| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
This makes the process slightly more debuggable, though it would be
nice if the build just failed immediately instead.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This patch fixes the samplerCubeShadow support in GLSL shader compiler.
shader compiler was picking the 'r' texture coordinate for shadow comparison
when the expected behaviour is to use 'q' texture coordinate in case of cube
shadow maps.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These simply don't exist in the 1.30 specification---none of the Offset
variants allow samplerCube. This must have been a cut and paste error
from textureGrad, which /does/ allow cubemaps.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This extension introduces a new sampler type: samplerExternalOES.
texture2D (and texture2DProj) can be used to do a texture look up in an
external texture.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This patch adds the extension '.ir' to all the files in
src/glsl/builtins/ir/, and changes generate_builtins.py so that it no
longer globs on '*' to find the files to build. This prevents
spurious files (such as EMACS' infamous *~ backup files) from breaking
the build.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Very simple shaders don't actually use GLSL built-ins. For example:
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FragColor = vec4(0.0);
Both of the shaders used by _mesa_meta_glsl_Clear() also qualify.
By waiting to initialize the built-ins until the first time we need to
look for a signature, we can avoid the overhead entirely in these cases.
Makes piglit run roughly 18% faster (255 vs. 312 seconds).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Commit 56ef62d9885f805bbfb2243dc860ff425d5b4d3b
"glsl: Generate readable unique names at print time."
changed ir_print_visitor to not generate @0x1234567 suffixes except
where necessary. So there's no need to manually remove them.
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
This is necessary for GLSL 1.30+ shadow sampling functions, which return
a single float rather than splatting the value to a vec4 based on
GL_DEPTH_TEXTURE_MODE.
|
| |
|
|
|
|
|
|
| |
This has probably existed since e5e34ab18eeaffa465 or so.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Rather than passing "True", pass a bitfield describing the particular
variant's features - either projection or offset.
This should make the code a bit more readable ("Proj" instead of "True")
and make it easier to support offsets in the future.
|
|
|
|
|
| |
For offsets, we'll want the straight sampler dimensionality, without the
+1 for array types. Create a new function to do that; refactor.
|
|
|
|
|
|
|
|
|
|
|
| |
Having these as actual integer values makes it difficult to implement
the texture*Offset built-in functions, since the offset is actually a
function parameter (which doesn't have a constant value).
The original rationale was that some hardware needs these offset baked
into the instruction opcode. However, at least i965 should be able to
support non-constant offsets. Others should be able to rely on inlining
and constant propagation.
|
| |
|
|
|
|
| |
Also removed unnecessary semicolons.
|
| |
|
|
|
|
| |
Import sys for sys.exit.
|
|
|
|
|
|
| |
Python is already necessary for other parts of Mesa, so there's no
reason we can't just generate it. This patch updates both make and
SCons to do so.
|
|
|
|
|
| |
I forgot about this file, and it didn't show up until I tried to do
"make builtins" from a clean build.
|
|
|
|
|
|
| |
I think was used long ago, when we actually read the builtins into the
shader's instruction stream directly, rather than creating a separate
shader and linking the two. It doesn't seem to serve any purpose now.
|
|
|
|
|
|
|
|
| |
This makes a very simple 1.30 shader go from 196k of memory to 9k.
NOTE: This -may- be a candidate for the 7.9 branch, as the benefit is
substantial. However, it's not a simple change, so it may be wiser to
wait for 7.10.
|
| |
|
|
|
|
|
|
| |
This works around MSVC's 65535 byte limit, unfortunately at the expense
of any semblance of readability and much larger file size. Hopefully I
can implement a better solution later, but for now this fixes the build.
|
| |
|
|
|
|
| |
Otherwise it gets used uninitialized.
|
|
|
|
|
|
| |
Otherwise builtin_profiles contains dangling pointers the next time
_mesa_read_profile is called. I suspect this may fix bugzilla #29847,
but I was never able to reproduce it.
|
|
|
|
|
| |
Fix an major regression in dc754586. Too bad that change was
obviously never tested.
|
| |
|
|
|
|
|
|
|
| |
When releasing the builtin functions, we were just freeing the memory,
not telling the builtin function loader that we had freed its memory.
I wish I had done ARB_ES2_compatibility so we had regression testing
of this path. Fixes segfault on changing video options in nexuiz.
|
|
|
|
|
| |
DRI was doing teardown when we close the last screen, then an atexit()
was added to call it as well.
|
|
|
|
|
|
|
|
|
|
|
|
| |
As of 1.20, variable names, function names, and structure type names all
share a single namespace, and should conflict with one another in the
same scope, or hide each other in nested scopes.
However, in 1.10, variables and functions can share the same name in the
same scope. Structure types, however, conflict with/hide both.
Fixes piglit tests redeclaration-06.vert, redeclaration-11.vert,
redeclaration-19.vert, and struct-05.vert.
|
|
|
|
| |
Make glsl include only main/core.h from core mesa.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
This should make it easier to diff the output, clean up some of the
insane whitespace, and make the strings a bit smaller.
We'll probably need to split up the prototype strings eventually, but
for now, this gets it under the 65K mark.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Each language version/extension and target now has a "profile" containing
all of the available builtin function prototypes. These are written in
GLSL, and come directly out of the GLSL spec (except for expanding genType).
A new builtins/ir/ folder contains the hand-written IR for each builtin,
regardless of what version includes it. Only those definitions that have
prototypes in the profile will be included.
The autogenerated IR for texture builtins is no longer written to disk,
so there's no longer any confusion as to what's hand-written or
generated.
All scripts are now in python instead of perl.
|
| |
|
| |
|
|
|
|
| |
Some signatures were being generated with the wrong function name.
|
|
|
|
| |
The type signatures were completely backwards.
|
|
|
|
|
|
|
|
| |
This is an invasive set of changes. Each user shader tracks a set of other
shaders that contain built-in functions. During compilation, function
prototypes are imported from these shaders. During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
|
| |
|
|
|