| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch fixes these MSVC build errors.
ir_constant_expression.cpp
src\glsl\ir_constant_expression.cpp(564) : warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
src\glsl\ir_constant_expression.cpp(1384) : error C3861: 'isnormal': identifier not found
src\glsl\ir_constant_expression.cpp(1385) : error C3861: 'copysign': identifier not found
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69541
Signed-off-by: Vinson Lee <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This eliminates a lot of boilerplate and should be 100% equivalent.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Most of our C++ classes define placement new and delete operators so we
can do convenient allocation via:
thing *foo = new(mem_ctx) thing(...)
Currently, this is done via a lot of boilerplate. By adding simple
macros to ralloc, we can condense this to a single line, making it
trivial to add this feature to a new class.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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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]>
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I would use _mesa_delete_shader, but it's declared static, and we don't
really need any of the stuff in it anyway.
This fixes a memory leak caught by Valgrind.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The first part was done in:
commit c845140a20efa6a30a5465301d1f9b4acea79155
Author: Kenneth Graunke <[email protected]>
Date: Tue Sep 3 21:22:17 2013 -0700
Signed-off-by: Adrian Negreanu <[email protected]>
Acked-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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lrp() can take a scalar as a third argument, and fma() cannot.
Reviewed-by: Kenneth Graunke <[email protected]>
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I initially implemented frexp() as an IR opcode with a lowering pass,
but since it returns a value and has an out-parameter, it would break
assumptions our optimization passes make about ir_expressions being pure
(i.e., having no side effects).
For example, if opt_tree_grafting encounters this code:
uniform float u;
void main()
{
int exp;
float f = frexp(u, out exp);
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(f, g, h, g + h);
}
it may try to optimize it to this:
uniform float u;
void main()
{
int exp;
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(frexp(u, out exp), g, h, g + h);
}
Some hardware has an instruction which performs frexp(), but we would
need some other compiler infrastructure to be able to generate it, such
as an intrinsics system that would allow backends to emit specific code
for particular bits of IR.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Note the parameter name change in the int version of ir_constant, to
avoid the conflict with the loop iterator.
v2: Make analogous change to builtin_builder::imm().
Reviewed-by: Paul Berry <[email protected]>
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v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <[email protected]>
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I rarely run 'git status', so I failed to notice this was missing.
Signed-off-by: Kenneth Graunke <[email protected]>
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For each sampler type, this tests that:
- The base type is GLSL_TYPE_SAMPLER.
- The dimensionality is set correctly.
- The returned data type is correct.
- The sampler_array and sampler_shadow flags are set correctly.
- sampler_coordinate_components() returns the correct value.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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These functions are defined in EXT_texture_array, which makes no
mention of what shader types they should be allowed in. At the time
EXT_texture_array was introduced, functions ending in "Lod" were
available only in vertex shaders, however this restriction was lifted
in later spec versions and extensions.
We already have the function lod_exists_in_stage() for figuring out
whether functions ending in "Lod" should be available, so just re-use
that.
Reviewed-by: Kenneth Graunke <[email protected]>
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Everyone at the Khronos meeting was as surprised that GLSL didn't
already support this as we were. Several vendors said they'd ship it,
but there didn't seem to be enough interest to put in the effort to make
it ARB or KHR.
v2: Fix a couple typos and rename the spec file to
EXT_shader_integer_mix.spec. Suggested by Roland.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We used to pass the number of components actually used for the
coordinate (rather than padding, shadow comparitors, and projectors) by
hand, specifying it on every _texture() call.
The new helper function can just compute this, eliminating a lot of
potential mistakes.
Signed-off-by: Kenneth Graunke <[email protected]>
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This computes the number of components necessary to address a sampler
based on its dimensionality. It will be useful for texturing built-ins.
Signed-off-by: Kenneth Graunke <[email protected]>
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This information will be useful in the i965 back end, since we can
save some compilation effort if we know from the outset that the
shader never calls EndPrimitive().
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes "Missing varargs init or cleanup" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes "Uninitialized pointer field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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MSVC doesn't accept the rest... syntax.
Reviewed-by: Kenneth Graunke <[email protected]>
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To silence MSVC warnings.
Reviewed-by: Kenneth Graunke <[email protected]>
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Because why doesn't GLSL allow you to do this already?
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's a ?: that operates per-component on vectors. Will be used in
upcoming lowering pass for ldexp and the implementation of frexp.
csel(selector, a, b):
per-component result = selector ? a : b
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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builtin_info was originally going to be a structure containing a bunch
of information, but after various rewrites, it turned into a boolean
availability predicate.
builtin_avail is a better name than builtin_info, since it doesn't
store any information other than availability.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Matt noticed that this was missing. Nothing uses this currently.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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None of this is used anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Paul Berry <[email protected]>
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We don't actually use anything from builtin_function.cpp, so we don't
need to generate it anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Paul Berry <[email protected]>
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All built-ins are now handled by the new code; the old system is dead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This creates a new replacement for the existing built-in function code.
The new module lives in builtin_functions.cpp (not builtin_function.cpp)
and exists in parallel with the existing system. It isn't used yet.
The new built-in function code takes a significantly different approach:
Instead of implementing built-ins via printed IR, build time scripts,
and run time parsing, we now implement them directly in C++, using
ir_builder. This translates to faster load times, and a much less
complex build system.
