| Commit message (Collapse) | Author | Age | Files | Lines |
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I don't know what this was supposed to do, but all TGSI labels were
always 0.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Never used. The GLSL compiler doesn't even look at EmitNoFunctions.
v2: add back "return" support in "main"
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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sizeof(glsl_to_tgsi_instruction): 384 -> 264
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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sizeof(glsl_to_tgsi_instruction): 416 -> 384
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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sizeof(glsl_to_tgsi_instruction): 464 -> 416
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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I noticed that glsl_to_tgsi_instruction is too huge.
sizeof(glsl_to_tgsi_instruction): 752 -> 464 (-38%)
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The corresponding opcodes for integers need to be treated the same as F2D.
Fixes GL45-CTS.gpu_shader_fp64.conversions.
Reviewed-by: Marek Olšák <[email protected]>
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When more than one atomic counter buffer is in use, UniformStorage[n].opaque
is set up to contain indices that are contiguous across all used buffers.
This appears to be used by i965 via NIR, but for TGSI we do not treat atomic
counter buffers as opaque, so using the data in the opaque array is incorrect.
Fixes GL45-CTS.compute_shader.resource-atomic-counter.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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See the comment in the code for an explanation. This fixes
GL45-CTS.buffer_storage.map_persistent_draw.
Reviewed-by: Marek Olšák <[email protected]>
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Properly handle the case where there is a gap in the assigned output locations,
e.g. a fragment shader writes to color buffer 2 but not to color buffers 0 & 1.
Fixes GL45-CTS.gtf33.GL3Tests.explicit_attrib_location.explicit_attrib_location_pipeline.
Reviewed-by: Marek Olšák <[email protected]>
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DEQP's clear tests like to give us x + w < 0 or y + h < 0. Since we
were comparing to an unsigned, it would get promoted to unsigned and come
out as bignum >= width or height and we would clear the whole fb instead
of none of the fb.
Fixes 10 tests under deqp-gles2/functional/color_clear.
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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None of the drivers which implement this hook do anything with the
texture parameter value. Drivers just look at the pname and set a
dirty flag if needed.
We were doing some ugly casting and type conversion to setup the
argument so that all goes away.
Reviewed-by: Marek Olšák <[email protected]>
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For performance tuning in drivers. It filters out window system
framebuffers and OpenGL renderbuffers.
radeonsi will use this to guess whether a depth buffer will be read
by a shader. There is no guarantee about what will actually happen.
This is a departure from PIPE_BIND flags which are defined to be strict
but they are useless in practice.
Acked-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Whether one or two slots are taken up by one API array depends on the
vertex shader, not on how the array is configured. When an array is
set up with fewer components than the shader expects, the high components
are undefined.
Fixes GL45-CTS.vertex_attrib_binding.basic-inputL-case1.
Cc: [email protected]
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Cc: [email protected]
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes a bug with offsets from uniforms which seems to have only been
noticed as a crash in piglit's
arb_gpu_shader5/compiler/builtin-functions/fs-gatherOffset-uniform-offset.frag
on radeonsi.
Cc: [email protected]
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Gallium is completely oblivious to whether the fbo is flipped or not.
Only flip the stipple pattern when the fbo is flipped as well. Otherwise
the driver has no idea when to unflip the pattern.
Fixes bin/gl-2.1-polygon-stipple-fs -fbo
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: mark llvmpipe & softpipe properly as well (Jason Wood)
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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In order to be able to emit overlapping input and output array
declarations, we flip the logic of emitting those declarations on its
head: rather than iterating over slots and emitting the corresponding
declarations, we iterate over the declarations from GLSL and emit those.
v2: fix some regressions related to structs
v3: fix a regression in geometry and tessellation shader array handling
Acked-by: Edward O'Callaghan <[email protected]> (v2)
Reviewed-by: Dave Airlie <[email protected]> (v2)
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In some cases, a shader may have an input/output array but not use some
entries in the middle. This happens with eON games, for example.
We emit declarations that cover the entire array range even if there are
some unused gaps. This patch now reflects that in the InputsRead etc.
fields to ensure the various input/outputMapping arrays are actually
correct, which will be important when we re-jiggle the way declarations
are emitted.
v2: fix a typo (Edward O'Callaghan)
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This optimization is incorrect with 64-bit operations, because the
channel-splitting logic in emit_asm ends up being applied twice to
the source operands.
A lucky coincidence of how the writemask test works resulted in this
optimization basically never being applied anyway. As far as I can tell,
the only case where it would (incorrectly) have been applied is something
like
dvec2 d;
float x = (float)d.y;
which nobody seems to have ever done. But the moral equivalent does occur
in one of the component layout piglit test.
Cc: [email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Empty writemasks mean "copy everything", so we can always just use the number
of vector elements (which uses the GLSL meaning here, i.e. each double is a
single element/writemask bit).
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This extension is only exposed if the underlying driver supports
ARB_compute_shader and if PIPE_COMPUTE_MAX_VARIABLE_THREADS_PER_BLOCK
is set.
v3: - initialize max_variable_threads_per_block to 0
v2: - expose the ext based on that new cap
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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gl_LocalGroupSizeARB can be translated into TGSI_SEMANTIC_BLOCK_SIZE
which represents the block size in threads.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Previously, the sampler view code was scattered across several different
files.
