| Commit message (Collapse) | Author | Age | Files | Lines |
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Both classes are completely private to ir_to_mesa.cpp, so there won't be
any name conflicts with other parts of Mesa. The prefix simply makes it
harder to read.
Also, use a class rather than typedef structs.
Reviewed-by: Ian Romanick <[email protected]>
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This is in preparation from removing the "ir_to_mesa_" prefix on the
src_reg and dst_reg types, which would cause a naming conflict.
Reviewed-by: Ian Romanick <[email protected]>
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My feeble attempt to invoke the extract_git_sha1 script from
SConscript didn't work. Hopefully this will do for now.
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Reviewed-by: Corbin Simpson <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Sedat Dilek <[email protected]>
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Reviewed-by: Corbin Simpson <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Sedat Dilek <[email protected]>
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The code would previously handle the projection, then swizzle the
shadow comparitor into place. However, when the projection is done
"by hand," as in the TXB case, the unprojected shadow comparitor would
over-write the projected shadow comparitor.
Shadow comparison with projection and LOD is an extremely rare case in
real application code, so it shouldn't matter that we don't handle
that case with the greatest efficiency.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
References: https://bugs.freedesktop.org/show_bug.cgi?id=32395
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NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Silences constant overflow compiler warning.
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This matches the behaviour below when numSamples is compared.
At least with the gallium state tracker this can actually occur if st_render_texture fails.
Signed-off-by: Brian Paul <[email protected]>
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No one uses it now, but I will need it for a lowering pass.
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The docs say so.
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Commit 4c4ab5668cd6df573db7b065f0493fb80ac70ab8 didn't properly
handle the stride==0 case.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=35961
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This is always the way with real hardware and desktop OpenGL. Some
hardware can't do some formats natively. The alpha-only, luminance,
and intensity formats are usually the most problematic. Some sized
formats can also be problematic. This patch provides fall-back
formats for those that are not natively supported.
At some point it would be interesting to try providing
device-independent conversions using EXT_texture_swizzle. The drivers
that support EXT_texture_swizzle could, for example, see
GL_LUMINANCE16_SNORM as MESA_FORMAT_SIGNED_R16 with a { r, r, r, 1 }
swizzle. Care would need to be taken to prevent issues with using
those textures for FBO rendering.
This is the rest of the fix for glean's pixelFormats test on i965.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This class of hardware can natively sample all of the snorm surface
formats that DX10 requires, but it can't do some of the legacy GL
formats. In particular, all of the alpha, luminance, and intensity
formats are unsupported.
This partially fixes the breakage in glean's pixelFormats test since
GL_EXT_texture_snorm support was added to Mesa.
Reviewed-by: Kenneth Graunke <[email protected]>
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We use this format to represent the accum buffer. No snorm texture
sampling or rendering takes place.
Fixes failed assertion with swrast and any app using the accum buffer
(and glxinfo).
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Piglit tests:
- glsl-fs-shadow2d-01
- glsl-fs-shadow2d-02
- glsl-fs-shadow2d-03
- fs-shadow2d-red-01
- fs-shadow2d-red-02
- fs-shadow2d-red-03
NOTE: This is a candidate for the stable branches.
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NOTE: This is a candidate for the stable branches.
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Signed-off-by: Alex Deucher <[email protected]>
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This reverts commit 9f013a8233197d4a0482661cb37cfeac1a61b804.
These passes are still need for non-GLSL paths like g3dvl and ARB
programs.
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Various documentation mentions that "W" is handed to the WM stage,
but further digging seems to indicate that they really mean 1/W.
The code here is still unclear, but changing this fixes piglit
test "fragcoord_w" on Sandybridge as well as a Khronos ES2 conformance
test. I also tested 3DMarkMobile ES2.0's taiji and hoverjet demos, as
well as Nexuiz, just to be safe.
NOTE: This is a candidate for the 7.10 branch.
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Fixes regressions caused by commit 9a21bc6401, namely GPU hangs when
running gnome-shell or compiz (Mesa bugs #35820 and #35853).
I incorrectly refactored the case that dealt with ARF_NULL; even in that
case, the source register needs to be changed to the MRF.
NOTE: This is a candidate for the 7.10 branch (if 9a21bc6401 is
cherry-picked, take this one too).
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Some GPUs can't do it (I think most of DX9 ones), so they should have
the option not to allow it.
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Branch emulation and loop unrolling are done in the GLSL frontend.
Transforming loops is no longer needed for fragment shaders, but it is still
necessary for vertex shaders.
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Registers that are used inside of loops need to be considered live
starting with the first instruction of the outermost loop.
https://bugs.freedesktop.org/show_bug.cgi?id=34370
NOTE: This is a candidate for the 7.9 and 7.10 branches.
Reviewed-by: Eric Anholt <[email protected]>
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Oops, the mask was being used in the loop to determine whether to use
include the stencil || depth values. This began to fail when mask was
cleared at the beginning of the loop. So reorder the tests and do the
work up-front along with determining the depth_stencil value to use.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35822
Signed-off-by: Chris Wilson <[email protected]>
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Now that we purposefully generate delta that point outside of the target
buffer, the assertion has outlived its usefulness.
Signed-off-by: Chris Wilson <[email protected]>
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Once more! This time without the unwarranted conversion from
drm_intel_bo_alloc_tiled.
Signed-off-by: [a very embarrassed] Chris Wilson <[email protected]>
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subimage blits"
This reverts commit de7678ef521f4fb34459e407a66ab8bf8be733e1.
The conversion from using drm_intel_bo_alloc_tiled to a plain
drm_intel_bo_alloc forgot that the tiled variant adjusts the
allocation height even for TILING_NONE.
Reported-by: Dave Airlie <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35786
Signed-off-by: Chris Wilson <[email protected]>
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Untested, noticed while working on the depth/stencil fix.
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Also, refactor IS_GEN6 to use the IS_GT1 and IS_GT2 macros.
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This should be the last bit of infrastructure changes before
generating GLSL IR for assembly shaders.
This commit leaves some odd code formatting in ir_to_mesa and brw_fs.
This was done to minimize whitespace changes / reindentation in some
loops. The following commit will restore formatting sanity.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This array is going to be used in the main compiler soon. Leaving
them uniforms.c caused problems for building the stand-alone compiler.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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broken with e5c6a92a12b5cd7db205d72039f58d302b0be9d5
(mesa: implement clamping controls (ARB_color_buffer_float))
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34419
Signed-off-by: Chris Wilson <[email protected]>
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src/mesa/drivers/dri/i965/brw_fs.cpp:565 warning: name lookup of ‘c’ changed
Signed-off-by: Chris Wilson <[email protected]>
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Signed-off-by: Chris Wilson <[email protected]>
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The vertex color clamp control is a property of an API,
a lot like gl_rasterization_rules.
The state should be set according to the API being implemented, for example:
OpenGL Compatibility: enabled by default
OpenGL Core: disabled by default
D3D11: always disabled
This patch also changes the way ARB_color_buffer_float is advertised.
If no SNORM or FLOAT render target is supported, fragment color clamping
is not required.
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ARB_texture_float disables clamping of the texture border color,
ARB_color_buffer_float only modifies clamping of the glGet query.
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