| Commit message (Collapse) | Author | Age | Files | Lines |
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Also make it a compile-time error with STATIC_ASSERT.
Reviewed-by: Kenneth Graunke <[email protected]>
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No such argument exists since this commit:
commit 92f3fca0ea429dcf07123e63447449db53308266
Author: Ian Romanick <[email protected]>
AuthorDate: Sun Aug 21 17:23:58 2011 -0700
Commit: Ian Romanick <[email protected]>
CommitDate: Tue Aug 23 14:52:09 2011 -0700
mesa: Remove target parameter from dd_function_table::BufferSubData
Reviewed-by: Kenneth Graunke <[email protected]>
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This line stopped making sense in the great sed
replace of commit f9995b30756140724f41daf963fa06167912be7f
Reviewed-by: Kenneth Graunke <[email protected]>
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Normally, LD_PRELOAD will take precedence over your own symbols, which you
want for things like malloc() in libc. But we don't have any local
symbols we would want overridden (like hash_table_insert(), for example!),
so tell the linker to resolve them internally. This also avoids calls
through the PLT.
Saves almost 100k on libdricore's size, and gets us a bunch of the
performance back that we had with non-dricore.
Reviewed-by: Ian Romanick <[email protected]>
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This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO. Saves about 60kb on disk.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Noticed while grepping through the code for something else.
v2: Don't convert really-runtime asserts to static asserts.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Since it's only used for debug information, we can misalign the struct and
save the disk space. Another 19k on a 64-bit build.
v2: Make a compiler.h macro to only use the attribute if we know we can.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's been unused for a long time. I stopped digging through git history
as of 2009.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The rescale_texcoord(), if it does something, will return just the
GLSL-sized coordinate, leaving out the 3rd and 4th components where we
were storing our projected shadow compare and the texture projector.
Deref the shadow compare before using the shared rescale-the-coordinate
code to fix the problem.
Fixes piglit tex-shadow2drect.shader_test and txp-shadow2drect.shader_test
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69525
NOTE: This is a candidate for stable branches.
Reviewed-by: Kenneth Graunke <[email protected]>
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Probably non-intentional, but the SURFACE_STATE setup refactoring
for buffer surfaces had missed the scs bits when creating constant
surface states.
Fixes broken GLB 2.5 on Haswell where the knight's textures are missing
Signed-off-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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expressions'
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]>
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The function takes a parameter, but none was given. Also, in the
non-GET_DEBUG case, silence the unused parameter warning.
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]>
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GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, GL_MAX_GEOMETRY_OUTPUT_VERTICES,
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, and
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS all have the same enum value and
meaning as their _ARB counterparts.
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]>
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The comment '# GL 3.0 / GLES3' was incorrect. The
MAX_VERTEX_OUTPUT_COMPONENTS and MAX_FRAGMENT_INPUT_COMPONENTS queries
were added in OpenGL 3.2 (with geometry shaders) and OpenGL ES 3.0.
This just fixes that comment.
v2: Add the GEOMETRY queries in the existing '# GL 3.2' section since
they have nothing to do with GLES3. Suggested by Paul.
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]>
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FragmentProgram.MaxInputComponents
In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
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]>
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In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
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]>
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FragmentProgram.MaxInputComponents
This was the only remaining place in Mesa that sets MaxVaryings without
also setting these values.
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]>
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Now that MaxVaryings is > 16, VertexProgram.MaxOutputComponents,
GeometryProgram.MaxInputComponents, GeometryProgram.MaxOutputComponents,
and FragmentProgram.MaxInputComponents also need to be set.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Paul Berry <[email protected]>
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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]>
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There are no longer any users.
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]>
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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]>
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In OpenGL 3.2 these are independently queryable. In addition, the spec
has different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_COMPONENTS is 64, but
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS (and GL_MAX_FRAGMENT_INPUT_COMPONENTS)
is 128.
In OpenGL ES 3.0 these are also independently queryable. The spec has
different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_VECTORS is 16, but GL_MAX_FRAGMENT_INTPUT_VECTORS
is 15.
None of these values are used yet. I have just added space to the
structures. Future patches will add users and eventually remove some
old fields.
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]>
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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: "9.1 9.2" <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The value that's split into width/height/depth needs to be the size of
the buffer minus one. This makes it consistent with the constant buffer
and shader time SURFACE_STATE setup code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes myriads of regressions since commit 169f9c030c16d1247a3a7629
("i965: Add an assertion that writemask != NULL for non-ARFs.").
On Sandybridge, our control flow handling (such as brw_IF) does:
brw_set_dest(p, insn, brw_imm_w(0));
insn->bits1.branch_gen6.jump_count = 0;
This results in a IMM destination with zero for the writemask. IMM
destinations are rather bizarre, but the code has been working for ages,
so I'm loathe to change it.
