| Commit message (Collapse) | Author | Age | Files | Lines |
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Consistently just use C99's __func__ everywhere.
No functional changes.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Marius Predut <[email protected]>
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Consistently just use C99's __func__ everywhere.
The patch was verified with Microsoft Visual studio 2013
redistributable package(RTM version number: 18.0.21005.1)
Next MSVC versions intends to support __func__.
No functional changes.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Marius Predut <[email protected]>
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a * b is equivalent to -a * -b, and the previous code was failing at
that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89961
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Commit e93566a15c61c33faa changed the message header code needed to
make Skylake use SIMD4x2 so that it uses a register with width 4
instead of 8 as the source register in the send message. However it
also changed the width for the dest in the MOV instruction which is
used to initialise the header register with the values from g0. The
width of the destination is used to determine the exec size in
brw_set_dest so this would end up making the MOV have an exec size of
4. I think this would end up leaving the top half of the register
uninitialised. The top half of the header has meaningful values so
this probably isn't a good idea.
This patch just casts the dest register for the MOV instruction back
to a vec8 to fix it. It doesn't cause any changes to a Piglit run.
Reviewed-by: Ben Widawsky <[email protected]>
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Commit b616164 added an optimization of b2f generation of a comparison.
It also included an extra optimization of one of the comparison values
is a constant of zero. The trick was that some value was known to be
zero, so that value could be used in the SEL instruction instead of
potentially loading 0.0 into a register.
This change switched the order of the arguments to the SEL, and, for
some unknown reason, I thought that the predicate should therefore
only be inverted for the == case. Clearly, it should always be
inverted.
Fixes piglit fs-notEqual-of-expression.shader_test and
fs-equal-of-expression.shader_test.
v2: Don't do the "register already has zero" optimization for the '== 0'
case. In that case, the register does not have zero when we want to
produce a zero result.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89722
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Tested-by: Lu Hua <[email protected]>
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I finally managed to dig up some information on our mysterious GPU hangs.
A wiki page from the Crestline validation team mentions that they found
a GPU hang in "Serious Sam 2" (on Windows) with remarkably similar
conditions to the ones we've seen in Google Chrome and glmark2.
Apparently, if WM_STATE has "PS Use Source Depth" enabled, CC_STATE has
most depth state disabled, and you issue a CONSTANT_BUFFER command and
immediately draw, the depth interpolator makes a small mistake that
leads to hangs.
Most of the traces I looked at contained a CONSTANT_BUFFER packet
immediately followed by 3DPRIMITIVE, or at least very few packets.
It appears they also have "PS Use Source Depth" enabled - either at the
hang, or a little before it. So I think this is our bug.
The workaround is to emit a non-pipelined state packet after issuing a
CONSTANT_BUFFER packet. This is really similar to the workaround I
developed in commit c4fd0c9052dd391d6f2e9bb8e6da209dfc7ef35b.
v2: Fix word-wrapping issues.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In commit 4ebeb71573ad44f7657810dc5dd2c9030e3e63db, I deleted the
emit_shader_time_end() call in emit_urb_writes(). But I failed to add
it to run_vs(), as I intended. So no data was recorded at all.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This change fixes a regression with timer queries introduced with
commit 3eb6258. There the pending batchbuffer is flushed
only if glEndQuery is executed. This present change adds such
a flush to glQueryCounter which also schedules a value query
just like glEndQuery does. The patch fixes GPU timer queries
going mad from within osgviewer.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
Cc: [email protected]
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Commit e16c5c90 was replacing 'region' with 'mt', leaving this
nonsensical code.
Reviewed-by: Jason Ekstrand <[email protected]>
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Allow glEGLImageTargetRenderbufferStorageOES and
glEGLImageTargetTexture2DOES for dma_buf EGLImages if the image is
a single RGBA8 unorm plane. This is safe, despite fast color clears,
because i965 disables allocation of auxiliary buffers for EGLImages.
Chrome OS needs this, because its compositor uses dma_buf EGLImages for
its scanout buffers.
Testing:
- Tested on Ivybridge Chromebook Pixel with WebGL Aquarium and
YouTube.
- No Piglit regressions on Broadwell with `piglit run -p gbm
tests/quick.py`, with my Piglit patches that update the
EGL_EXT_image_dma_buf_import tests.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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EGL does not yet have extensions to manage the flushing and invalidating
of driver-internal aux buffers. So we must disable aux buffers of
dma_buf-backed EGLImages in order to safely render into them.
