| Commit message (Collapse) | Author | Age | Files | Lines |
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Number of vertices to fetch doesn't always equal the number of input
vertices. To correctly compute the number if IA primitives we need
to use the total number of input vertices, not only those that
need to be fetched.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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TGSI geometry shader input declerations are of the IN[][2] format
and the dimensions of the array have to be deduced from the input
primitive property.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We want to be able to reset certain parts of the pipeline,
in particular the input primitive index, but only either with
seperate invocations of the draw_vbo or new instances. In all
other cases (e.g. new invocations due to primitive restart)
that data needs to be preserved. Add a function through which
we can reset instance dependent data.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Same approach as in the llvmpipe, if the geometry shader is
null and we have stream output then attach it to the vertex
shader right before executing the draw pipeline.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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gl_rasterization_rules lumps too many different flags.
Reviewed-by: Brian Paul <[email protected]>
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TEMP is not the only register file that accept unsigned. OUT too.
Actually, what determines the appropriate type of the destination value is
not the opcode, but rather the register.
Also cleanup/simplify code. Add a few more asserts, but also make
code more robust by handling graceful if assert fails.
This fixes segfault / assertion in the included vert-uadd.sh graw shader.
Reviewed-by: Roland Scheidegger <[email protected]>
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It caused inumerous regressions (LLVM 3.1) in blending. In particular:
- lp_test_blend
type=u8nx16 rgb_func=sub rgb_src_factor=zero rgb_dst_factor=inv_src_color alpha_func=rev_sub alpha_src_factor=one alpha_dst_factor=const_color ... MISMATCH
Src: 0 0 0 b5 49 29 0 a2 0 21 de 0 c3 1b ec 0
Src1: 2d 85 14 0 f8 0 79 a1 99 0 d8 0 59 16 0 0
Dst: 0 a9 97 0 c0 0 78 0 0 8b aa f0 bd 0 78 f6
Con: 7d 0 c0 0 0 bb 77 0 0 0 50 0 40 51 0 0
Res: 0 0 0 0 0 29 0 0 0 0 c8 0 97 1b e3 0
Ref: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
type=u8nx16 rgb_func=max rgb_src_factor=one rgb_dst_factor=inv_const_color alpha_func=min alpha_src_factor=zero alpha_dst_factor=inv_src1_alpha ... MISMATCH
Src: d 0 0 e9 0 37 35 f0 62 0 0 b2 e9 f7 0 5c
Src1: 8f 0 bf 0 a8 5 0 0 c4 0 d7 7 92 a 0 17
Dst: cb 0 1e 0 0 0 19 8e 0 4d 0 0 0 0 3 46
Con: aa 5a 5f 8f 0 0 bc 92 0 88 0 0 b7 8a c0 88
Res: 44 0 13 0 0 0 7 8e 0 24 0 0 0 0 1 40
Ref: 44 0 13 0 0 37 35 0 62 24 0 0 e9 f7 1 0
This reverts commit 1e266c7ef01251ecf72347a2ba1d174b035cbe3b.
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Because we don't support, and the u_format fallback doesn't work for
zs formats.
Reviewed-by: Brian Paul <[email protected]>
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Prevents assertion failures inside the driver for such state combinations.
Reviewed-by: Brian Paul <[email protected]>
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2.7 was a particularly trouble ridden release.
Furthermore, the bug no longer can be reproduced ever since the
first_level state was taken in account.
Reviewed-by: Brian Paul <[email protected]>
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They are supported on LLVM 3.1, at least on x86. (I haven't tested on PPC
though.)
Actually lp_build_linear_mip_levels() already has been emitting them for
some time.
This avoids intrinsics, which tend to be an obstacle for certain
optimization passes.
Reviewed-by: Brian Paul <[email protected]>
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There will be a new IR for a3xx, which has a very different shader ISA
(more scalar oriented). So rename to avoid conflicts later when I start
adding a3xx support to the gallium driver.
