| Commit message (Collapse) | Author | Age | Files | Lines |
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FragmentProgram.MaxInputComponents
In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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FragmentProgram.MaxInputComponents
This was the only remaining place in Mesa that sets MaxVaryings without
also setting these values.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that MaxVaryings is > 16, VertexProgram.MaxOutputComponents,
GeometryProgram.MaxInputComponents, GeometryProgram.MaxOutputComponents,
and FragmentProgram.MaxInputComponents also need to be set.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Paul Berry <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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There are no longer any users.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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Previously gl_constants::MaxVaryingComponents was used. Now
gl_constants::VertexProgram::MaxOutputs and
gl_constants::GeometryProgram::MaxOutputs are used.
This means that st_extensions.c had to be updated to set these fields
instead of MaxVaryingComponents. It was previously the only place that
set MaxVaryingComponents.
I believe that the structure is allocated by calloc, so the value should
be initialized to zero in non-Gallium drivers before and after my
change. Right now nobody enables GL_ARB_geometry_shader4, so it's
pretty much dead code anyway.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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In OpenGL 3.2 these are independently queryable. In addition, the spec
has different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_COMPONENTS is 64, but
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS (and GL_MAX_FRAGMENT_INPUT_COMPONENTS)
is 128.
In OpenGL ES 3.0 these are also independently queryable. The spec has
different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_VECTORS is 16, but GL_MAX_FRAGMENT_INTPUT_VECTORS
is 15.
None of these values are used yet. I have just added space to the
structures. Future patches will add users and eventually remove some
old fields.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: "9.1 9.2" <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The value that's split into width/height/depth needs to be the size of
the buffer minus one. This makes it consistent with the constant buffer
and shader time SURFACE_STATE setup code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes myriads of regressions since commit 169f9c030c16d1247a3a7629
("i965: Add an assertion that writemask != NULL for non-ARFs.").
On Sandybridge, our control flow handling (such as brw_IF) does:
brw_set_dest(p, insn, brw_imm_w(0));
insn->bits1.branch_gen6.jump_count = 0;
This results in a IMM destination with zero for the writemask. IMM
destinations are rather bizarre, but the code has been working for ages,
so I'm loathe to change it.
Fixes glxgears on Sandybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I would use _mesa_delete_shader, but it's declared static, and we don't
really need any of the stuff in it anyway.
This fixes a memory leak caught by Valgrind.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Not a candidate for stable since GS code doesn't exist in 9.2.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Caught by Valgrind on Piglit's glsl-lod-bias test (among many others).
Signed-off-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68233
Reviewed-by: Chad Versace <[email protected]>
Cc: [email protected]
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The code to upload the binding tables for each stage was scattered
across brw_{vs,gs,wm}_surface_state.c and brw_misc_state.c, which also
contain a lot of code to populate individual SURFACE_STATE structures.
This patch brings all the binding table upload code together, and splits
it out from the code which fills in SURFACE_STATE entries.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is not quite the same: brw_upload_binding_table() also has code to
early-return if there are no entries, while the existing code did not.
The PS binding table is unlikely to be empty since it will have at least
one color buffer. If it ever is empty, early returning seems wise.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of passing in a brw_vec4_prog_data structure, we can simply
pass the one field it needs: the number of entries in the binding table.
We also need to pass in the shader time surface index rather than
hardcoding SURF_INDEX_VEC4_SHADER_TIME.
Since the resulting function is stage-agnostic, this patch removes
"vec4_" from the name.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is probably more efficient. At any rate, it's less code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The first comment was a bit stale; there are more kinds of surfaces than
textures and pull constants.
The second was a leftover "to do" comment for something I already did.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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xlib_sw_winsys.h:5:22: fatal error: X11/Xlib.h: No such file or directory
The compiler cannot find the Xlib.h in the installed system headers.
All supplied include directives point to inside the mesa module.
The X11_CFLAGS variable is undefined (not defined in config.status).
It appears the intent was to use X11_INCLUDES defined in configure.ac.
The Xlib.h file is not installed on my workstation. It is supplied in
the libx11-dev package. This allows an X developer control over which
version of this file is used for X development.
Signed-off-by: Gaetan Nadon <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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egl_glx.c:40:22: fatal error: X11/Xlib.h: No such file or directory
The compiler cannot find the Xlib.h in the installed system headers.
All supplied include directives point to inside the mesa module.
The X11_CFLAGS variable is undefined (not defined in config.status).
It appears the intent was to use X11_INCLUDES defined in configure.ac.
The Xlib.h file is not installed on my workstation. It is supplied in
the libx11-dev package. This allows an X developer control over which
version of this file is used for X development.
Signed-off-by: Gaetan Nadon <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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duh, we still need to flush if there are pending draws and it isn't an
unsynchronized case.
Signed-off-by: Rob Clark <[email protected]>
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Technically without seamless filtering enabled GL allows any wrap mode, which
made sense when supporting true borders (can get seamless effect with border
and CLAMP_TO_BORDER), but gallium doesn't support borders and d3d9 requires
wrap modes to be ignored and it's a pain to fix up the sampler state (as it
makes it texture dependent). It is difficult to imagine a situation where an
app really wants another behavior so just cheat here. (It looks like some
graphics hw (intel) actually requires this too hence it should be safe.)
Reviewed-by: Jose Fonseca <[email protected]>
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The first part was done in:
commit c845140a20efa6a30a5465301d1f9b4acea79155
Author: Kenneth Graunke <[email protected]>
Date: Tue Sep 3 21:22:17 2013 -0700
Signed-off-by: Adrian Negreanu <[email protected]>
Acked-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This removes a lot of code, but not everything, as util_blit_pixels_tex
is still useful when one needs to override pipe_sampler_view::swizzle_?.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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By calling util_map_texcoords2d_onto_cubemap.
