| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We always pass in shader->ir and we already pass in the shader, so just
drop the exec_list. Most passes either take just a exec_list or a
shader, so this seems more consistent.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
|
|
|
|
|
|
|
|
| |
Ideally we should have a _mesa_cleanup_buffer_object function in
src/mesa/bufferobj.c so that the destruction logic resided in a single
place.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Without the clamping by NumLevels, the state tracker would reallocate the
texture storage (incorrect) and even fail to copy the base level image
after reallocation, leading to the graphical glitch of
https://bugs.freedesktop.org/show_bug.cgi?id=91993 .
A piglit test has been submitted for review as well (subtest of
arb_texture_storage-texture-storage).
v2: also bypass all calls to st_finalize_texture (suggested by Marek Olšák)
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Not sure if this is actually reachable in practice (to have a complex
copy with MS textures).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
I wonder if the craziness was worth it.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Out of 7063 shaders from my shader-db:
- 6564 (93%) shaders don't have any state parameters.
- 347 (5%) shaders have 1 state parameter for WPOS lowering.
- The remaining 2% have more state parameters, usually matrices.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The st_RasterPos() function goes to great pains to implement the
rasterpos transformation. It basically uses gallium's draw module to
execute the vertex shader to draw a point, then capture that point's
attributes.
But glRasterPos isn't typically used with a vertex shader so we can
usually use the old/fixed-function implementation which is a lot simpler
and faster.
This can add up for legacy apps that make a lot of calls to glRasterPos.
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If we didn't find a gallium surface format that exactly matched the
glDrawPixels format/type combination, we used some other 32-bit packed
RGBA format and swizzled the whole image in the mesa texstore/format code.
That slow path can be avoided in some common cases by using the
pipe_samper_view's swizzle terms to do the swizzling at texture sampling
time instead.
For now, only GL_RGBA/ubyte and GL_BGRA/ubyte combinations are supported.
In the future other formats and types like GL_UNSIGNED_INT_8_8_8_8 could
be added.
v2: fix incorrect swizzle setup (need to invert the tex format's swizzle)
Reviewed by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Before, if make_texture() or st_create_texture_sampler_view() failed
we silently no-op'd the glDrawPixels. Now, set GL_OUT_OF_MEMORY.
This also allows us to un-nest a bunch of code.
v2: also check if allocation of sv[1] fails, per Jose.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This avoids a serious r600g bug leading to a GPU hang.
The chances this bug will get fixed are pretty low now.
I deeply regret listening to others and not pushing this patch, leaving
other users with a GPU-crashing driver. Yes, it should be fixed
in the compiler and it's ugly, but users couldn't care less about that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86720
Cc: 11.0 10.6 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
v2: fix the condition when lacking sample shading
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
The latter holds both UBOs and SSBOs, but here we only want UBOs.
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
The latter holds both UBOs and SSBOs, but here we only want UBOs.
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This allows removing FLUSH_VERTICES in MatrixMode.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Silences 5 warnings of the type:
state_tracker/st_cb_program.c: In function 'st_new_program':
state_tracker/st_cb_program.c:108:7: warning: passing argument 1 of
'_mesa_init_gl_program' from incompatible pointer type [enabled by default]
return _mesa_init_gl_program(&prog->Base, target, id);
^
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
| |
Rather than accepting a void pointer, only to down and up cast around
it, convert the function to take the base (struct gl_program) pointer.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
pipe_surface_reference have problems with deleted contexts,
so use of pipe_surface_release might be more appropriate.
Fixes Wasteland 2 Director's Cut crash on start.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
| |
They didn't do anything useful.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The translate functions is split into two:
- translation to TGSI
- creating the variant (TGSI transformations only)
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The samplers for DrawPixels data and the pixel map are assigned to slots
which don't overlap with the existing sampler slots.
The texture coordinates for the user texture are uploaded as a constant.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- there is no connection to user fragment shaders, so having these as
shader variants makes no sense
- don't use Mesa IR, use TGSI
- don't create gl_fragment_program, just create the shader CSO
v2: generate exactly the same shader as before to fix llvmpipe
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
The other variables can't be moved.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
No other shader stage has a "prepare" function.
This will allow removing some variables from st_vertex_program.
Also, prepare_fragment_program was a dead prototype.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
v2: Since state_tracker does not call _mesa_init_driver_functions, we
need to initialize the dd::NewFramebuffer pointer to
_mesa_new_framebuffer here. Suggested by Brian.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
This is only a half of the work. The next patch will handle
gl_SampleID/SamplePos, which is the other half of ARB_sample_shading.
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Nothing calls it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For 8-bit RGB(A) texture formats we set the PIPE_BIND_RENDER_TARGET flag
to try to get a hardware format which also supports rendering (for FBO
textures). Do the same thing for floating point formats.
This allows the Redway3D Flat demo to run.
Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
| |
I've temporarily added code like this many times. Wrap it in a
conditional that can be enabled when needed.
Reviewed-by: Marek Olšák <[email protected]>
|