub/floor/ifloor combo with ifloor_fractRoland Scheidegger2010-10-091-5/+1
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* gallivm: faster iround implementation for sse2Roland Scheidegger2010-10-091-1/+53
| | | | | | sse2 supports round to nearest directly (or rather, assuming default nearest rounding mode in MXCSR). Use intrinsic to use this rather than round (sse41) or bit manipulation whenever possible.
* gallivm: fix trunc/itrunc commentRoland Scheidegger2010-10-091-6/+6
| | | | trunc of -1.5 is -1.0 not 1.0...
* r600g: Silence uninitialized variable warning.Vinson Lee2010-10-081-1/+2
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* r600g: Silence uninitialized variable warning.Vinson Lee2010-10-081-1/+2
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* r600g: Silence uninitialized variable warning.Vinson Lee2010-10-081-1/+2
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* gallivm: Remove unnecessary header.Vinson Lee2010-10-081-1/+0
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* gallivm: Help for combined extraction and broadcasting.José Fonseca2010-10-083-15/+102
| | | | Doesn't change generated code quality, but saves some typing.
* llvmpipe: First minify the texture size, then broadcast.José Fonseca2010-10-083-32/+42
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* gallivm: Move into the as much of the second level code as possible.José Fonseca2010-10-085-219/+120
| | | | | Also, pass more stuff trhough the sample build context, instead of arguments.