Signed-off-by: Rob Clark <Rob Clark [email protected]>
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The standalone shader assembler needed some meta-data to know about
attributes/varyings/etc, to do the shader linkage. We don't need these
parts with gallium/tgsi, so just get rid of it.
Signed-off-by: Rob Clark <Rob Clark [email protected]>
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Should be able to handle all things which make this tricky to implement.
Fallthroughs, including most notably into/out of default, should be handled
correctly but are quite a mess.
If we see largely unoptimized switches in the wild should probably think
about some "real" switch optimization pass, e.g. things like this:
switch
case1
someinst
brk
case2
default
case3
someinst
brk
case4
someinst
endswitch
are legal, but the pointless case2/case3 statements not only cause condition
evaluation but will turn this into a "fake" fallthrough case (because
mask and defaultmask are already updated for case2 when default is
encountered) requiring executing code twice.
If default is at the end though, there's never any code re-execution, and
if that's not the case if there's no fallthrough in (not even a fake one)
and out of default there's no code re-execution neither.
v2: add comments, and use enum for break type instead of magic boolean.
Reviewed-by: Jose Fonseca <[email protected]>
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Unsurprisingly noone was using it except for grabbing builder.
Reviewed-by: Jose Fonseca <[email protected]>
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It seems there was a typo in gallivm breakc handling (I am actually still
not sure it is really needed but otherwise that statement really should go
away). Also fix the wrong src argument type, even though they weren't really
used.
Reviewed-by: Jose Fonseca <[email protected]>
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While initially that opcode probably was meant for something along the
lines of sm3 break_comp it has never worked that way (not even the
argument count was right) and now the opcode has quite different
semantics so just remove it. (Discovered by Jose Fonseca)
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docs were missing, especially the opcode-from-hell switch however is anything
but obvious.
Reviewed-by: Jose Fonseca <[email protected]>
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This is still not really correct, since at least for sm 4.0
the nesting limit is 64 per subroutine, and subroutine nesting itself
has a limit of 32, so since we have a flat stack we'd need 32*64.
But this should probably be better fixed with per-subroutine stacks,
since otherwise these structures get really big (like 100kB for the
lp_exec_mask).
Reviewed-by: Jose Fonseca <[email protected]>
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Input assembler needs to be able to decompose adjacency primitives
into something that can be understood by the rest of the pipeline.
The specs say that the adjacency primitives are *only* visible
in the geometry shader, for everything else they need to be
decomposed. Which in most of the cases is not an issue, because
the geometry shader always decomposes them for us, but without
geometry shader we were passing unchanged adjacency primitives
to the rest of the pipeline and causing crashes everywhere. This
commit introduces a primitive assembler which, if geometry
shader is missing and the input primitive is one of the
adjacency primitives, decomposes them into something
that the rest of the pipeline can understand.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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pre_clip_pos is a float[4] we just used (*float)[4] to be able to
jump within the array of vertex_headers with it. So if the idx
happened to be anything but 0, we'd actually read from some garbage
in memory. Change it to just be a simple pointer instead of casting
it to something that it's not. As suggested by Jose.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Since stdbool.h's "true" and "false" are #defines, they got expanded when
used as macro arguments, and that expanded value was stored in the
XML string, producing XML that driconf would then fail to parse.
Currently no drivers included stdbool along with driconf, but I keep
accidentally doing so on intel as we move towards using normal C.
v2: rebase on master.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Prevents:
LLVM ERROR: Cannot select: intrinsic %llvm.x86.vcvtph2ps.128
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Most test pass, issue are with border color and swizzle.
Based on ircnick<maelcum> patch.
v2: Restaged commit hunk
Signed-off-by: Jerome Glisse <[email protected]>
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v2: Remove left over code
v3: Restage properly the commit so hunk of first one are not in
second one.
Signed-off-by: Jerome Glisse <[email protected]>
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NOTE: This is a candidate for the 9.1 branch
Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Not all are supported as render targets.
The state tracker fallback of using RGBA instead of RGBX currently
fails for blending, we could work around this by clearing their alpha
to 1 and modifying the color mask to disable writing alpha.
