| Commit message (Collapse) | Author | Age | Files | Lines |
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The uniform will only be of a single type so store the data for
opaque types in a single array.
Cc: Francisco Jerez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
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Unfortunately it has to stay in gen6_gs_visitor.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Geometry and tessellation shaders process multiple vertices; their
inputs are arrays indexed by the vertex number. While GLSL makes
this look like a normal array, it can be very different behind the
scenes.
On Intel hardware, all inputs for a particular vertex are stored
together - as if they were grouped into a single struct. This means
that consecutive elements of these top-level arrays are not contiguous.
In fact, they may sometimes be in completely disjoint memory segments.
NIR's existing load_input intrinsics are awkward for this case, as they
distill everything down to a single offset. We'd much rather keep the
vertex ID separate, but build up an offset as normal beyond that.
This patch introduces new nir_intrinsic_load_per_vertex_input
intrinsics to handle this case. They work like ordinary load_input
intrinsics, but have an extra source (src[0]) which represents the
outermost array index.
v2: Rebase on earlier refactors.
v3: Use ssa defs instead of nir_srcs, rebase on earlier refactors.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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get_io_offset() already walks the dereference chain and discovers
whether or not we have an indirect; we can just return that rather than
computing it a second time via deref_has_indirect(). This means moving
the call a bit earlier.
By returning a nir_ssa_def *, we can pass back both an existence flag
(via NULL checking the pointer) and the value in one parameter. It
also simplifies the code somewhat. nir_lower_samplers works in a
similar fashion.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Now st/mesa won't generate 2 variants for this state.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This will be a derived state used for changing center->sample and
centroid->sample at runtime.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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This is only a half of the work. The next patch will handle
gl_SampleID/SamplePos, which is the other half of ARB_sample_shading.
Reviewed-by: Ilia Mirkin <[email protected]>
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Required by ARB_sample_shading for drivers that don't want a shader variant
in st/mesa.
Reviewed-by: Ilia Mirkin <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets them.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing calls it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The spec doesn't require it. This fixes a crash on Android.
v2: don't set any flags if ctx == NULL
v3: add the spec note
Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Albert Freeman <[email protected]>
Reviewed-by: Frank Binns <[email protected]>
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Not needed and it can be NULL.
v2: fix dri2_get_fence_from_cl_event - thanks Albert
Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Albert Freeman <[email protected]>
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instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
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instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
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We will only do depth-only or stencil-only decompress blits, whichever is
needed by textures, instead of always doing both.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This is more complicated, because tracking priority_usage needed changing
the relocs_bo type.
Reviewed-by: Michel Dänzer <[email protected]>
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For debugging.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Use the priority flags and expand them.
This information will be used for debugging.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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v2: indentation fix
Reviewed-by: Michel Dänzer <[email protected]>
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This will be used by radeonsi for logging.
Reviewed-by: Michel Dänzer <[email protected]>
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