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* glsl: Enable GL_OES_texture_3D extension for ES2.Kenneth Graunke2011-02-282-0/+14
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* glsl/builtins: Fix return type for textureSize sampler2DArray variants.Kenneth Graunke2011-02-272-4/+4
| | | | A copy and paste error.
* glsl: Fix use of uninitialized values in _mesa_glsl_parse_state ctor.Kenneth Graunke2011-02-011-0/+2
| | | | | | This has probably existed since e5e34ab18eeaffa465 or so. NOTE: This is a candidate for the 7.9 and 7.10 branches.
* texture_builtins.py: Fix a warning about mixed tabs/spaces.Kenneth Graunke2011-01-311-1/+1
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* glsl/builtins: Uncomment prototypes for texture*Offset functions.Kenneth Graunke2011-01-312-20/+0
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* texture_builtins.py: Generate texture*Offset functions.Kenneth Graunke2011-01-311-5/+80
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* texture_builtins.py: Generalize the "use_proj" field to support offsets.Kenneth Graunke2011-01-311-52/+57
| | | | | | | | 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.
* texture_builtins.py: Refactor coordinate dimension calculations.Kenneth Graunke2011-01-311-5/+9
| | | | | For offsets, we'll want the straight sampler dimensionality, without the +1 for array types. Create a new function to do that; refactor.
* glsl: Change texel offsets to a single vector rvalue.Kenneth Graunke2011-01-311-1/+1
| | | | | | | | | | | 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.
* Convert everything from the talloc API to the ralloc API.Kenneth Graunke2011-01-311-4/+4
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* generate_builtins.py: Whitespace fixes.Vinson Lee2011-01-141-7/+7
| | | | Also removed unnecessary semicolons.
* generate_builtins.py: Fix builds using Python 2.5.Vinson Lee2011-01-141-0/+2
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* glsl/builtins: Remove unnecessary (constant bool (1)) from assignments.Kenneth Graunke2011-01-1212-269/+265
| | | | This isn't strictly necessary, but is definitely nicer.
* generate_builtins.py: Add missing import.Vinson Lee2011-01-121-0/+1
| | | | Import sys for sys.exit.
* glsl: Autogenerate builtin_functions.cpp as part of the build process.Kenneth Graunke2011-01-102-40/+9
| | | | | | 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.
* glsl: Really remove unused "instructions" parameter.Kenneth Graunke2011-01-011-2/+1
| | | | | I forgot about this file, and it didn't show up until I tried to do "make builtins" from a clean build.
* glsl: Remove unused "instructions" parameter.Kenneth Graunke2011-01-011-4/+2
| | | | | | 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.
* glsl/builtins: Compute the correct value for smoothstep(vec, vec, vec).Kenneth Graunke2010-12-171-87/+34
| | | | | | | | 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.
* glsl: Lazily import built-in function prototypes.Kenneth Graunke2010-11-301-1/+0
| | | | | | | | 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.
* glsl: Reimplement the "cross" built-in without ir_binop_cross.Kenneth Graunke2010-11-171-3/+5
| | | | | | 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.
* glsl: Implement the asinh, acosh, and atanh built-in functions.Kenneth Graunke2010-11-155-4/+79
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* generate_builtins.py: Fix inconsistent use of tabs and spaces warning.Kenneth Graunke2010-11-151-3/+3
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* glsl/builtins: Clean up some ugly autogenerated code in atan.Kenneth Graunke2010-11-031-20/+5
| | | | | | 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.
* glsl/builtins: Rename 'x' to 'y_over_x' in atan(float) implementation.Kenneth Graunke2010-11-031-4/+4
| | | | For consistency with the vec2/vec3/vec4 variants.
* generate_builtins.py: Output large strings as arrays of characters.Kenneth Graunke2010-10-211-2/+14
| | | | | | 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.
* glsl: Add support for GLSL 1.30's modf built-in.Kenneth Graunke2010-10-213-0/+51
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* glsl: Add support for the 1.30 round() built-in.Kenneth Graunke2010-10-143-0/+31
| | | | | | | 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.
* glsl: Add front-end support for GLSL 1.30's roundEven built-in.Kenneth Graunke2010-10-143-0/+31
| | | | Implemented using the op-code introduced in the previous commit.
* glsl: Add front-end support for the "trunc" built-in.Kenneth Graunke2010-10-143-0/+31
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* Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg2010-10-131-2/+2
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* glsl: Rework assignments with write_masks to have LHS chan count match RHS.Eric Anholt2010-09-223-37/+37
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* glsl/builtins: Switch comparison functions to just return an expression.Kenneth Graunke2010-09-184-180/+36
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* glsl/builtins: Fix equal and notEqual builtins.Kenneth Graunke2010-09-182-24/+24
| | | | | Commit 309cd4115b7cba669a0bf858e7809cb6dae90ddf incorrectly converted these to all_equal and any_nequal, which is the wrong operation.
* glsl2: Port equal() and notEqual() to ir_unop_all_equal and ir_unop_any_nequalIan Romanick2010-09-132-120/+24
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* glsl2: Implement noise[1234] built-in functions using ir_unop_noiseIan Romanick2010-09-094-52/+229
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* glsl/builtins: normalize of a negative scalar should be -1.0.Kenneth Graunke2010-09-091-1/+1
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* glsl/builtins: Set the API in the fake context.Kenneth Graunke2010-09-081-0/+1
| | | | Otherwise it gets used uninitialized.
* glsl2: Clear out profile pointers in _mesa_glsl_release_functionsIan Romanick2010-09-081-0/+1
| | | | | | 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.
* glsl: Fix for scalar float built-in definitions.Kenneth Graunke2010-09-082-2/+2
| | | | These need abs, and we need more tests.
* glsl: Fix typo in builtin step() using a wrong channel.Eric Anholt2010-09-081-1/+1
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* glsl/builtins: Don't use ir_binop_dot on floating point values.Kenneth Graunke2010-09-084-6/+6
| | | | ir_binop_dot is only defined for vector types. Use ir_binop_mul.
* glsl/builtins: Simplify degenerate scalar float cases.Kenneth Graunke2010-09-083-5/+3
| | | | | | | The code being generated was just stupid, considering that: - normalize(x) = 1.0 - length(x) = x - distance(x, y) = x - y
* glsl2: Make sure _mesa_glsl_parse_state constructor gets a contextIan Romanick2010-09-081-1/+2
| | | | | Fix an major regression in dc754586. Too bad that change was obviously never tested.
* glsl: Add built-in function profiles for GLSL ES 1.00.Kenneth Graunke2010-09-072-0/+600
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* glsl/builtins: Convert assignments to new format (with write mask).Kenneth Graunke2010-09-0415-398/+389
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* glsl/builtins: Actually print the info log if reading a builtin failed.Kenneth Graunke2010-09-041-0/+1
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* glsl: Add forgotten implementations of equal/notEqual on bvecs.Kenneth Graunke2010-09-012-0/+60
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* glsl2: fix bug in atan(y, x) functionBrian Paul2010-08-311-7/+3
| | | | When x==0, the result was wrong. Fixes piglit glsl-fs-atan-1.shader_test
* glsl: Clear the static values of builtin function profiles at release.Eric Anholt2010-08-301-19/+37
| | | | | | | 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.
* glsl: Protect against double compiler-destroy.Eric Anholt2010-08-271-0/+1
| | | | | DRI was doing teardown when we close the last screen, then an atexit() was added to call it as well.