| Commit message (Collapse) | Author | Age | Files | Lines |
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They didn't do anything useful.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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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]>
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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]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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- 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]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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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]>
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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]>
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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]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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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]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing calls it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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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]>
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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]>
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The unsized array length is computed with the following formula:
array.length() =
max((buffer_object_size - offset_of_array) / stride_of_array, 0)
Of these, only the buffer size needs to be provided by the backends, the
frontend already knows the values of the two other variables.
This patch identifies the cases where we need to get the length of an
unsized array, injecting ir_unop_ssbo_unsized_array_length expressions
that will be lowered (in a later patch) to inject the formula mentioned
above.
It also adds the ir_unop_get_buffer_size expression that drivers will
implement to provide the buffer length.
v2:
- Do not define a triop that will force backends to implement the
entire formula, they should only need to provide the buffer size
since the other values are known by the frontend (Curro).
v3:
- Call state->has_shader_storage_buffer_objects() in ast_function.cpp instead
of using state->ARB_shader_storage_buffer_object_enable (Tapani).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Broken by: d082c5324914212f76e45be497229c7a0681f706
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92072
Cc: 10.6 11.0 <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
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Previously, core Mesa's _mesa_CopyImageSubData() created temporary textures
to wrap renderbuffer sources/destinations. This caused a bit of a mess in
the Mesa/gallium state tracker because we had to basically undo that
wrapping.
Instead, change ctx->Driver.CopyImageSubData() to take both gl_renderbuffer
and gl_texture_image src/dst pointers (one being null, the other non-null)
so the driver can handle renderbuffer vs. texture as needed.
For the i965 driver, we basically moved the code that wrapped textures
around renderbuffers from copyimage.c down into the met and driver code.
The old code in copyimage.c also made some questionable calls to
_mesa_BindTexture(), etc. which weren't undone at the end.
v2 (Jason Ekstrand): Rework the intel bits
v3 (Brian Paul): Update the temporary st_CopyImageSubData() function.
Reviewed-by: Topi Pohjolainen <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
Tested-by: Nick Sarnie <[email protected]>
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It doesn't matter whether a write is saturated or not, in another
implementation it might even have been a separate opcode. This code was
most likely copied from the copy-propagation pass (where one does have
to distinguish saturation).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The function was a no-op and if the ctx->Driver.BindFramebuffer pointer
is null, Mesa won't try to use it.
Reviewed-by: Matt Turner <[email protected]>
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This fixes failures with the newly-submitted max-size texture buffer
piglit test for GPUs exposing >= 128M max texels.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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The image component of the ext is a no-op since there is no image support
in gallium (yet).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If we skip a vbuffer we need to make sure we NULL out
the contents, otherwise when it gets passed to the driver
it will get confused.
This was hit by:
GL41-CTS.gpu_shader_fp64.varyings
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Will be used for textureSamples()
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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According to the ARB_viewport_array spec, GL4 limit is higher than the
GL3 limit. Also take this opportunity to fix the GL3 limit.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Nothing in the spec allows for the reduced precision, and this also
fixes st_QuerySamplesForFormat for nv50, which does not allow MS8 on
RGBA32F. Now this will be respected instead of reporting MS8 as
supported with an assumption that the format used will be RGBA16F.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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vbuf is never null. We want to make sure that a resource was allocated
for the vbuf, which is *vbuf.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The return buffer or the returned pointer can be used instead.
Reviewed-by: Brian Paul <[email protected]>
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The VMware svga driver doesn't directly support pipe_screen::get_timestamp()
but we can do a work-around. However, we need a gallium context to do so.
This patch adds a new pipe_context::get_timestamp() function that will only
be called if the pipe_screen::get_timestamp() function is NULL.
Signed-off-by: Brian Paul <[email protected]>
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We don't need to use the 3d image address here as that will
include SKIP_IMAGES, and we are only blitting a single
2D anyways, so just use the 2D path.
This fixes some memory overruns under CTS
packed_pixels.packed_pixels_pixelstore when PACK_SKIP_IMAGES
is used.
Cc: "11.0" <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This can be done with a single pass for the instruction base,
and takes renumber_registers out of its spot on the profile.
Acked-by: Marek Olšák <[email protected]
Signed-off-by: Dave Airlie <[email protected]>
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The glsl->tgsi convertor does some temporary register reduction
however in profiling shader-db this shows up quite highly,
so optimise things to reduce the number of loops through
all the instructions we do. This drops merge_registers
from 4-5% on the profile to 1%. I think this can be reduced
further by possibly optimising the renumber pass.
Acked-by: Marek Olšák <[email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Instead of looking this up lots, lets just cache it in the instruction
translation up front. I just noticed this function what high in a profile
of shader-db on radeonsi.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This greatly improves generated code, especially for the snorm variants,
since it is able to get rid of the lshift/rshift for sext, as well as
replacing each shift + mask with a single op.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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It is fairly tricky to detect the proper conditions for using bitfield
insert, but easy to just use it up front. This removes a lot of
instructions on nvc0 when invoking the packing builtins.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we used PROGRAM_ARRAY only for variables which were
arrays or matrices. But if the variable is a structure containing
an array or matrix, we need to use PROGRAM_ARRAY for that too.
Before, we failed an assertion:
state_tracker/st_glsl_to_tgsi.cpp:4900:
Assertion `src_reg->file != PROGRAM_TEMPORARY' failed.
when running the piglit test
glsl-1.20/execution/fs-const-array-of-struct-of-array.shader_test
Reviewed-by: Marek Olšák <[email protected]>
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This allows creating compute-only and debug contexts.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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All compressed formats return GL_FALSE and there isn't any evidence to
support that this behaviour would change. Remove all switch cases for
compressed formats.
v2. Since the exhaustive switch is removed, add a gtest to ensure
all formats are handled.
v3. Ensure that GL_NO_ERROR is set before returning.
v4. Fix an arg to _mesa_uncompressed_format_to_type_and_comps();
fix formatting and misc improvements (Chad).
Reviewed-by: Chad Versace <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
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This type of blending is used for gallium nine software cursor
Signed-off-by: David Heidelberg <[email protected]>
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