| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Using multiply and reciprocal for integer division involves potentially
lossy floating point conversions. This is okay for older GPUs that
represent integers as floating point, but undesirable for GPUs with
native integer division instructions.
TGSI, for example, has UDIV/IDIV instructions for integer division,
so it makes sense to handle this directly. Likewise for i965.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Bryan Cain <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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This avoids the massive conditional move array access, and brings code
generation quality for the new VS backend into the realm of efficiency
of the old backend (roughly 20% more instructions generated than
before across shader-db, instead of assertion failing for generating
over 10,000 instructions on many shaders!).
Reviewed-by: Kenneth Graunke <[email protected]>
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Replace each occurence of
#include "../glsl/*.h"
with
#include "glsl/*.h"
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Link failure is something that shouldn't happen, but we sometimes want
it during development. The precompile also allows analysis of shader
codegen with shader-db.
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The low-level IR is a mashup of brw_fs.cpp and ir_to_mesa.cpp. It's
currently controlled by the INTEL_NEW_VS=1 environment variable, and
only tested for the trivial "gl_Position = gl_Vertex;" shader so far.
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This will be used by the new vertex shader backend. The scalarizing
passes are skipped for non-fragment, since vertex and geometry threads
are based on vec4s.
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At glLinkShaders time, a fail() call in FS compile in 8-wide (the one
that's required to succeed, though we may relax that at some point for
pre-Ironlake performance) will now report out as a link error.
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These will be used by the VS backend as well.
Reviewed-by: Kenneth Graunke <[email protected]>
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These only existed in brw_fs.cpp because it was the only .cpp file in
the area when I wrote them.
Reviewed-by: Kenneth Graunke <[email protected]>
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