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This is the only sane solution for nv50 and nvc0 (really, trust me),
but since on other hardware the border colour is tightly coupled with
texture state they'd have to undo the swizzle, so I've added a cap.
The dependency of update_sampler on the texture updates was
introduced to avoid doing the apply_depthmode to the swizzle twice.
v2: Moved swizzling helper to u_format.c, extended the CAP to
provide more accurate information.
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Turns out the previous "fix" for handling per-pixel face selection and
derivatives didn't work out that well - the derivatives were wrong by
quite a bit, in theory transformation of the derivatives into cube space
should work, but would be _a lot_ more work than the "simplified" transform
used.
So, for explicit derivatives, I'm just giving up and go back to not honoring
them.
For implicit derivatives (and the fake explicit ones) however we try
something a little different, we just calculate rho as we would for a 3d
texture, that is after scaling the coords by the inverse major axis.
This gives the same results as calculating the derivs after projection of
the coords to the same face as long as all pixels hit the same face (and
only without rho_no_opt, otherwise it should be a bit worse). And when
not all pixels are hitting the same face, the results aren't so hot but
not catastrophically bad (I believe not off by more than a factor of 2 without
no_rho_approx and not more than sqrt(2) with no_rho_approx). I think this is
better than just picking the wrong face but who knows...
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This will calculate rho correctly as
sqrt(max((ds/dx)^2 + (dt/dx)^2 + (dr/dx)^2), (ds/dx)^2 + (dt/dx)^2 + (dr/dx)^2))
instead of max(|ds/dx|,|dt/dx|,|dr/dx|,|ds/dy|,|dt/dy,|dr/dy|)
(for 3 coords - 2 coords work analogous, for 1 coord there's no point doing
the exact version), for both implicit and explicit derivatives.
While such approximation seems to be allowed in OpenGL some APIs may be less
forgiving, and the error can be quite large (sqrt(2) for 2 coords, sqrt(3) for
3 coords so wrong by nearly one mip level in the latter case).
This also helps to single out "real" bugs from "expected" ones, so it is debug
only (though at least combined with no_brilinear I didn't really see much of a
performance difference but only tested with a debug build - at least with
implicit mipmaps the instruction count is almost exactly the same though the
instructions are more complex (1 sqrt and mul/adds instead of and/max mostly).
The code when the option isn't set stays exactly the same.
v2: rename no_rho_opt to no_rho_approx.
Reviewed-by: Brian Paul <[email protected]>
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Tested with graw/fs-fragcoord 2/3, and piglit
glsl-arb-fragment-coord-conventions.
Reviewed-by: Roland Scheidegger <[email protected]>
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No longer used.
If we ever want the old behavior we can run a loop unroller pass.
Reviewed-by: Roland Scheidegger <[email protected]>
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Never used.
Reviewed-by: Roland Scheidegger <[email protected]>
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We were trying to use a destroy method from a deleted context.
This fix is based on what's in the svga driver.
Reviewed-by: Stéphane Marchesin <[email protected]>
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we were ignoring leading/provoking vertex settings which was
breaking decomposition of some strips.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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we were using the wrong vars, reporting incorrect stream output
statistics.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We were always treating the vertex index as a scalar but when the
shader is using indirect addressing it will be a vector of indices
for each channel. This was causing some nasty crashes insides
LLVM.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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If a window's minimized we get a zero-size window. Skip the SwapBuffers
in that case to avoid some warning messages with the VMware svga driver.
Internal bug #996695
Reviewed-by: Jose Fonseca <[email protected]>
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The specification says that the geometry shader should exit if the
number of emitted vertices is bigger or equal to max_output_vertices and
we can't do that because we're running in the SoA mode, which means that
our storing routines will keep getting called on channels that have
overflown (even though they will be masked out, but we just can't skip
them).
So we need some scratch area where we can keep writing the overflown
vertices without overwriting anything important or crashing.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Can happen if we were using stream output without geometry
shader, by returning early we avoid a crash.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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