A new parameter for util_blit_pixels_tex is necessary, as
pipe_sampler_view::first_layer is always supposed to point to the first
face when sampling from cubemaps.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Only compile-tested but it seems straightforward.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The previous names were really confusing to talk about:
- brw_fs_visitor() contained methods named emit_whatever().
- brw_fs_generator() contained methods named generate_whatever(), but
lived in brw_fs_emit.cpp.
So when someone said "the emit layer", or "emit code", we weren't sure
whether they meant the visitor's emit() functions or the generator in
brw_fs_emit.cpp.
By renaming these files, the method names, class names, and file names
all match, which is much less confusing.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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lrp() can take a scalar as a third argument, and fma() cannot.
Reviewed-by: Kenneth Graunke <[email protected]>
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I initially implemented frexp() as an IR opcode with a lowering pass,
but since it returns a value and has an out-parameter, it would break
assumptions our optimization passes make about ir_expressions being pure
(i.e., having no side effects).
For example, if opt_tree_grafting encounters this code:
uniform float u;
void main()
{
int exp;
float f = frexp(u, out exp);
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(f, g, h, g + h);
}
it may try to optimize it to this:
uniform float u;
void main()
{
int exp;
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(frexp(u, out exp), g, h, g + h);
}
Some hardware has an instruction which performs frexp(), but we would
need some other compiler infrastructure to be able to generate it, such
as an intrinsics system that would allow backends to emit specific code
for particular bits of IR.
Reviewed-by: Paul Berry <[email protected]>
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v2: Drop frexp lowering.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Note the parameter name change in the int version of ir_constant, to
avoid the conflict with the loop iterator.
v2: Make analogous change to builtin_builder::imm().
Reviewed-by: Paul Berry <[email protected]>
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v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <[email protected]>
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These data structures are used for debug output, so it wasn't hurting
anything that there were missing bits. But it's good to keep things
up to date.
This patch also adds static asserts so that the {brw,cache}_bits[]
arrays are the proper size, so that we don't forget to add to them in
the future. Unfortunately there's no convenient way to assert that
mesa_bits[] is the proper size.
Reviewed-by: Kenneth Graunke <[email protected]>
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If the geometry shader refers to the built-in variable
gl_PrimitiveIDIn, we need to set a bit in 3DSTATE_GS to tell the
hardware to dispatch primitive ID to r1, and we need to leave room for
it when allocating registers.
Note: this feature doesn't yet work properly when software primitive
restart is in use (the primitive ID counter will incorrectly reset
with each primitive restart, since software primitive restart works by
performing multiple draw calls). I plan to address that in a future
patch series.
Fixes piglit test "spec/glsl-1.50/execution/geometry/primitive-id-in".
Reviewed-by: Kenneth Graunke <[email protected]>
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When we previously implemented primitive restart, we didn't add cases
to brw_primitive_restart.c's can_cut_index_handle_prims() for the
primitive types that are introduced with geometry shaders. It turns
out that all of the new primitive types are supported by hardware
primitive restart.
Reviewed-by: Kenneth Graunke <[email protected]>
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As part of its support for geometry shaders, GL 3.2 introduces four
new primitive types: GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY,
GL_TRIANGLES_ADJACENCY, and GL_TRIANGLE_STRIP_ADJACENCY.
Reviewed-by: Kenneth Graunke <[email protected]>
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Simply adjust wrap mode to clamp_to_edge. This is all that's needed for a
correct implementation for nearest filtering, and it's way better than
using repeat wrap for instance for linear filtering (though obviously this
doesn't actually do seamless filtering).
v2: fix s/t wrap not r/s...
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Specifying a miptree layout makes no sense for constant buffers.
This has no functional change since BRW_SURFACE_MIPMAPLAYOUT_BELOW is
just a #define for 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now we use gen7_upload_constant_state() for all three shader stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This paves the way for using gen7_upload_constant_state for PS data.
The formula is copied from gen7_wm_state.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This saves a bit of typing and shortens a few lines.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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GL 3.2 requires us to support 128 varying components for geometry
shader outputs and fragment shader inputs, and 64 varying components
otherwise. But there's no hardware limitation that restricts us to 64
varying components, and core Mesa doesn't currently allow different
stages to have different maximum values, so just go ahead and enable
128 varying components for all stages. This gets us better test
coverage anyway.
Even though we are only working on GL 3.2 support for gen7 right now,
gen6 also supports 128 varying components, so go ahead and switch it
on there too.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we only ever did 1 URB write, since the maximum number of
varyings we support is small enough to fit in 1 URB write (when using
BRW_URB_SWIZZLE_NONE, which is what the pre-Gen7 GS always uses). But
we're about to increase the number of varying components we support
from 64 to 128.
With 128 varyings, the most URB writes we'll have to do is 2, but it's
just as easy to write a general-purpose loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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The "{VS,GS} URB Entry Allocation Size" fields of 3DSTATE_URB allow
values in the range 0-4, but they are U8-1 fields, so the range of
possible allocation sizes is 1-5. We were erroneously prohibiting a
size of 5.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we only ever did 1 or 2 URB writes, since the maximum
number of varyings we support is small enough to fit in 2 URB writes.
But GL 3.2 requires the geometry shader to support 128 output varying
components, and this could require up to 3 URB writes.
Reviewed-by: Kenneth Graunke <[email protected]>
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