This patch is obviously needed for renderbufers. It's also needed for
textures because the user can attach the texture to a framebuffer and
because the driver sometimes renders to textures for internal reasons.
Testing:
- Tested on Ivybridge Chromebook Pixel with WebGL Aquarium and
YouTube.
- No Piglit regressions on Broadwell with `piglit run -p gbm
tests/quick.py`.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Add parameter 'bool disable_aux_buffers'.
This is a refactor patch. The patch changes no behavior because the new
parameter is false in every call.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The new field disables allocation of auxiliary buffers, such as the HiZ
buffer and MCS buffer. This is useful for sharing the miptree bo with an
external client that doesn't understand auxiliary buffers.
We need this field to safely render to a buffer that was imported with
EGL_EXT_image_dma_buf_import, because EGL does not yet have extensions
to manage flushing and invalidating auxiliary buffers.
Nothing yet enables this field. That's left to follow-up patches.
Testing:
- Tested on Ivybridge Chromebook Pixel with WebGL Aquarium and
YouTube.
- No Piglit regressions on Broadwell with `piglit run -p gbm
tests/quick.py`.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Every caller of this function uses it to determine if the current
miptree needs a hiz buffer to be allocated. Strangely, the function
doesn't take a miptree argument. So, this function effectively decides
if and when a miptree's hiz buffer gets allocated without inspecting the
miptree itself. Luckily, the driver behaves correctly despite the
brw_is_hiz_depth_format's quirk.
I will soon make some changes to the miptree that will require
inspecting the miptree to determine if it needs a hiz buffer. So this
patch renames
brw_is_hiz_depth_format -> intel_miptree_wants_hiz_buffer
and gives it a miptree parameter.
This patch shouldn't change any behavior.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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It's not used outside intel_mipmap_tree.c.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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It's not used outside of intel_mipmap_tree.c, nor should it ever be.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Now that we store a copy of the NIR shader, and don't immediately free
it, we can use it in annotations as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, we translated into NIR and did all the optimizations and
lowering as part of running fs_visitor. This meant that we did all of
that work twice for fragment shaders - once for SIMD8, and again for
SIMD16. We also had to redo it every time we hit a state based
recompile.
We now generate NIR once at link time. ARB programs don't have linking,
so we instead generate it at ProgramStringNotify time.
Mesa's fixed function vertex program handling doesn't bother to inform
the driver about new programs at all (which is rather mean), so we
generate NIR at the last minute, if it hasn't happened already.
shader-db runs ~9.4% faster on my i7-5600U, with a release build.
v2: Check NirOptions != NULL in ProgramStringNotify(). Don't bother
using _mesa_program_enum_to_shader_stage as we already know it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Storing this here is pretty sketchy - I don't know if any driver other
than i965 will want to use it. But this will make it a lot easier to
generate NIR code at link time. We'll probably rework it anyway.
(Ian suggested making nir_assign_var_locations_scalar_direct_first
simply modify the nir_shader's fields, rather than passing pointers
to them. If this stays long term, we should do that. But Jason and
I suspect we'll be reworking this area again in the near future.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This makes it so emit_nir_code() doesn't modify the GLSL IR.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If it were null, we'd have just derefernced it two lines above.
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Commit eb9bd3a1 changed the type of this field to uint16_t.
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Originally you had to have one or the other. But actually I don't want
either. (Or rather I want whatever is the minimum # of instructions.)
TODO: not sure where the best place to insert a check that driver hasn't
set *both* lower_negate and lower_sub?