It also takes a different approach to built-in availability: each
signature now stores a boolean predicate, which makes it easy to
construct arbitrary expressions based on _mesa_glsl_parse_state's
fields. This is much more flexible than the old system, and also
easier to use.
Built-ins are also now stored in a single gl_shader object, rather
than being spread out across a number of shaders that need to be linked.
When searching for a matching prototype, we simply consult the
availability predicate. This also simplifies the code.
v2: Incorporate Matt Turner's feedback: use the new fma() function rather
than expr(). Don't expose textureQueryLOD() in GLSL 4.00 (since it
was renamed to textureQueryLod()). Also correct some #undefs.
v3: Incorporate Paul Berry's feedback: rename legacy to compatibility;
add comments to explain a few things; fix uvec availability; include
shaderobj.h instead of repeating the _mesa_new_shader prototype.
v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc).
Add an out_var convenience function (more feedback by Matt Turner).
v5: Rework availability predicates for Lod functions. They were broken.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Enthusiastically-acked-by: Paul Berry <[email protected]>
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Each ir_factory needs an instruction list and memory context in order to
be useful. Rather than creating an object and manually assigning these,
we can just use optional parameters in the constructor.
This makes it possible to create a ready-to-use factory in one line:
ir_factory body(&sig->body, mem_ctx);
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Adding new convenience emitters makes it easier to generate IR involving
these opcodes.
bitfield_insert is particularly useful, since there is no expr() for
quadops.
v2: Add fma() and rename lrp() operands to x/y/a to match the GLSL
specification (suggested by Matt Turner). Fix whitespace issues.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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IR builder already offers a lot of swizzling functions, such as
swizzle_xxxx, swizzle_z, or swizzle_for_size.
The swizzle_xxxx style is convenient if you statically know which
components you want. swizzle_for_size is great if you want to select
the first few components. However, if you want to select components
based on, say, a loop counter, none of those are sufficient.
IR builder actually already had support for arbitrary swizzling, but
didn't expose it. This patch exposes that API.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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dotlike() uses ir_binop_mul for scalars, and ir_binop_dot for vectors.
When generating built-in functions, we often want to use regular
multiply for scalar signatures, and dot() for vector signatures.
ir_binop_dot only works on vectors, so we have to switch opcodes,
even if the code is otherwise identical. dotlike() makes this easy.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We use "ret" as the function name since "return" is a C++ keyword, and
"ir_return" is already a class name.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This adds two new signatures:
assign(lhs, rhs, condition, writemask);
assign(lhs, rhs, condition);
All the other existing APIs still exist.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that we have the ir_expression constructor that does type inference,
this is trivial to do.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We already have ir_expression constructors for unary and binary
operations, which automatically infer the type based on the opcode and
operand types.
These are convenient and also required for ir_builder support.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This isn't strictly necessary, since creators of ir_texture objects
should set LOD when relevant. However, it's nice to have a NULL pointer
in case they forget.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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During compilation, we'll use this to determine built-in availability.
The plan is to have a single shader containing every built-in in every
version of the language, but filter out the ones that aren't actually
available to the shader being compiled.
At link time, we don't actually need this filtering capability: we've
already imported prototypes for every built-in that the shader actually
calls, and they're flagged as is_builtin(). The linker doesn't import
any additional prototypes, so it won't pull in any unavailable
built-ins. When resolving prototypes to function definitions, the
linker ensures the values of is_builtin() match, which means that a
shader can't trick the linker into importing the body of an unavailable
built-in by defining a suspiciously similar prototype.
In other words, during linking, we can just pass in NULL. It will work
out fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We can simply call the stored predicate function. If state is NULL,
just report that the function is available.
v2: Add a comment (requested by Paul Berry).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This promises the method won't modify the contents of the object.
This allows us to call it even with a const pointer to the state.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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A signature is a built-in if and only if builtin_info != NULL, so we
don't actually need a separate flag bit. Making a boolean-valued
method allows existing code to ask the same question while not worrying
about the internal representation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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For the upcoming built-in function rewrite, we'll need to be able to
answer "Is this built-in function signature available?".
This is actually a somewhat complex question, since it depends on the
language version, GLSL vs. GLSL ES, enabled extensions, and the current
shader stage.
Storing such a set of constraints in a structure would be painful, so
instead we store a function pointer. When creating a signature, we
simply point to a predicate that inspects _mesa_glsl_parse_state and
answers whether the signature is available in the current shader.
Unfortunately, IR reader doesn't actually know when built-in functions
are available, so this patch makes it lie and say that they're always
present. This allows us to hook up the new functionality; it just won't
be useful until real data is populated. In the meantime, the existing
profile mechanism ensures built-ins are available in the right places.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Fixes a bug where if an uniform array is passed to a function the accesses
to the array are not propagated so later all but the first vector of the
uniform array are removed in parcel_out_uniform_storage resulting in
broken shaders and out of bounds access to arrays in
brw::vec4_visitor::pack_uniform_registers.
Cc: [email protected]
Reviewed-and-Tested-by: Matt Turner <[email protected]>
Signed-off-by: Dominik Behr <[email protected]>
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It looks like commit 53febac removed the last user of that parameter.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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