| Commit message (Collapse) | Author | Age | Files | Lines |
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The implementations are as follows:
isinf(x) = (abs(x) == +infinity)
isnan(x) = (x != x)
Note: the latter formula is not necessarily obvious. It works because
NaN is the only floating point number that does not equal itself.
Fixes piglit tests "isinf-and-isnan fs_basic" and "isinf-and-isnan
vs_basic".
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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.
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The formula we were previously using for asinh:
asinh x = ln(x + sqrt(x * x + 1))
is numerically unstable: when x is a large negative value, the quantity
x + sqrt(x * x + 1)
is a small positive value (on the order of 1/(2|x|)). Since the
logarithm function is very sensitive in this range, any error in the
computation of the square root manifests as a large error in the
result.
This patch changes to the equivalent formula:
asinh x = sign(x) * ln(abs(x) + sqrt(x * x + 1))
which is only slightly more expensive to compute, and is numerically
stable for all x.
Fixes piglit tests
spec/glsl-1.30/execution/built-in-functions/[fv]s-asinh-*.
Reviewed-by: Chad Versace <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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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]>
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Throwing away the extra numbers ought to match the existing behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Each of these vecN constants only provided one component, which is
illegal. The printed IR is meant to contain exactly as many components
as are necessary; the IR reader does not splat single values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The previous formula for atan(x,y) returned a value of +/- pi whenever
|x|<0.0001, and used a formula based on atan(y/x) otherwise. This
broke in cases where both x and y were small (e.g. atan(1e-5, 1e-5)).
This patch modifies the formula so that it returns a value of +/- pi
whenever |x|<1e-8*|y|, and uses the formula based on atan(y/x)
otherwise.
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The previous formula for asin(x) was algebraically equivalent to:
sign(x)*(pi/2 - sqrt(1-|x|)*(A + B|x| + C|x|^2))
where A, B, and C were arbitrary constants determined by a curve fit.
This formula had a worst case absolute error of 0.00448, an unbounded
worst case relative error, and a discontinuity near x=0.
Changed the formula to:
sign(x)*(pi/2 - sqrt(1-|x|)*(pi/2 + (pi/4-1)|x| + A|x|^2 + B|x|^3))
where A and B are arbitrary constants determined by a curve fit. This
has a worst case absolute error of 0.00039, a worst case relative
error of 0.000405, and no discontinuities.
I don't expect a significant performance degradation, since the extra
multiply-accumulate should be fast compared to the sqrt() computation.
Fixes piglit tests {vs,fs}-asin-float and {vs,fs}-atan-*
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The constant used in the radians() function didn't have enough
precision, causing a relative error of 1.676e-5, which is far worse
than the precision of 32-bit floats. This patch reduces the relative
error to 1.14e-9, which is the best we can do in 32 bits.
Fixes piglit tests {fs,vs}-radians-{float,vec2,vec3,vec4}.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
NOTE: This is a candidate for stable release branches (and don't forget
to re-run "make builtins" after cherry-picking.)
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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]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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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.
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A copy and paste error.
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This has probably existed since e5e34ab18eeaffa465 or so.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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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.
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For offsets, we'll want the straight sampler dimensionality, without the
+1 for array types. Create a new function to do that; refactor.
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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.
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Also removed unnecessary semicolons.
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This isn't strictly necessary, but is definitely nicer.
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Import sys for sys.exit.
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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.
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I forgot about this file, and it didn't show up until I tried to do
"make builtins" from a clean build.
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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.
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These mistakenly computed 't' instead of t * t * (3.0 - 2.0 * t).
Also, properly vectorize the smoothstep(float, float, vec) variants.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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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.
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We are not aware of any GPU that actually implements the cross product
as a single instruction. Hence, there's no need for it to be an opcode.
Future commits will remove it entirely.
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In particular, calling the abs function is silly, since there's already
an expression opcode for that. Also, assigning to temporaries then
assigning those to the final location is rather redundant.
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For consistency with the vec2/vec3/vec4 variants.
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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.
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This implements round() via the ir_unop_round_even opcode, rather than
adding a new opcode. We may wish to add one in the future, since it
might enable a small performance increase on some hardware, but for now,
this should suffice.
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Implemented using the op-code introduced in the previous commit.
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It turns out that most people new to this IR are surprised when an
assignment to (say) 3 components on the LHS takes 4 components on the
RHS. It also makes for quite strange IR output:
(assign (constant bool (1)) (x) (var_ref color) (swiz x (var_ref v) ))
(assign (constant bool (1)) (y) (var_ref color) (swiz yy (var_ref v) ))
(assign (constant bool (1)) (z) (var_ref color) (swiz zzz (var_ref v) ))
But even worse, even we get it wrong, as shown by this line of our
current step(float, vec4):
(assign (constant bool (1)) (w)
(var_ref t)
(expression float b2f (expression bool >=
(swiz w (var_ref x))(var_ref edge))))
where we try to assign a float to the writemasked-out x channel and
don't supply anything for the actual w channel we're writing. Drivers
right now just get lucky since ir_to_mesa spams the float value across
all the source channels of a vec4.
Instead, the RHS will now have a number of components equal to the
number of components actually being written. Hopefully this confuses
everyone less, and it also makes codegen for a scalar target simpler.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Commit 309cd4115b7cba669a0bf858e7809cb6dae90ddf incorrectly converted
these to all_equal and any_nequal, which is the wrong operation.
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