Signed-off-by: Rob Clark <[email protected]>
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GLSL IR vs. NIR shader-db results on i965:
total instructions in shared programs: 2889747 -> 2890782 (0.04%)
instructions in affected programs: 2425446 -> 2426481 (0.04%)
helped: 3698
HURT: 5341
GLSL IR vs. NIR shader-db results on g4x:
total instructions in shared programs: 2547252 -> 2550440 (0.13%)
instructions in affected programs: 1984482 -> 1987670 (0.16%)
helped: 2844
HURT: 4776
GLSL IR vs. NIR shader-db results on Iron Lake:
total instructions in shared programs: 4053381 -> 4063828 (0.26%)
instructions in affected programs: 3026601 -> 3037048 (0.35%)
helped: 4110
HURT: 8331
GAINED: 1287
LOST: 9
GLSL IR vs. NIR shader-db results on Sandy Bridge:
total instructions in shared programs: 5307041 -> 5236666 (-1.33%)
instructions in affected programs: 3442908 -> 3372533 (-2.04%)
helped: 11829
HURT: 5604
GAINED: 33
LOST: 18
GLSL IR vs. NIR shader-db results on Ivy Bridge:
total instructions in shared programs: 4926333 -> 4857017 (-1.41%)
instructions in affected programs: 3144042 -> 3074726 (-2.20%)
helped: 11559
HURT: 4774
GAINED: 46
LOST: 25
GLSL IR vs. NIR shader-db results on Bay Trail:
total instructions in shared programs: 4926333 -> 4857017 (-1.41%)
instructions in affected programs: 3144042 -> 3074726 (-2.20%)
helped: 11559
HURT: 4774
GAINED: 46
LOST: 25
GLSL IR vs. NIR shader-db results on Haswell:
total instructions in shared programs: 4392487 -> 4293476 (-2.25%)
instructions in affected programs: 2800180 -> 2701169 (-3.54%)
helped: 13073
HURT: 3383
GAINED: 46
LOST: 23
GLSL IR vs. NIR shader-db results on Broadwell (FS only):
total instructions in shared programs: 4378113 -> 4283025 (-2.17%)
instructions in affected programs: 2743209 -> 2648121 (-3.47%)
helped: 12470
HURT: 3609
GAINED: 64
LOST: 27
Signed-off-by: Jason Ekstrand <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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We've started using NirOptions != NULL to mean "we're using NIR for this
stage." However, when INTEL_USE_NIR=1, we set it for a bunch of stages
that still use the vec4 backend, and thus definitely aren't using NIR.
For example, if INTEL_USE_NIR=1 we disable the GLSL IR cubemap
normalization pass, even for vertex shaders and geometry shaders. This
is wrong, but breaks a very uncommon case.
When I started deleting GLSL IR for stages where we claimed to be using
NIR, this bug quickly became apparent.
For now, only set it for fragment shaders, and vertex shaders if
brw->scalar_vs is set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The disassembly currently has the swizzle after the type for 3src source
operands, and the other way around for 2src. Flip the type and swizzle
around for 3src so that the output matches 2src.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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This function was getting a bit large and unwieldy.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing actually wanted brw_shader fields - we just had to type
shader->base all over the place for no reason.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We don't actually need a gl_program struct. We only used it to
translate prog->Target (i.e. GL_VERTEX_PROGRAM) to the gl_shader_stage
(i.e. MESA_SHADER_VERTEX). We may as well just pass that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In Skylake the order of the arguments for sample messages with the LD
type are u, v, lod, r whereas previously they were u, lod, v, r.
This fixes 144 Piglit tests including ones that directly use
texelFetch and also some using the meta stencil blit path which
appears to use texelFetch in its shader.
v2: Fix sampling 1D textures
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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On Gen7/8 for RAW surface format, the depth field (surf[3]) in surface
state means [30:21] bits of number of entries which is different from
other surface format which uses [26:21] bits field.
Signed-off-by: Zhenyu Wang <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This allows those formats to work with the meta PBO upload path.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Suggested by Topi Pohjolainen.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Haswell hardware seems to ignore Render Stream Select bits from
3DSTATE_STREAMOUT packet when the SOL stage is disabled even if
the PRM says otherwise. Because of this, all primitives are sent
down the pipeline for rasterization, which is wrong. If SOL is
enabled, Render Stream Select is honored and primitives bound to
non-zero streams are discarded after stream output.
Since the only purpose of primives sent to non-zero streams is to
be recorded by transform feedback, we can simply discard all geometry
bound to non-zero streams then transform feedback is disabled
to prevent it from ever reaching the rasterization stage.
Notice that this patch introduces a small change in the behavior we
get when a geometry shader emits more vertices than the maximum declared:
before, a vertex that was emitted to a non-zero stream when TF was
disabled would still count for the purposes of checking that we don't
exceed the maximum number of output vertices declared by the shader. With
this change, these vertices are completely ignored and won't increase
the output vertex count, making more room for other (hopefully more
useful) vertices.
Fixes piglit test arb_gpu_shader5-emitstreamvertex_nodraw on Haswell
and Broadwell.
v2 (Ken): Drop is_haswell check in favor of doing this unconditionally.
