| Commit message (Collapse) | Author | Age | Files | Lines |
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The bind_vertex/geometry/fragment/compute_sampler_states() functions
will be replaced by a single functions.
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Put 'fragment' in the names. In preparation for upcoming function
renaming.
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This fixes a regression caused by e64633e8c3a5498998a45ab721bf80edca101cf5
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This fixes a regression caused by 68f6dec32ed5eede361f76c8dbdf897652659baf.
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Clean up inconsistency in enum decoration:
- Use the undecorated enums where possible.
- MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB remains decorated, since it
has no undecorated equivalent in GL4.
Signed-off-by: Chris Forbes <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70054
Reviewed-by: Kenneth Graunke <[email protected]>
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The new surface channel select bits allow us to avoid having to
recompile the shader for this workaround.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows us to use a different surface format for gather4, which is
required for R32G32_FLOAT to work on Gen7.
V4: - Only emit alternate surface state for shaders which will actually
use it.
- Pass a simple 'for_gather' flag rather than a function pointer.
The callee can decide what w/a to apply.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Worst-case is that *every* texunit uses a format that needs overriding.
V4: Place the gather slots last, so shaders which don't use gather don't
get penalized by having a huge binding table.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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gather4 GREEN channel against a surface with format R32G32_FLOAT doesn't work
correctly on IVB. w/a from bspec:
- use R32G32_FLOAT_LD = 0x97 instead, for gather4 only.
- select BLUE channel to read GREEN
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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V4: Only flag quirks if there are any uses of gather in the shader,
to avoid spurious recompiles just because someone happened to use
RG32F.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Pretty much the same as the FS case. Channel select goes in the header,
V2: Less mangling.
V3: Avoid sampling at all, for degenerate swizzles.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Lowers ir_tg4 (from textureGather and textureGatherOffset builtins) to
SHADER_OPCODE_TG4.
The usual post-sampling swizzle workaround can't work for ir_tg4,
so avoid doing that:
* For R/G/B/A swizzles use the hardware channel select (lives in the
same dword in the header as the texel offset), and then don't do
anything afterward in the shader.
* For 0/1 swizzles blast the appropriate constant over all the output
channels instead of sampling.
V2: Avoid duplicating header enabling block
V3: Avoid sampling at all, for degenerate swizzles.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Adds the Gen7 message IDs, a new SHADER_OPCODE_TG4 pseudo-op, and
low-level support for emitting it via generate_tex().
V3: Updated for changes in master.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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V2 [Chris Forbes]:
- Add new pattern, fixup parameter reading.
V3: Rebase onto new builtins machinery
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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When used with a cube array in VS, failed assertion in ir_validate:
Assignment count of LHS write mask channels enabled not
matching RHS vector size (3 LHS, 4 RHS).
To fix this, swizzle the RHS correctly for the writemask.
This showed up in the ARB_texture_gather tests, which exercise cube
arrays in the VS.
Signed-off-by: Chris Forbes <[email protected]>
Cc: "9.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Consider only the top-left and top-right pixels to approximate DDX in a 2x2
subspan, unless the application requests a more accurate approximation via
GL_FRAGMENT_SHADER_DERIVATIVE_HINT or this optimization is disabled from the
new driconf option disable_derivative_optimization.
This results in a less accurate approximation. However, it improves the
performance of Xonotic with Ultra settings by 24.3879% +/- 0.832202% (at 95.0%
confidence) on Haswell. No noticeable image quality difference observed.
The improvement comes from faster sample_d. It seems, on Haswell, some
optimizations are introduced to allow faster sample_d when all pixels in a
subspan have the same derivative. I considered SAMPLE_STATE too, which allows
one to control the quality of sample_d on Haswell. But it gave much worse
image quality without giving better performance comparing to this change.
No piglit quick.tests regression on Haswell (tested with v1).
v2: better guess for precompile program key
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We have the destination framebuffer object passed in; there's no need to
go digging around in the context.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Using it encourages the (IMHO worrying) practice of leaving member
variables uninitialized in constructor definitions. This macro
shouldn't be necessary anymore after the last patch series fixing all
its users to initialize all member variables from the class
constructor. Remove it.
Reviewed-by: Kenneth Graunke <[email protected]>
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All member variables of glsl_to_tgsi_instruction are already being
initialized from its implicitly defined constructor, it's not
necessary to use rzalloc to allocate its memory.
Reviewed-by: Kenneth Graunke <[email protected]>
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All member variables of ir_to_mesa_instruction are already being
initialized from its implicitly defined constructor, it's not
necessary to use rzalloc to allocate its memory.
Reviewed-by: Kenneth Graunke <[email protected]>
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All member variables of vec4_live_variables are already being
initialized from its constructor, it's not necessary to use rzalloc to
allocate its memory, and doing so makes it more likely that we will
start relying on the allocator to zero out all memory if the class is
ever extended with new member variables.
That's bad because it ties objects to some specific allocation scheme,
and gives unpredictable results when an object is created with a
different allocator -- Stack allocation, array allocation, or
aggregation inside a different object are some of the useful
possibilities that come to my mind.
Reviewed-by: Kenneth Graunke <[email protected]>
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