| Commit message (Collapse) | Author | Age | Files | Lines |
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As ffsll doesn't exist in MSVC yet, and u_bit_scan64 is only used by
radeonsi which is never built with MSVC.
This is just a stop-gap fix to unbreak MSVC build until we refactor these
mathematical portability wrappers into src/util.
Trivial.
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Trivial.
(Fixing MSVC will be far less so, as _BitScanForward64 is only supported on x64.)
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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I will need this for polygon stippling.
Reviewed-by: Michel Dänzer <[email protected]>
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We need a slot for the stipple texture and the pixel shader already uses
32 textures (16 API slots + 16 FMASK slots).
Reviewed-by: Michel Dänzer <[email protected]>
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The hardware obeys swizzles even if the resource is NULL.
This will be used by set_polygon_stipple.
Reviewed-by: Michel Dänzer <[email protected]>
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This used to hang.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This will allow supporting NULL textures.
Reviewed-by: Michel Dänzer <[email protected]>
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Also remove unused "tokens".
Reviewed-by: Michel Dänzer <[email protected]>
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Fixes piglit ARB_base_instance/arb_base_instance-drawarrays.
Cc: 10.3 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The FILLED_SIZE counter is uninitialized at the beginning, so we can't use it.
Instead, use offset = 0, which is what we always do when not appending.
This unexpectedly fixes spec/ARB_texture_multisample/sample-position/*.
Yes, the test does use transform feedback.
Cc: 10.3 10.4 <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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For drivers that use higher slots not to crash in tgsi_shader_info.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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E.g. r600g can use slot 17, which is outside of the API range.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Same as u_bit_scan, but for uint64_t.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes misrendering in "Witcher 2" with INTEL_USE_NIR=1, and probably
many other programs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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When a rebase swizzle is provided and we call _mesa_swizzle_and_convert
after unpacking the source format we were always passing normalized=false.
We should pass true or false depending on the formats involved in the
conversion for the byte and float paths (the integer path cannot ever be
normalized).
Reviewed-by: Jason Ekstrand <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88930
Cc: 10.4 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Tested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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This removes phi nodes whose sources all point to the same thing.
Shader-db results:
total NIR instructions in shared programs: 2045293 -> 2041209 (-0.20%)
NIR instructions in affected programs: 126564 -> 122480 (-3.23%)
helped: 615
HURT: 0
total FS instructions in shared programs: 4321840 -> 4320392 (-0.03%)
FS instructions in affected programs: 24622 -> 23174 (-5.88%)
helped: 138
HURT: 0
Reviewed-by: Jason Ekstrand <[email protected]>
Tested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Originally, get_alu_src was supposed to handle resolving swizzles and
things like that. However, now that basically every instruction we have
only takes scalar sources, we don't really need it anymore. The only case
where it's still marginally useful is for the mov and vecN operations that
are left over from SSA form. We can handle those cases as a special case
easily enough. As a side-effect, we don't need the vec_to_movs pass
anymore.
v2 Jason Ekstrand <[email protected]>:
- Rework the way we detect if we need an extra copy for swizzling. The
old code involved a pile of confusing switch fall-throughs; we now use a
loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we can scalarize with NIR, there's no need for all this code
anymore. Let's get rid of it and just do scalar operations.
v2: run copy prop before lowering phi nodes
v3: Get rid of the "emit(...)->saturate = foo" pattern
v4: Run alu_to_scalar as an optimization pass
total instructions in shared programs: 5998321 -> 5974070 (-0.40%)
instructions in affected programs: 732075 -> 707824 (-3.31%)
helped: 3137
HURT: 191
GAINED: 18
LOST: 0
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 Jason Ekstrand <[email protected]>:
- Add better comments
- Use nir_ssa_dest_init and nir_src_for_ssa more places
- Fix some void * casts
v3 Jason Ekstrand <[email protected]>:
- Rework the way we determine whether or not to sccalarize a phi node to
make the recursion non-bogus
- Treat load_const instructions as scalarizable
v4 Jason Ekstrand <[email protected]>:
- Allow uniform and input loads to be scalarizable
v5 Jason Ekstrand <[email protected]>:
- Also consider loads of inputs (varying, uniform, or ubo) to be
scalarizable. We were already doing this for load_var on uniforms and
inputs.
Reviewed-by: Kenneth Graunke <[email protected]>
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All but 16 of the programs helped were ARB fp programs.
total instructions in shared programs: 5949286 -> 5945470 (-0.06%)
instructions in affected programs: 275162 -> 271346 (-1.39%)
helped: 1197
GAINED: 1
Reviewed-by: Jason Ekstrand <[email protected]>
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No changes in shader-db.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Unclear circumstances lead to undefined symbols on x86.
Bugzilla: https://bugs.gentoo.org/show_bug.cgi?id=536916
Cc: [email protected]
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This saves about 0.5k in the text section for a gallium driver
on amd64.
Reviewed-by: Chris Forbes <[email protected]>
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negative
Section 2.3.1 (Errors) of the OpenGL 4.5 spec says:
"If a negative number is provided where an argument of type sizei or
sizeiptr is specified, an INVALID_VALUE error is generated.
This patch adds checks for negative buffer size values passed to different APIs.
It also moves up the check on other APIs that already had it, making it the first
error check performed in the function, for consistency.
While there may be other APIs throughtout the code lacking this check (or at least
not at the beginning of the function), this patch focuses on the cases that break
the dEQP tests listed below. It could be a good excersize for the future to check
all other cases, and improve consistency in the order of the checks throughout the
whole Mesa code base.
