| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
|
|
|
|
|
|
|
| |
This code was added by Brian Paul in 2009 but, as far as Matt and I can
tell, it's been dead ever since the new GLSL compiler was added.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Acked-by: Matt Turner <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: add define bit (Tapani Pälli)
Patch makes following Piglit tests pass:
arb_gpu_shader_fp64/preprocessor/define.vert
arb_gpu_shader_fp64/preprocessor/define.frag
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Just remove the parameter.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
_mesa_link_shader_program already calls _mesa_clear_shader_program_data
before calling link_shaders, so this is already done.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
| |
Reviewed-by: Matt Turner <[email protected]>
v2: Use CONTEXT_INT rather than CONTEXT_ENUM.
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
| |
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
| |
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The only GLSL extension that is not enabled is AMD_vertex_shader_layer.
I think the standalone-compiler could enable this (as shading language
support is complete), but no driver enables it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Makes it a little easier to see which ones are missing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
V2 [Chris Forbes]:
- Add new pattern, fixup parameter reading.
V3: Rebase onto new builtins machinery
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
FragmentProgram.MaxInputComponents in standalone scaffolding
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
| |
This code is copied from _mesa_init_shader_state().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Chris Forbes <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2 [mattst88]:
- Rebase.
- #define GL_ARB_texture_query_lod to 1.
- Remove comma after ir_lod in ir.h for MSVC.
- Handled ir_lod in ir_hv_accept.cpp, ir_rvalue_visitor.cpp,
opt_tree_grafting.cpp.
- Rename textureQueryLOD to textureQueryLod, see
https://www.khronos.org/bugzilla/show_bug.cgi?id=821
- Fix ir_reader of (lod ...).
v3 [mattst88]:
- Rename textureQueryLod to textureQueryLOD, pending resolution of
Khronos 821.
- Add ir_lod case to ir_to_mesa.cpp.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This ends up reusing the dynamic ID support, so a silly enum gets to go
away. We don't assign good IDs to different messages yet, but at least
that's tractable now.
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
V2: - emit `sample` parameter properly for multisample texelFetch()
- fix spurious whitespace change
- introduce a new opcode ir_txf_ms rather than overloading the
existing ir_txf further. This makes doing the right thing in
the driver somewhat simpler.
V3: - fix weird whitespace
V4: - don't forget to include the new opcode in tex_opcode_strs[]
(thanks Kenneth for spotting this)
Signed-off-by: Chris Forbes <[email protected]>
[V2] Reviewed-by: Eric Anholt <[email protected]>
[V2] Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
A subsequent patch will add mesa/main/imports.c as a dependency to the
compiler, which in turn requires that _mesa_warning() be defined.
The real definition of _mesa_warning() is in mesa/main/errors.c, but to
pull that file into the standalone scaffolding would require transitively
pulling in the dispatch tables.
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Adding this now makes it easier to develop and test GLES3 features, since we
can do initial development and testing using desktop GL. Later GLSL compiler
patches check for either ctx->Extensions.ARB_ES3_compatibility or
_mesa_is_gles3 to allow certain features (i.e., "#version 300 es").
[v2, idr]: Just edits to the commit message.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This adds all the new builtins + the new sampler types,
and hooks them up if the extension is supported.
v2: fix missing signatures for grad/lod
fix missing textureSize clarifications
fix compare vs starts with usage
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
For Intel, expose it only if gen >= 4.
For Gallium, expose it only if PIPE_CAP_SM3 is advertised.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
That adds support for activating the extension. It doesn't actually
*do* anything yet, of course.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
All drivers in Mesa have supported this extension for eons. This
extension is an optional features in desktop OpenGL (via
GL_ARB_draw_buffers) and OpenGL ES 2.x (via GL_NV_draw_buffers).
The extension is not usable in OpenGL ES 1.x. There is no
glDrawBuffers* entry point in OpenGL ES 1.x contexts, and glGet*v
generate errors when MAX_DRAW_BUFFERS or DRAW_BUFFERi is queried.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
| |
|
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
This patch moves the following functions from main.cpp (the main cpp
file for the standalone executable that is used to create the built-in
functions) to standalone_scaffolding.cpp, so that they can be re-used
in other standalone executables:
- initialize_context()*
- _mesa_new_shader()
- _mesa_reference_shader()
*initialize_context contained some code that was specific to main.cpp,
so it was split into two functions: initialize_context() (which
remains in main.cpp), and initialize_context_from_defaults() (which is
in standalone_scaffolding.cpp).
|