Note, the previous REALLOC(), FREE() for st_texture_object::sampler_views
are replaced by realloc(), free() to avoid conflicting macros in Mesa vs.
Gallium.
Reviewed-by: Edward O'Callaghan <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Before, st_get_texture_sampler_view_from_stobj() did a lot of work to
check if the texture parameters matched the sampler view (format,
swizzle, min/max lod, first/last layer, etc). We did this every time
we validated the texture state.
Now, we use a ctx->Driver.TexParameter() callback and a couple other
checks to proactively release texture views when we know that
view-related parameters have changed. Then, the validation step is
simplified:
- Search the texture's list of sampler views (just match the context).
- If found, we're done.
- Else, create a new sampler view.
There will never be old, out-of-date sampler views attached to texture
objects that we have to test.
Most apps create textures and set the texture parameters once. This
make sampler view validation much cheaper for that case.
Note that the old texture/sampler comparison code has been converted
into a set of assertions to verify that the sampler view is in fact
consistent with the texture parameters. This should help to spot any
potential regressions.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Before, we had code to compute the sampler view's format spread across two
different functions: in update_single_texture() and
st_get_texture_sampler_view_from_stobj(). Now it's all in one new function.
Also, use _mesa_texture_base_format() to simplify the code.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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And minor code reformatting.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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There's no need to cast to st_texture_image. Just use gl_texture_image.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The difference to the virtually identical ARB_robustness (which is already
enabled unconditionally) is miniscule and handled elsewhere, but this cap
seems like the right thing to require for this extension.
v2: drop the device reset cap requirement (Ilia)
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Just generate an __intrinsic_atomic_add with a negated parameter.
Some background on the non-obvious reasons for the the big change to
builtin_builder::call()... this is cribbed from some discussion with
Ilia on mesa-dev.
Why change builtin_builder::call() to allow taking dereferences and
create them here rather than just feeding in the ir_variables directly?
The problem is the neg_data ir_variable node would have to be in two
lists at the same time: the instruction stream and parameters. The
ir_variable node is automatically added to the instruction stream by the
call to make_temp. Restructuring the code so that the ir_variables
could be in parameters then move them to the instruction stream would
have been pretty terrible.
ir_call in the instruction stream has an exec_list that contains
ir_dereference_variable nodes.
The builtin_builder::call method previously took an exec_list of
ir_variables and created a list of ir_dereference_variable. All of the
original users of that method wanted to make a function call using
exactly the set of parameters passed to the built-in function (i.e.,
call __intrinsic_atomic_add using the parameters to atomicAdd). For
these users, the list of ir_variables already existed: the list of
parameters in the built-in function signature.
This new caller doesn't do that. It wants to call a function with a
parameter from the function and a value calculated in the function. So,
I changed builtin_builder::call to take a list that could either be a
list of ir_variable or a list of ir_dereference_variable. In the former
case it behaves just as it previously did. In the latter case, it uses
(and removes from the input list) the ir_dereference_variable nodes
instead of creating new ones.
text data bss dec hex filename
6036395 283160 28608 6348163 60dd83 lib64/i965_dri.so before
6036923 283160 28608 6348691 60df93 lib64/i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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text data bss dec hex filename
6038043 283160 28608 6349811 60e3f3 lib64/i965_dri.so before
6036507 283160 28608 6348275 60ddf3 lib64/i965_dri.so after
v2: s/ir_intrinsic_atomic_sub/ir_intrinsic_atomic_counter_sub/. Noticed
by Ilia.
v3: Silence unhandled enum in switch warnings in st_glsl_to_tgsi.
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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For now that's never since advanced blend hasn't been piped through.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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Support multi-planar YUV for external EGLImage's (currently just in the
dma-buf import path) by lowering to multiple texture fetch's for each
plane and CSC in shader.
There was some discussion of alternative approaches for tracking the
additional UV or U/V planes:
https://lists.freedesktop.org/archives/mesa-dev/2016-September/127832.html
They all seemed worse than pipe_resource::next
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Usually, there's no user-specified texture swizzle so we can optimize
the swizzle_swizzle() function and skip the loop/switch.
Reviewed-by: Charmaine Lee <[email protected]>
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Some demos, like Heaven, were creating and destroying a large number
of sampler views because of a swizzle issue.
Basically, we compute the sampler view's swizzle by examining the
texture format, user swizzle, depth mode, etc. Later, during validation
we recompute that swizzle (in case something like depth mode changes)
and see if it matches the view's swizzle.
In the case of PIPE_FORMAT_RGTC2_UNORM, get_texture_format_swizzle
returned SWIZZLE_XYZW but the u_sampler_view_default_template() function
was setting the sampler view's swizzle to SWIZZLE_XY01. This mismatch
caused the validation step to always "fail" so we'd destroy the old
sampler view and create a new one.
By removing the conditional, the sampler view's swizzle and the computed
texture swizzle match and validation "passes". When creating a new sampler
view, we always want to use the texture swizzle which we just computed.
Fixes VMware issue 1733389.
Cc: [email protected]
Reviewed-by: Charmaine Lee <[email protected]>
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