This fixes 5 dEQP test:
* dEQP-GLES3.functional.negative_api.state.get_attached_shaders
* dEQP-GLES3.functional.negative_api.state.get_shader_source
* dEQP-GLES3.functional.negative_api.state.get_active_uniform
* dEQP-GLES3.functional.negative_api.state.get_active_attrib
* dEQP-GLES3.functional.negative_api.shader.program_binary
Reviewed-by: Ian Romanick <[email protected]>
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Section 6.1.13 "Framebuffer Object Queries" of OpenGL ES 3.0 spec:
"If the default framebuffer is bound to target, then attachment must be
BACK, identifying the color buffer; DEPTH, identifying the depth buffer; or
STENCIL, identifying the stencil buffer."
OpenGL ES 3.0, section 2.5 (GL Errors):
"If a command that requires an enumerated value is passed a
symbolic constant that is not one of those specified as allowable
for that command, an INVALID_ENUM error is generated."
Then change the returned error to INVALID_ENUM.
Fixes:
dEQP-GLES3.functional.fbo.api.attachment_query_default_fbo
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently, Mesa uses the lowering pass MOD_TO_FRACT to implement
mod(x,y) as y * fract(x/y). This implementation has a down side though:
it introduces precision errors due to the fract() operation. Even worse,
since the result of fract() is multiplied by y, the larger y gets the
larger the precision error we produce, so for large enough numbers the
precision loss is significant. Some examples on i965:
Operation Precision error
-----------------------------------------------------
mod(-1.951171875, 1.9980468750) 0.0000000447
mod(121.57, 13.29) 0.0000023842
mod(3769.12, 321.99) 0.0000762939
mod(3769.12, 1321.99) 0.0001220703
mod(-987654.125, 123456.984375) 0.0160663128
mod( 987654.125, 123456.984375) 0.0312500000
This patch replaces the current lowering pass with a different one
(MOD_TO_FLOOR) that follows the recommended implementation in the GLSL
man pages:
mod(x,y) = x - y * floor(x/y)
This implementation eliminates the precision errors at the expense of
an additional add instruction on some systems. On systems that can do
negate with multiply-add in a single operation this new implementation
would come at no additional cost.
v2 (Ian Romanick)
- Do not clone operands because when they are expressions we would be
duplicating them and that can lead to suboptimal code.
Fixes the following 16 dEQP tests:
dEQP-GLES3.functional.shaders.builtin_functions.precision.mod.mediump_*
dEQP-GLES3.functional.shaders.builtin_functions.precision.mod.highp_*
Reviewed-by: Ian Romanick <[email protected]>
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GLES 3.0.0 spec introduces context state PRIMITIVE_RESTART_FIXED_INDEX
(2.8.1 Transferring Array Elements, page 26) which is not currently
possible to query using glGet*() funcs.
Fixes 4 dEQP tests:
* dEQP-GLES3.functional.state_query.boolean.primitive_restart_fixed_index_getboolean
* dEQP-GLES3.functional.state_query.boolean.primitive_restart_fixed_index_getinteger
* dEQP-GLES3.functional.state_query.boolean.primitive_restart_fixed_index_getinteger64
* dEQP-GLES3.functional.state_query.boolean.primitive_restart_fixed_index_getfloat
Reviewed-by: Ian Romanick <[email protected]>
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Fixes the following 2 dEQP tests:
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.uniform_block_const_vertex
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.uniform_block_const_fragment
Reviewed-by: Ian Romanick <[email protected]>
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Fixes the following 2 dEQP tests:
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.uniform_block_in_main_vertex
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.uniform_block_in_main_fragment
Reviewed-by: Ian Romanick <[email protected]>
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For code such as:
uint tmp1 = uint(in0);
uint tmp2 = -tmp1;
float out0 = float(tmp2);
We produce code like:
mov(8) g5<1>.xF -g9<4,4,1>.xUD
which does not produce correct results. This code produces the
results we would expect if tmp1 and tmp2 were signed integers
instead.
It seems that a similar problem was detected and addressed when
using negations with unsigned integers as part of condionals, but
it looks like the problem has a wider impact than that.
This patch fixes the problem by preventing copy-propagation of
negated UD registers in all scenarios, not only in conditionals.
Fixes the following 24 dEQP tests:
dEQP-GLES3.functional.shaders.operator.unary_operator.minus.*_uint_*
dEQP-GLES3.functional.shaders.operator.unary_operator.minus.*_uvec2_*
dEQP-GLES3.functional.shaders.operator.unary_operator.minus.*_uvec3_*
dEQP-GLES3.functional.shaders.operator.unary_operator.minus.*_uvec4_*
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Replace the hard-coded 0's with the context clamp value.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Nothing enables the extension yet, but the values are now available.
The spec calls for it to only be exposed for GL 3.3+, which is core-only
in mesa. Instead we allow any driver to enable it, including in a compat
context for any GL version.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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If the ?: operator's condition is a constant value, and both branches
were pure expressions, we can just make the resulting value one or the
other.
Previously, we only did this if op[1] and op[2] were also constant
values - but there's no actual reason for that restriction.
No changes in shader-db, probably because we usually optimize this later
anyway. But it does make us generate less stupid code up front.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Paul originally had to reverse engineer these formulas based on the
description about how the sampler works. The description here is not
the easiest to follow - especially given that it's from the Sandybridge
era, when the hardware only did 4x multisampling.
Jordan and I recently found another part of the documentation where they
simply state that IMS dimensions must be adjusted by a set of formulas.
Quoting this section provides an easy to follow explanation for the
code, including 2x/4x/8x/16x.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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