| Commit message (Collapse) | Author | Age | Files | Lines |
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The modules need the headers can get the path automatically.
Signed-off-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Android 5.0 allows modules to generate source into $OUT/gen, which will
then be copied into $OUT/obj and $OUT/obj_$(TARGET_2ND_ARCH) as necessary.
Modules will need to change calls to local-intermediates-dir into
local-generated-sources-dir.
The patch changes local-intermediates-dir into local-generated-sources-dir.
If the Android version is less than 5.0, fallback to local-intermediates-dir.
The patch also fixes the 64-bit building issue of Android 5.0.
v2 [Emil Velikov]
- Keep the LOCAL_UNSTRIPPED_PATH variable.
Signed-off-by: Chih-Wei Huang <[email protected]>
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Add libmesa_glsl to LOCAL_STATIC_LIBRARIES to get
its exported include path (for nir_opcodes.h).
Signed-off-by: Chih-Wei Huang <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Similar to e8c5cbfd921(mesa: Add gallium include dirs to more parts of
the tree.)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
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Many parts of mesa already have the include with others depending on it
but it's missing. Add it once at the top makefile and be done with it.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
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I missed the fact that the ARB_fragment_program SWZ instruction allows
per-component negation. To fix this, move Abs/Negate handling into both
the simple case and the SWZ case's per-component loop.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90000
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[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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prog_to_nir should not modify the incoming Mesa IR program - just
translate it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Jason pointed out that variable dereferences in NIR are really part of
their parent instruction, and should have the same lifetime.
Unlike in GLSL IR, they're not used very often - just for intrinsic
variables, call parameters & return, and indirect samplers for
texturing. Also, nir_deref_var is the top-level concept, and
nir_deref_array/nir_deref_record are child nodes.
This patch attempts to allocate nir_deref_vars out of their parent
instruction, and any sub-dereferences out of their parent deref.
It enforces these restrictions in the validator as well.
This means that freeing an instruction should free its associated
dereference chain as well. The memory sweeper pass can also happily
ignore them.
v2: Rename make_deref to evaluate_deref and make it take a nir_instr *
instead of void *. This involves adding &instr->instr everywhere.
(Requested by Jason Ekstrand.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Was only used by the sin_reduced/cos_reduced cases, which themselves
were impossible to reach.
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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InputsRead is a 64-bit bitfield. Using _mesa_fls would silently
truncate off the high bits, claiming inputs 32..56 (VARYING_SLOT_MAX)
were never read.
Using <= here was a hack I threw in at the last minute to fix programs
which happened to use input slot 32. Switch back to using < now that
the underlying problem is fixed.
Fixes crashes in "Euro Truck Simulator 2" when using prog->nir, which
uses input slot 33.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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ptn_move_dest and nir_fadd already take care of replicating the last
channel out, so we can just use a scalar and skip splatting it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Acked-by: Matt Turner <[email protected]>
Reviewed-by: Mark Janes <[email protected]>
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Shamelessly ripped off from Eric Anholt's tgsi_to_nir pass.
This is not built on SCons, like the rest of NIR.
v2:
- Delete redundant c->s, c->impl, and c->cf_node_list pointers (Ken)
- Use nir_builder directly instead of ptn_compile in more places (Ken)
- Drop 'struct' keyword in front of nir_builder (ken)
- Add a file level Doxygen comment (Ken)
- Use scalar constants instead of splatting (Eric)
- Use nir_builder helpers for constants, moves, and swizzles (Connor)
v3: Minor indentation improvements.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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reduces size from 64 to 56 bytes.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We were already using strdup() in various places in Mesa. Get rid
of the _mesa_strdup() wrapper. All the callers pass a non-NULL
argument so the NULL check isn't needed either.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Instead of relying on glapi.h or some other header to provide it.
Acked-by: Matt Turner <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Acked-by: Ilia Mirkin <[email protected]>
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In some cases, glheader.h is the right #include.
Also remove some instances of struct _glapi_table declarations.
Acked-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Don't include stuff we don't need. Fix a few #includes elsewhere to
keep thing building.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Start getting rid of some imports.h macros. Use the c99 functions instead.