Fixes glxgears on Sandybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Not a candidate for stable since GS code doesn't exist in 9.2.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Caught by Valgrind on Piglit's glsl-lod-bias test (among many others).
Signed-off-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68233
Reviewed-by: Chad Versace <[email protected]>
Cc: [email protected]
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The code to upload the binding tables for each stage was scattered
across brw_{vs,gs,wm}_surface_state.c and brw_misc_state.c, which also
contain a lot of code to populate individual SURFACE_STATE structures.
This patch brings all the binding table upload code together, and splits
it out from the code which fills in SURFACE_STATE entries.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is not quite the same: brw_upload_binding_table() also has code to
early-return if there are no entries, while the existing code did not.
The PS binding table is unlikely to be empty since it will have at least
one color buffer. If it ever is empty, early returning seems wise.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of passing in a brw_vec4_prog_data structure, we can simply
pass the one field it needs: the number of entries in the binding table.
We also need to pass in the shader time surface index rather than
hardcoding SURF_INDEX_VEC4_SHADER_TIME.
Since the resulting function is stage-agnostic, this patch removes
"vec4_" from the name.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is probably more efficient. At any rate, it's less code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The first comment was a bit stale; there are more kinds of surfaces than
textures and pull constants.
The second was a leftover "to do" comment for something I already did.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The previous names were really confusing to talk about:
- brw_fs_visitor() contained methods named emit_whatever().
- brw_fs_generator() contained methods named generate_whatever(), but
lived in brw_fs_emit.cpp.
So when someone said "the emit layer", or "emit code", we weren't sure
whether they meant the visitor's emit() functions or the generator in
brw_fs_emit.cpp.
By renaming these files, the method names, class names, and file names
all match, which is much less confusing.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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v2: Drop frexp lowering.
Reviewed-by: Paul Berry <[email protected]>
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v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <[email protected]>
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These data structures are used for debug output, so it wasn't hurting
anything that there were missing bits. But it's good to keep things
up to date.
This patch also adds static asserts so that the {brw,cache}_bits[]
arrays are the proper size, so that we don't forget to add to them in
the future. Unfortunately there's no convenient way to assert that
mesa_bits[] is the proper size.
Reviewed-by: Kenneth Graunke <[email protected]>
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If the geometry shader refers to the built-in variable
gl_PrimitiveIDIn, we need to set a bit in 3DSTATE_GS to tell the
hardware to dispatch primitive ID to r1, and we need to leave room for
it when allocating registers.
Note: this feature doesn't yet work properly when software primitive
restart is in use (the primitive ID counter will incorrectly reset
with each primitive restart, since software primitive restart works by
performing multiple draw calls). I plan to address that in a future
patch series.
Fixes piglit test "spec/glsl-1.50/execution/geometry/primitive-id-in".
Reviewed-by: Kenneth Graunke <[email protected]>
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When we previously implemented primitive restart, we didn't add cases
to brw_primitive_restart.c's can_cut_index_handle_prims() for the
primitive types that are introduced with geometry shaders. It turns
out that all of the new primitive types are supported by hardware
primitive restart.
Reviewed-by: Kenneth Graunke <[email protected]>
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As part of its support for geometry shaders, GL 3.2 introduces four
new primitive types: GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY,
GL_TRIANGLES_ADJACENCY, and GL_TRIANGLE_STRIP_ADJACENCY.
Reviewed-by: Kenneth Graunke <[email protected]>
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Specifying a miptree layout makes no sense for constant buffers.
This has no functional change since BRW_SURFACE_MIPMAPLAYOUT_BELOW is
just a #define for 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now we use gen7_upload_constant_state() for all three shader stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This paves the way for using gen7_upload_constant_state for PS data.
The formula is copied from gen7_wm_state.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This saves a bit of typing and shortens a few lines.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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GL 3.2 requires us to support 128 varying components for geometry
shader outputs and fragment shader inputs, and 64 varying components
otherwise. But there's no hardware limitation that restricts us to 64
varying components, and core Mesa doesn't currently allow different
stages to have different maximum values, so just go ahead and enable
128 varying components for all stages. This gets us better test
coverage anyway.
Even though we are only working on GL 3.2 support for gen7 right now,
gen6 also supports 128 varying components, so go ahead and switch it
on there too.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we only ever did 1 URB write, since the maximum number of
varyings we support is small enough to fit in 1 URB write (when using
BRW_URB_SWIZZLE_NONE, which is what the pre-Gen7 GS always uses). But
we're about to increase the number of varying components we support
from 64 to 128.
With 128 varyings, the most URB writes we'll have to do is 2, but it's
just as easy to write a general-purpose loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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The "{VS,GS} URB Entry Allocation Size" fields of 3DSTATE_URB allow
values in the range 0-4, but they are U8-1 fields, so the range of
possible allocation sizes is 1-5. We were erroneously prohibiting a
size of 5.
Reviewed-by: Kenneth Graunke <[email protected]>
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