| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
One unique aspect of TXS is that it doesn't have a coordinate.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
When intel_context requires separate stencil but the DRI2 separate stencil
handshake fails, then abort and emit an error instructing the user to
upgrade the DDX to 2.16.0.
CC: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
| |
Makes the new vertex shader backend work on Ivybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When ctx->Const.NativeIntegers is set, Core Mesa loads integer/boolean
uniforms directly, rather than loading the floating point equivalent.
So, when that's set, we don't need to perform any conversions.
Unfortunately, we can't properly support native integers with the old
vertex shader backend, so this patch leaves them disabled for now.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
It's actually a class.
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
Fixes vs-atan-* and several others. This is not the real solution we
eventually want, which will pack floats, vec2s, and vec3s into vec4
registers, but this code should provide the framework for that.
|
|
|
|
|
| |
This is copied right from the fragment shader. It is needed for real
register allocation to work correctly.
|
|
|
|
|
|
| |
This is a rather pessimistic calculation, since it doesn't distinguish
individual channels of a vec4, or elements of an array, but should be
a minimum start for register allocation.
|
|
|
|
|
| |
This was copy'n'paste from the fragment shader, and didn't make sense
here.
|
|
|
|
|
|
|
| |
We could do 1D/2D arrays with textured quad rendering, but it'll take
some work (as with 3D textures).
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Declare _mesa_meta_begin()/end() in meta.h so that drivers can write
custom meta-ops (such as HiZ resolves for i965).
This necessitates moving the the META_* macros into meta.h. To prevent
naming collisions, this commit renames each macro to be MESA_META_*.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The MUL opcode does a 16bit * 32bit multiply, and we need to do the
MACH to get the top 16bit * 32bit added in.
Fixes fs-op-mult-int-*, fs-op-mult-ivec*
Reviewed-by: Kenneth Graunke <[email protected]>
|
| |
|
| |
|
|
|
|
| |
Fixes vs-op-mult-int-int and friends.
|
|
|
|
| |
This was quietly occurring in some emit code I produced, and failed.
|
| |
|
|
|
|
| |
Fixes vs-op-eq-bool-bool.
|
|
|
|
|
|
| |
The linker will reject the program, but we need to survive until then.
Fixes abort in glsl1-2D Texture lookup with explicit lod (Vertex
shader)
|
|
|
|
|
|
|
|
|
|
| |
We can't just look at the instruction that happens to appear at the
start of the loop, because it might be some other exec size and cause
us to only loop on the first N channels. We always want 8 in our
current code (since 16 doesn't work so we don't do 16-wide fragment in
that case).
Fixes loop-03.vert, which was triggering the assertions.
|
| |
|
|
|
|
| |
Fixes glsl-vs-neg-attribute and glsl-vs-abs-attribute.
|
|
|
|
|
| |
Removes an average of 11.5% of instructions in 54% of vertex shaders
in shader-db.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
On enabling the precompile step in the VS, we tripped over this
assertion failure in glsl-link-bug-30552.
|
| |
|
| |
|
|
|
|
| |
Fixes arb_es2_compatibility-fixed-type
|
|
|
|
| |
Fixes glsl-vs-vertex-color.
|
|
|
|
|
| |
By leaving out the column index, we were reading an unallocated
attribute on glsl-mat-attribute.
|
|
|
|
|
| |
I want to intelligently pack them at some point, but for now we have
the params set up in groups of 4. Fixes glsl-vs-normalscale.
|
|
|
|
|
| |
This is copied from brw_fs.cpp, instead of doing the temporary IR
generation that ir_to_mesa does. Fixes glsl-vs-loop and friends.
|
|
|
|
| |
Fixes vs-pow-float-float.
|
|
|
|
| |
Fixes vs-acos-vec3 and friends.
|
|
|
|
| |
We were inheriting whatever previous predicate existed.
|
|
|
|
|
|
|
| |
This fixes most of the regressions in the vs array test set from the
varying array indexing work, since the giant array that was originally
allocated in virtual GRF space never gets used and is only ever
read/stored from scratch space.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
We keep building these strange interfaces for DP read/write where
there's a helper function with some partially-specific,
partially-general controls, which is used in exactly one place in code
generation. Making these public will let us set up those instructions
in the one place they're to be generated.
|
| |
|
| |
|
|
|
|
| |
This isn't used currently, as we lower all array accesses.
|
| |
|
| |
|
| |
|
|
|
|
| |
Fixes glsl-max-varyings.
|
|
|
|
|
| |
We were also screwing up the types in the process, and just not
emitting moves was easier.
|
|
|
|
|
|
|
|
|
| |
For structs/arrays/matrices, they were ending up as uint because we
forgot to set them. All varyings in GLSL 1.20 are of base type float,
so just force the matter here (which gets inherited at
emit_urb_writes() time).
Fixes vs-varying-array-mat2-col-rd.
|
|
|
|
|
| |
This gets the right types on the instructions, as well as emitting
minimal swizzles/writemasks.
|