| Commit message (Collapse) | Author | Age | Files | Lines |
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The next patch will introduce an optimization that only works when
integers are not represented as floating point values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The next few patches will introduce an optimization that only works when
integers are not represented as floating point values.
v2: Re-word-wrap a line, as requested by Ian Romanick.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename "target" param to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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We have ir->print() to do the old declaration of a visitor and having the
IR accept the visitor (yuck!). And now you can call _mesa_print_ir()
safely anywhere that you know what an ir_instruction is.
A couple of missing printf("\n")s are added in error paths -- when an
expression is handed to the visitor, it doesn't print '\n' (since it might
be a step in printing a whole expression tree).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Commit b765740 (glsl: Pass struct shader_compiler_options into
do_common_optimization.) added a new parameter to
do_common_optimization() but didn't update test_optpass.cpp, causing
"make check" to break.
This patch makes the proper updates to test_optpass.cpp so that the
build succeeds again.
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As the preprocessor becomes more sophisticated and gains more optional
behavior, it's easiest to just pass the GL context pointer to it so that
it can examine any fields there that it needs to (such as API version,
or the state of any driconf options, etc.).
Reviewed-by: Kenneth Graunke <[email protected]>
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This should help avoid confusion now that we're using the gl_api enum
to distinguishing between core and compatibility API's. The
corresponding enum value for core API's is API_OPENGL_CORE.
Acked-by: Eric Anholt <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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This symbol with dricore escapes into the namespace, its too generic,
we should prefix it with something just to be nice.
Should be applied to stable + 9.0
Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This conflicts with the GLSL 1.30+ rules for derivatives after a
discard has occurred.
Reviewed-by: Kenneth Graunke <[email protected]>
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Setting this flag prevents declarations of uniforms from being removed
from the IR. Since the IR is directly used by several API functions
that query uniforms in shaders, uniform declarations cannot be removed
after the locations have been set. However, it should still be safe
to reorder the declarations (this is not tested).
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Bryan Cain <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: José Fonseca <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Yuanhan Liu <[email protected]>
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This patch adds a new build artifact, glsl_test, which can be used for
testing optimization passes in isolation.
I'm hoping that we will be able to add other useful standalone tests
to this executable in the future. Accordingly, it is built in a
modular fashion: the main() function uses its first argument to
determine which test function to invoke, removes that argument from
argv[], and then calls that function to interpret the rest of the
command line arguments and perform the test. Currently the only test
function is "optpass", which tests optimization passes.
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