Reviewed-by: Matt Turner <[email protected]>
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Acked-by: Eric Anholt <[email protected]>
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v2: add d2b, more ir_constant stuff (Ilia)
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This adds support for the new uniform interfaces
from ARB_gpu_shader_fp64.
v2:
support ARB_separate_shader_objects ProgramUniform*d* (Ian)
don't allow boolean uniforms to be updated (issue 15) (Ian)
v3: fix size_mul
v4: Teach uniform update to take into account double precision (Topi)
v5: add transpose for double case (Ilia)
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Commit f82f2fb3dc770902f1657ab1c22e6004faa3afab added use of the Mesa
IR optimizer for both ARB_fragment_program and ARB_vertex_program, but
only justified the vertex-program portions with measured performance
improvements.
Meanwhile, the optimizer was seen to generate hundreds of unused
immediates without discarding them, causing failures.
Discard the use of the optimizer for now to fix the regression. (In
the future, we anticpate things moving from Mesa IR to NIR for better
optimization anyway.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82477
Reviewed-by: Ian Romanick <[email protected]>
CC: "10.3 10.4 10.5" <[email protected]>
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Dead since
commit 284ce20901b0c2cfab1d952cc129b8f3cd068f12
Author: Eric Anholt <[email protected]>
Date: Fri Aug 20 10:52:14 2010 -0700
Remove remnants of the old glsl compiler.
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently, Mesa uses the lowering pass MOD_TO_FRACT to implement
mod(x,y) as y * fract(x/y). This implementation has a down side though:
it introduces precision errors due to the fract() operation. Even worse,
since the result of fract() is multiplied by y, the larger y gets the
larger the precision error we produce, so for large enough numbers the
precision loss is significant. Some examples on i965:
Operation Precision error
-----------------------------------------------------
mod(-1.951171875, 1.9980468750) 0.0000000447
mod(121.57, 13.29) 0.0000023842
mod(3769.12, 321.99) 0.0000762939
mod(3769.12, 1321.99) 0.0001220703
mod(-987654.125, 123456.984375) 0.0160663128
mod( 987654.125, 123456.984375) 0.0312500000
This patch replaces the current lowering pass with a different one
(MOD_TO_FLOOR) that follows the recommended implementation in the GLSL
man pages:
mod(x,y) = x - y * floor(x/y)
This implementation eliminates the precision errors at the expense of
an additional add instruction on some systems. On systems that can do
negate with multiply-add in a single operation this new implementation
would come at no additional cost.
v2 (Ian Romanick)
- Do not clone operands because when they are expressions we would be
duplicating them and that can lead to suboptimal code.
Fixes the following 16 dEQP tests:
dEQP-GLES3.functional.shaders.builtin_functions.precision.mod.mediump_*
dEQP-GLES3.functional.shaders.builtin_functions.precision.mod.highp_*
Reviewed-by: Ian Romanick <[email protected]>
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We have two copies of it in the tree, I'm going to delete one.
Reviewed-by: Marek Olšák <[email protected]>
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The below code crashes when vector_elements <= 0
Fixes Warray-bounds warnings
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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v2: s/unsigned int/unsigned/ in prog_optimize.c
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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The upcoming shader cache needs this to be able to cache hash data
from the gl_shader_program structure.
Edited-by: Carl Worth <[email protected]>:
There is an internal implementation detail that the hash table
underlying the struct string_to_uint_map stores each value internally
as (value+1). The user needn't be very concerned with this (other than
knowing that a value of UINT_MAX cannot be stored) since put() adds 1
and get() subtracts 1.
So in this commit, rather than call the user's function directly with
hash_table_call_foreach, we call through a wrapper that fixes up the
off-by-one values before the caller's callback sees them.
And with this wrapper in place, we also give a better signature to the
callback function being passed to iterate(), so that this callback
function can actually expect a char* and an unsigned argument, (rather
than a couple of void* ).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Dead since 2010 (commit 284ce209).
Reviewed-by: Ian Romanick <[email protected]>
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See commit 2b7a972e for the Coccinelle script.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes an infinite loop in swrast where the lowering pass unpacks saturate into
clamp but the opt_algebraic pass tries to do the opposite.
v3 (Ian):
This is a revert of commit cfa8c1cb "ir_to_mesa: lower ir_unop_saturate" on
the ir_to_mesa.cpp portion. prog_execute.c can handle saturates in vertex
shaders, so classic swrast shouldn't need this lowering pass.
Cc: "10.4" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83463
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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