| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
| |
Need to pass a pointer of the base type, not the st type.
Fixes a compiler warning.
|
|
|
|
|
|
|
|
|
| |
This picks up a missing obj->EverBound = GL_FALSE line, and will catch
any new fields that get added in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Fixes "warning: cast from pointer to integer of different size" for
64-bit builds.
|
|
|
|
|
|
|
|
|
| |
v2: Fix GLSL version in which the type became available. Add
contains_atomic() convenience method. Split off atomic counter
comparison error checking to a separate patch that will handle all
opaque types. Include new ir_variable fields for atomic types.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Before we were only checking the st->vertex_array_out_of_memory flag
after updating array state. But if there's two consecutive glDrawArrays
calls and the first one is skipped because of OOM, the second one should
be skipped too.
Cc: 9.2 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: Actually implement interop between the gallium
state tracker and the VDPAU backend.
v3: Make it also available in non legacy contexts,
fix video buffer sharing.
v4: deny interop if we don't have the same screen object
v5: rebased on upstream changes
v6: implemented VDPAUGetSurfaceivNV, improved error handling,
unregister all surfaces in VDPAUFiniNV
v7: squash merge with Mareks changes
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
| |
When PIPE_CAP_MIXED_FRAMEBUFFER_SIZES is not provided, parts of
ARB_framebuffer_object can't be supported, such as on NV30.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
|
| |
|
|
|
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
|
| |
|
|
|
|
|
|
|
| |
This fixes a number of piglit crashes when running on a hacked up llvmpipe.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This just adds the missing bits so the ubo tests don't crash.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
From the ARB_geometry_shader4 spec (section Geometry Shader outputs):
"The built-in special variable gl_Position is intended to hold the
homogeneous vertex position. Writing gl_Position is optional."
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
v2 (Bryan Cain <[email protected]>): fix 2D array indexing order.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
v2 (Paul Berry <[email protected]>: Split out to separate patch
(previously this was part of "glsl: add builtins for geometry
shaders.")
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
| |
|
|
|
|
| |
Reviewed-by: Wladimir J. van der Laan <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
These built-ins have two "out" parameters, which makes implementing them
efficiently with our current compiler infrastructure difficult. Instead,
implement them in terms of the existing ir_binop_mul IR (to return the
low 32-bits) and a new ir_binop_mul64 which returns the high 32-bits.
v2: Rename mul64 -> imul_high as suggested by Ken.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Calculates the carry out of the addition of two values and the
borrow from subtraction respectively. Will be used in uaddCarry() and
usubBorrow() built-in implementations.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
All member variables of glsl_to_tgsi_instruction are already being
initialized from its implicitly defined constructor, it's not
necessary to use rzalloc to allocate its memory.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Several C++ source files include "main/uniforms.h" from an extern "C"
block, which is both unnecessary, because "uniforms.h" already checks
for a C++ compiler and sets the right linkage, and incorrect, because
the header file includes other C++ headers ("glsl_types.h" and
"ir_uniform.h") that are supposed to get C++ linkage.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
| |
|
|
|
|
| |
v2: use CMP on drivers without native integer support
|
|
|
|
|
|
|
| |
Every caller passed true.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These classes declared a placement new operator, but didn't declare a
delete operator. Switching to the macro gives them a delete operator,
which probably is a good idea anyway.
This also eliminates a lot of boilerplate.
v2: Properly use RZALLOC in Mesa IR/TGSI translators. Caught by Eric
and Chad.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously gl_constants::MaxVaryingComponents was used. Now
gl_constants::VertexProgram::MaxOutputs and
gl_constants::GeometryProgram::MaxOutputs are used.
This means that st_extensions.c had to be updated to set these fields
instead of MaxVaryingComponents. It was previously the only place that
set MaxVaryingComponents.
I believe that the structure is allocated by calloc, so the value should
be initialized to zero in non-Gallium drivers before and after my
change. Right now nobody enables GL_ARB_geometry_shader4, so it's
pretty much dead code anyway.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
|
|
|
|
|
| |
v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
It seems a user app can get us into this state, I trigger the fail
running fbo-maxsize inside virgl, it fails to create the backing
storage for the texture object, but then segfaults here when it
should fail the completeness test.
Cc: "9.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Commit b77316ad7594f
st/dri: always copy new DRI front and back buffers to corresponding MSAA buffers
introduced creating a pipe_context for every call to validate, which is not required
because the callers have a context anyway.
Only exception is egl_g3d_create_pbuffer_from_client_buffer, can someone test if it
still works with NULL passed as context for validate? From examining the code I
believe it does, but I didn't thoroughly test it.
Signed-off-by: Maarten Lankhorst <[email protected]>
Cc: 9.2 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
It's a ?: that operates per-component on vectors. Will be used in
upcoming lowering pass for ldexp and the implementation of frexp.
csel(selector, a, b):
per-component result = selector ? a : b
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
During compilation, we'll use this to determine built-in availability.
The plan is to have a single shader containing every built-in in every
version of the language, but filter out the ones that aren't actually
available to the shader being compiled.
At link time, we don't actually need this filtering capability: we've
already imported prototypes for every built-in that the shader actually
calls, and they're flagged as is_builtin(). The linker doesn't import
any additional prototypes, so it won't pull in any unavailable
built-ins. When resolving prototypes to function definitions, the
linker ensures the values of is_builtin() match, which means that a
shader can't trick the linker into importing the body of an unavailable
built-in by defining a suspiciously similar prototype.
In other words, during linking, we can just pass in NULL. It will work
out fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
v2: Add constant folding support.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Should get rid of some float-to-int conversions (with negation).
No piglit regressions (with llvmpipe).
v2: fix bogus formatting spotted by Brian.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These correspond to the EmitVertex and EndPrimitive functions in GLSL.
v2 (Paul Berry <[email protected]>): Add stub implementations of
new pure visitor functions to i965's vec4_visitor and fs_visitor
classes.
v3 (Paul Berry <[email protected]>): Rename classes to be more
consistent with the names used in the GL spec.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This will allow us to add geometry shader support without having to
add another boolean argument.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Now Unigine Heaven 3.0 finally works with r600g.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We treat the opcodes as MOVs, but we should at least change the type
of the expression, which later affects which TGSI opcode is chosen.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
See documentation in mtypes.h.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This is needed for Unigine.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
Surprisingly all drivers supporting MSAA can already do this (r300g and r600g
for sure) and I think Christoph wanted to have this feature for his Nouveau
drivers anyway.
|
|
|
|
|
|
| |
https://bugs.freedesktop.org/show_bug.cgi?id=59322
Cc: [email protected]
|
|
|
|
|
|
|
|
| |
Any driver that supports GLSL 1.30 should be able to handle this
extension, as it's entirely implemented in the GLSL compiler.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLSL spec says that rsq is undefined for src<=0, but the D3D10
spec says it needs to be a NaN, so lets stop taking an absolute
value of the source which completely breaks that behavior. For
the gl program we can simply insert an extra abs instrunction
which produces the desired behavior there.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|