| Commit message (Collapse) | Author | Age | Files | Lines |
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RETURN0 macro reports file/line before returning zero.
(cherry picked from commit bf7f9d2143a892bc11a5e2b84e3d6d3ed69fb5e8)
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We now express arrays in terms of indirect addressing. For example:
dst = a[i];
becomes:
MOV dst, TEMP[1 + TEMP[2].y];
At instruction-emit time indirect addressing is converted into ARL/
ADDR-relative form:
ARL ADDR.x, TEMP[2].y;
MOV dst, TEMP[1 + ADDR.x];
This fixes a number of array-related issues. Arrays of arrays and complex
array/struct nesting works now.
There may be some regressions, but more work is coming.
(cherry picked from commit ae0ff8097b85d3537a7be1674d55a44a9bd6018e)
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(cherry picked from commit e709d68d92ef6f2392b118d0a22452e8f4c53e9a)
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(cherry picked from commit d9fa9e3290611944d5fd52301645367eeeb24f03)
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The Swizzle and Size fields carry all the info we need now.
(cherry picked from commit 80d6379722a1249ce13db79a898d340644936f67)
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This is a step toward better array handling code. In particular, when more
than one operand of an instruction uses indirect addressing, we'll need some
temporary instructions and registers. By converting IR storage to instruction
operands all in one place (emit_instruction()) we can be smarter about this.
Also, somewhat better handling of dst register swizzle/writemask handling.
This results in tighter writemasks on some instructions which is good for
SOA execution.
And, cleaner instruction commenting with inst_comment().
Next: remove some more dead code and additional clean-ups...
(cherry picked from commit 3a7ed9779b159f9dccbc98d1d556be2cd83cc1fd)
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(cherry picked from commit 610c2461ce0683ca5412e4b2b7a496f67e9d3704)
Conflicts:
src/mesa/shader/prog_print.c
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(cherry picked from commit 4c167f8fc1e56b6c82d8917c237e70531e3d57b9)
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Was broken by commit 9aca9a4b72b2a7b378e50bd88f9c3324d07375ec.
(cherry picked from commit fe984aed5a9ee7c6e000d48a0a584b964fefa848)
Conflicts:
src/mesa/shader/slang/slang_builtin.c
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(cherry picked from commit e556cc82f83716a734ed9d76356ba49bb670004f)
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(cherry picked from commit 557fde9531289b4388a3080b89c2ebaa38abeaee)
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register indexing
(cherry picked from commit f4361540f8dd3016571523863b33481cba7a0c07)
Conflicts:
src/mesa/shader/prog_execute.c
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(cherry picked from commit 2d76a0d77af7be9539f89cba37ce84338c1cdda4)
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This lets one specify initial values for uniforms in the code, avoiding
the need to call glUniform() in some cases.
(cherry picked from commit 379ff8c9567940ebff44870cf7b0202882445fa6)
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(cherry picked from commit 80c8017a643dfb655e4e1500e1c57e3908529c27)
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(cherry picked from commit 87d1a26ba38e75f6988e094dbfbc0f77c0ae502b)
Conflicts:
src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
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(cherry picked from commit 448156f769ebf271a6a8c03c61588c3e6c6363f0)
Conflicts:
src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
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(cherry picked from commit b632e5aa7f948ed5bbf7104682ec3ee463af4c0a)
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MSVC may not support full C99, but supports more than plain C90. And
-pedantic without -std=c99 generates too many spurious warnings
(specially C++ style comments) to be of any use.
Note that using certain C99 features in the cross-platform parts of Gallium
is still not possible; namely mid-of-scope variable declarations and named
structure initializers will break MSVC builds.
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This fixes two-sided lighting for vertex shaders.
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get_fp_input_mask()
This is a work-around the for the fact that we do fragment shader state
validation before vertex shader validation (see comments in state.c) so in
get_fp_input_mask() we can't rely on ctx->VertexProgram._Current being up to
date yet.
This fixes a glean glsl1 test failure.
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The problem we're solving only occured when there was a user-defined
vertex shader but no fragment shader. Check for that case now.
Fixes glean api2 vertex array failure.
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This reverts commit cdaaf8e107010624bed4abdf9553c0ef63c8b708.
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We were accidentally using the fixed-function logic when a vertex shader was
being used.
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Quite a few util modules were maintaining a single vertex buffer over multiple
frames, and potentially reusing it in subsequent frames. Unfortunately that
would force us into syncrhonous rendering as the buffer manager would be
forced to wait for the previous rendering to complete prior to allowing the
map.
This resolves that issue, but requires the state tracker to issue a few new
flush() calls at the end of each frame.
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Some code cleanup is still in order.
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Marking all surfaces as undefined was wrong and cause some glean failures
because glReadPixels was used after SwapBuffers.
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By time we get around to rendering the cached bitmap, the current color may
have changed. Need to make sure we load the constant slot with the cached
color.
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Dots is re-used if more than one light is enabled. Previously
the negate flag of dots may affect next light.
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Conflicts:
src/mesa/drivers/dri/common/dri_util.c
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The clean-up call to pipe->set_vertex_buffers() should use the same
number of buffers as the first call.
Signed-off-by: Pekka Paalanen <[email protected]>
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cherry-picked from master: 4550b0562d5b59890fccb0e7eb0dbef967d1ccf9
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If an application never calls glUniform() to set sampler variable values
they'll remain 0 (the default value/unit).
Now call _mesa_update_shader_textures_used() at link time in case glUniform()
is never called. program->TextureUsed[] will then be correct for state
validation.
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draw time
This will warn the user that the shader being run may be using uninitialized
uniform variables.
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Expressions like array[i] + array[j] didn't work properly before.
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