| Commit message (Collapse) | Author | Age | Files | Lines |
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Also fixes two sided lighting which was broken at least
on pre-evergreen by commit b1eb00.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This is the last use tgsi_parse_token in radeonsi.
It looks ugly because the code was re-indented, but there is really no change
in behavior.
Reviewed-by: Michel Dänzer <[email protected]>
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It's redundant now.
It led to a simplification in si_llvm_emit_streamout, because outidx == reg.
Reviewed-by: Michel Dänzer <[email protected]>
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That code was really ugly.
Reviewed-by: Michel Dänzer <[email protected]>
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They were reinventing tgsi_shader_info. They are unused now.
radeon_llvm_context::load_input can be NULL if input fetching is implemented
in some other way.
Reviewed-by: Michel Dänzer <[email protected]>
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Those are going away.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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tgsi_shader_info contains everything we need.
Reviewed-by: Michel Dänzer <[email protected]>
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Both cases are equivalent.
Reviewed-by: Michel Dänzer <[email protected]>
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Written CLIPDIST outputs are simply disabled in PA_CL_VS_OUT_CNTL.
Reviewed-by: Michel Dänzer <[email protected]>
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No code in Mesa sets the usage mask to any other value.
The final mask is AND'ed with enable bits from the rasterizer state anyway.
If somebody implements setting usage masks in st/mesa, we can use
tgsi_shader_info to get it more easily.
This is a prerequisite for the following commit.
Reviewed-by: Michel Dänzer <[email protected]>
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[ Francisco Jerez: Split off from a larger patch, and take a slightly
different approach for passing the implicit arguments around. ]
Reviewed-by: Francisco Jerez <[email protected]>
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arguments.
Reviewed-by: Jan Vesely <[email protected]>
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passing.
Reviewed-by: Jan Vesely <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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Improves simulated norast performance on a little benchmark by 13.4012%
+/- 2.08459% (n=13).
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Improves simulated norast performance on a little benchmark by 38.0965%
+/- 3.27534% (n=11).
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I was trying to skip state updates when !dirty, and suspiciously
everything was always dirty.
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Cleans up some output to be more obvious in a piglit test I'm looking at.
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This was being generated frequently by matrix multiplies of 2 and
3-channel vertex attributes (which have the 0 or 1 loaded in the shader).
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This will be used more in the next commits.
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Copy propagating these might result in reading the r4 after some other
instruction has written r4. Just prevent all copy propagation of this for
now.
Fixes bad rendering with upcoming indirect register access support, where
the copy propagation was consistently happening across another read.
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Merging VS and CS into the same struct wasn't winning us anything except
for not allocating a separate BO (but if we want to pack programs into
BOs, we should pack not just those 2 programs together). What it was
getting us was a bunch of code duplication about hash table lookups and
propagating vc4_compile contents into a vc4_compiled_shader.
I was about to make the situation worse with indirect uniform buffer
access.
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I wanted to make another set of texture uploads for handling reladdr
constants, and duplicating all the bitshifting looked like a terrible
idea. In the process, this fixes a swap of the s/t texture wrap modes.
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Under the simulator, reading registers before writing them triggers an
assertion failure. c->undef gets treated as r0, which will usually be
written, but not if it's used in the first instruction. We should
definitely not be aborting in this case, and return some sort of undefined
value instead.
Fixes glsl-user-varying-ff.
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Putting those in VRAM can cause long pauses due to buffers being moved
into / out of VRAM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84662
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This is a common production of st_glsl_to_tgsi, because CMP takes a float
argument.
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This is a common production of st_glsl_to_tgsi, which uses negate flags on
source arguments to handle subtraction.
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The non-base NPOT levels are stored as POT-aligned images. We get that
POT alignment by minifying the POT-aligned base level.
This means that level strides are also POT aligned, so we have to tell the
rendering mode config that our resource is larger than the actual
requested area.
Fixes the fbo-generatemipmap-formats NPOT cases. Regresses
depthstencil-render-miplevels 273 * -- the texture presentation now works
(where it was completely broken before), it looks like there's some
overflow of image bounds happening at the lower miplevels.
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Now this whole setup matches the kernel's file layout much more closely.
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This brings us the -128/128 clamping on the w component.
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Thanks to robclark for pointing out that I was probably failing to do this
when I reported a "bug" in his lowering code.
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It was broken by 343b014b57ecc5431477e090100e6a26edbda540.
Signed-off-by: Chia-I Wu <[email protected]>
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It's fairly easy, thanks to Rob Clark's lowering code. Fixes
two-sided-lighting and 4 vertex-program-two-side testcases, while
regressing 8 testcases that involve enabling two-sided color while only
initializing one of the two colors in the VS. If you're enabling two
sided color, it's of course expected that you really do set up both
colors, so this is still an improvement (and when we set up a linker for
TGSI, we'll hopefully fix those 8 fails).
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