| Commit message (Collapse) | Author | Age | Files | Lines |
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"Deleete" all the extra letters!
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This adds mesa state tracker support for the new extension,
along with glsl->tgsi conversion to use the new opcodes
where appropriate.
v2: fix assert found running textureSize tests.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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fdo9833 piglit test caught this.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the mesa core + texture + fbo support for the
texture cube map array extension.
v2:
add comment to _mesa_num_tex_faces related to cube map arrays (Brian)
drop wrong comment cut-n-paste (Brian)
fix / 6 maximum check issue (Kenneth)
coalsece some array case statements (Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the bit + extension name.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We were successfully freeing our compile data at context destroy, but until
then we were allocating a new store every compile without freeing it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56019
Reviewed-by: Kenneth Graunke <[email protected]>
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It is common for complicated shaders, particularly code-generated ones, to
have a big array of uniforms or attributes, and a prologue in the shader that
dereferences from the big array to more informatively-named local variables.
Then there will be some small control flow operation (like a ? : statement),
and then use of those informatively-named variables. We were emitting extra
MOVs in these cases, because copy propagation couldn't reach across control
flow.
Instead, implement dataflow analysis on the output of the first copy
propagation pass and re-run it to propagate those extra MOVs out.
On one future Steam release, reduces VS+FS instruction count from 42837 to
41437. No statistically significant performance difference (n=48), though, at
least at the low resolution I'm running it at.
shader-db results:
total instructions in shared programs: 722170 -> 702545 (-2.72%)
instructions in affected programs: 260618 -> 240993 (-7.53%)
Some shaders do get hurt by up to 2 instructions, because a choice to copy
propagate instead of coalesce or something like that results in a dead write
sticking around. Given that we already have instances of those instructions
in the affected programs (particularly unigine), we should just improve dead
code elimination to fix the problem.
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I've no idea why there isn't a piglit that triggers this behaviour,
but while enabling TBOs for softpipe and r600g, I noticed all the
integer tests failed. I tracked it back to the TXF returning a float
when it should be returning an int. This fixed it and I haven't
seen any regressions in a full piglit run on softpipe.
http://bugs.freedesktop.org/55010
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Dave Airlie <[email protected]>
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Fixes side effect in assertion defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These were only used for geometry shader support back in the days before
the new GLSL compiler. Future geometry shader support will not use
these.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
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The new code-generated version of _mesa_create_exec_table() populates
the entire dispatch table (except for dynamic functions) by itself; it
no longer calls separate functions to initialize parts of the dispatch
table. This patch removes those no-longer-needed functions.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch adjusts makefiles to cause src/mesa/main/api_exec.c to be
generated using src/mapi/glapi/gen/gl_genexec.py. There should be no
functional change.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some of the functions that we store in the dispatch table are declared
as non-static in their .c files and are inserted into the dispatch
table directly by _mesa_create_exec_table(). Other functions are
declared as static, and are inserted into the dispatch table by a
dedicated function that lives in the same .c file
(e.g. _mesa_loopback_init_api_table() in api_loopback.c).
This patch makes all of these functions non-static, and creates
appropriate prototypes for them, so that in future patches we can
populate the entire dispatch table using a single code-generated
function.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This allows the GLES1.1 dispatch sanity test to be run on all builds,
even builds that do not include GLES1 support.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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fragprog_inputs_read is a 12-bit bitfield so check the assigned value.
MSVC warns on the assignment. Not easy to fix but let's do a sanity check.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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To match the declaration in the .h file and silence an MSVC warning.
Reviewed-by: Jose Fonseca <[email protected]>
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MSVC warns that negating an unsigned value yields an unsigned value.
Reviewed-by: Jose Fonseca <[email protected]>
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The functions were broken, because they converted ints to floats.
Now we can finally advertise OpenGL 3.0. ;)
In this commit, the vbo module also tracks the type for each attrib
in addition to the size. It can be one of FLOAT, INT, UNSIGNED_INT.
The little ugliness is the vertex attribs are declared as floats even though
there may be integer values. The code just copies integer values into them
without any conversion.