Broadwell needs the workaround as well, and it doesn't hurt to do it in
general. Also tweak comments - the Haswell PRM does actually mention
this ("Command Reference: Instructions" page 797).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83962
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Fixes Piglit's arb_gpu_shader5-xfb-streams-without-invocations.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: [email protected]
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Jordan added this in commit 741782b5948bb3d01d699f062a37513c2e73b076 for
Gen7 platforms. I missed this when adding the Broadwell code.
Fixes Piglit's spec/arb_gpu_shader5/invocation-id-{basic,in-separate-gs}
with MESA_EXTENSION_OVERRIDE=GL_ARB_gpu_shader5 set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: [email protected]
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While working on NIR's memory allocation model, I realized the GLSL IR
memory model was broken.
During glCompileShader, we allocate everything out of the
_mesa_glsl_parse_state context, and reparent it to gl_shader at the end.
During glLinkProgram, we allocate everything out of a temporary context,
then reparent it to the exec_list containing the linked IR.
But during brw_link_shader - the driver's final opportunity to do
lowering and optimization - we just allocated everything out of the
permanent context given to us by the linker. That memory stayed
forever.
Notably, passes like brw_fs_channel_expressions cause us to churn the
majority of the code, so we really want to free dead IR here.
Saves 125MB of memory when replaying a Dota 2 trace on Broadwell.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This allows SIMD16 mode to work for a lot more programs. Texturing is
also more efficient in SIMD16 mode than SIMD8. Several messages don't
actually exist in SIMD8 mode, so we did SIMD16 messages and threw away
half of the data. Now we compute real data in both halves.
Also, the SIMD16 "sample" message doesn't require all three coordinate
components to exist (like the SIMD8 one), so we can shorten the message
lengths, cutting register usage a bit.
I chose to implement the visitor functionality in a separate function,
since mixing true SIMD16 with SIMD8 code that uses SIMD16 fallbacks
seemed like a mess. The new code bails on a few cases where we'd
have to do two SIMD8 messages - we just fall back to SIMD8 for now.
Improves performance in "Shadowrun: Dragonfall - Director's Cut" by
about 20% on GM45 (measured with LIBGL_SHOW_FPS=1 while standing around
in the first mission).
v2: Add ir_txf to the has_lod case (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Gen5+ systems allow you to specify multiple shader programs - both SIMD8
and SIMD16 - and the hardware will automatically dispatch to the most
appropriate one, given the number of subspans to be processed.
However, that is not the case on Gen4. Instead, you program a single
shader. If you enable multiple dispatch modes (SIMD8 and SIMD16), the
shader is supposed to contain a series of jump instructions at the
beginning. The hardware will launch the shader at a small offset,
hitting one of the jumps.
We've always thought that sounds like a pain, and weren't clear how it
affected performance - is it worth having multiple shader types? So,
we never bothered with SIMD16 until now.
This patch takes a simpler approach: try and compile a SIMD16 shader.
If possible, set the no_8 flag, telling the hardware to just use the
SIMD16 variant all the time.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This flag means to ignore the SIMD8 program and only use the SIMD16 one.
It was originally meant for repdata clear shaders, but I plan to use it
for other things on Gen4 as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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I've no idea why this was 4. It certainly seems wrong.
Prevents assertion failures in fp-incomplete-tex with some upcoming
patches of mine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This has never existed.
Reviewed-by: Jason Ekstrand <[email protected]>
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These were added in commit f2616e56, presumably in preparation for
translating ARB vp/fp into GLSL IR. That never happened, and neither did
a lowering pass that actually generated these instructions.
Reviewed-by: Jason Ekstrand <[email protected]>
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Even if they only have one slice, otherwise textureSize() won't
produce correct results for the depth value.
Fixes 10 dEQP tests in this category:
dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2darray*
Reviewed-by: Mark Janes <mark.a.janes at intel.com>
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Switch between the two clip space definitions already available
in hardware. Update winding order dependent state according
to the clip control state.
This change did not introduce new piglit quick.test regressions on
an Ivybridge Mobile and a GM45 Express chipset.
Also it enables and passes the clip-control and clip-control-depth-precision
tests on these two chipsets.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Instead of _WindowMap just use the translation and scale
of the viewport transform directly. Thereby avoid dividing by
_DepthMaxF again.
v2:
Change order of assignments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Instead of _WindowMap just use the translation and scale
of the viewport transform directly. Thereby avoid dividing by
_DepthMaxF again.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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