This implementation passes the glVertexAttribI piglit test which I am going
to commit in piglit soon. The test covers vertex arrays, immediate mode and
display lists.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
v2: cosmetic changes as suggested by Brian
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Integer textures generate invalid operation in glGenerateMipmap.
So, the code related to integer textures is now redundant.
Note: This is a candidate for stable branches.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Khronos has reached a conclusion and disallowed following texture formats in
glGenerateMipMap():
(a) ASTC textures
(b) integer internal formats (e.g., RGBA8UI, RG16I)
(c) textures with stencil formats (e.g., STENCIL_INDEX8)
(d) textures with packed depth/stencil formats (e.g, DEPTH24_STENCIL8)
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=9471
Note: This is a candidate for stable branches.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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I used this to help verify that my test was actually testing the paths I
wanted to.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit gl-3.1/genned-names.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is part of fixing gl-3.1/genned-names.
v2: Fix a missing return value.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55030
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It's usually forced to 1 by the surface format, but sometimes we actually have
alpha present because it's the only format available.
Fixes piglit texwrap bordercolor tests for OpenGL 1.1, GL_EXT_texture_sRGB and
GL_ARB_texture_float.
Reviewed-by: Kenneth Graunke <[email protected]>
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If the index buffer is full of values like "0 1 2 3", but basevertex is 4, we
need to upload at least vertex data for elements 4 5 6 7. Whether we also
upload 0 1 2 3 is a question of whether there are VBOs present or not -- see
the code setting start_vertex_bias in brw_draw_upload.c.
Fixes piglit draw-elements*base-vertex user_varrays
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise, if we had a set of prims passed in with a num_instances varying
between them, we wouldn't upload enough (or too much!) from user vertex
arrays.
Reviewed-by: Kenneth Graunke <[email protected]>
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The brw_draw_upload.c start_vertex_bias code has support for doing the rebase
without rewriting the index buffer by applying a basevertex. It looks like
vbo_rebase_prims() is not equipped to handle basevertex.
Reviewed-by: Kenneth Graunke <[email protected]>
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We haven't been only tracking raw GRF-GRF moves since the constant propagation
merge, and also the extension for source modifiers and uniforms.
Reviewed-by: Kenneth Graunke <[email protected]>
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Given that we handle similarly-regioned GRFs registers for our copy
propagation from our UNIFORM file, there's no reason not to allow it.
The shader-db impact is negligible -- +90 instructions total, 2 shaders helped
and 7 hurt (slightly increased register pressure increased spilling), but this
is to prevent regression in other shaders when fixing copy_propagation to
reduce register pressure in the shaders that are hurt here.
Reviewed-by: Kenneth Graunke <[email protected]>
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If we put the register coalescing in between the two, then we end up with code
sequences involving dead writes that the dead code elimination doesn't know
how to remove. In place of making dead code elimination smart (which we
should do, too), make it less important for the moment.
shader-db results:
total instructions in shared programs: 722240 -> 721275 (-0.13%)
instructions in affected programs: 50573 -> 49608 (-1.91%)
(no shaders regressed).
Reviewed-by: Kenneth Graunke <[email protected]>
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During code generation, we create tons of temporary variables, many of
which get immediately killed and are never used. Later optimization and
analysis passes, such as compute_live_intervals, loop over all the
virtual GRFs. By compacting them, we can save a lot of overhead.
Reduces compilation time in L4D2's largest fragment shader from 10.2
seconds to 5.2 seconds (50%). Drops compute_live_variables() from
10-12% of another game's startup time to 8%.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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The function list was generated from glcorearb.h for GL 4.3.
Note that many GL 4.X functions are commented out, and indicate
that they need to be added to Mesa's XML.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We also no longer call _swrast_CreateContext, _tnl_CreateContext
or _swsetup_CreateContext when creating the context.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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If a GL function was introduced in a later GL version than the
context we are testing, then it is okay if it is set to the
_mesa_generic_nop function.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will allow validate_functions to access ctx->Version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will be used by GL CORE contexts to differentiate functions that
can be set to nop from functions that are required for a particular
context version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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