| Commit message (Collapse) | Author | Age | Files | Lines |
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As we do for texture objects, buffer objects, etc.
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Since it's a derived field.
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For example
GALLIVM_DEBUG=no_brilinear
which was being parsed as two options, "no" and "brilinear".
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Updated lp_build_printf to share common code.
Removed specific lp_build_print_vecX.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Since we don't have them in hw we emulate them in the shader. Although not
recommended by the spec it is legit.
As a side effect we also get GL 2.1. I think this is as far as we can take
the i915.
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The most recent commit adds support for comments and macro expansion
on #line directives. Add testing to verify the new features.
Signed-off-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The GLSL specification requires that #line directives be interpreted
after macro expansion. Our existing implementation of #line macros in
the lexer prevents conformance on this point.
Moving the handling of #line from the lexer to the parser gives us the
macro expansion we need. An additional benefit is that the
preprocessor also now supports comments on the same line as #line
directives.
Finally, the preprocessor now emits the (fully-macro-expanded) #line
directives into the output. This allows the full GLSL compiler to also
see and interpret these directives so it can also generate correct
line numbers in error messages.
Signed-off-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This function is currently used only in the expansion of #if lines,
but we will soon be using it more generally (for the expansion of
(_glcpp_parser_expand_and_lex_from) and some more documentation.
Signed-off-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit b823b99ec0f13af257dcd885f436a4d294c6222a switched from using
functions such as ralloc_asprintf and ralloc_strcat to
ralloc_asprintf_rewrite_tail. This change maintains the string's
length as a aparamter that is updated by the ralloc functions (rather
than recomputing it with strlen over and over).
However, the change failed to updated two locations (glcpp_error and
glcpp_warning), with the result that the string's length wasn't
updated by these calls. Then, subsequent calls to other
ralloc_asprintf_rewrite_tail would overwrite the text appended by
glcpp_error.
This commit fixes the two missing updates, and restores line numbers
to the output of glcpp error messages, (as noticed by a glcpp unit
test case that has been failing since the above-mentioned commit).
Signed-off-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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A strict reading of the GLSL specification would have this be an
error, but we've received reports from users who expect the
preprocessor to interepret undefined macros as 0. This is the standard
behavior of the rpeprocessor for C, and according to these user
reports is also the behavior of other OpenGL implementations.
So here's one of those cases where we can make our users happier by
ignoring the specification. And it's hard to imagine users who really,
really want to see an error for this case.
The two affected tests cases are updated to reflect the new behavior.
Signed-off-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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DUAL_EXPORT can be enabled on r6xx/r7xx when all CBs use 16-bit export
and there is no depth/stencil export.
Signed-off-by: Jerome Glisse <[email protected]>
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It seems DUAL_EXPORT on evergreen may be enabled when all CBs use 16-bit export
mode (EXPORT_4C_16BPC), also there should be at least one CB, and the PS
shouldn't export depth/stencil.
Signed-off-by: Vadim Girlin <[email protected]>
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In some cases TGSI shader has more color outputs than the number of CBs,
so it seems we need to limit the number of color exports. This requires
different shader variants depending on the nr_cbufs, but on the other hand
we are doing less exports, which are very costly.
v2: fix various piglit regressions
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Jerome Glisse <[email protected]>
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Shader variants are stored in the list, the key for lookup is based on the
states that require different hw shaders - currently it's rctx->two_side (all
gpus) and rctx->nr_cbufs (evergreen/cayman, when writes_all property is set).
v2:
- use simple list instead of keymap as suggested by Marek on irc
- call r600_adjust_gprs from r600_bind_vs_shader for r6xx/r7xx
(r600_shader_select isn't used for vertex shaders currently)
v3:
- fix call to r600_adjust_gprs - do it after updating current shader
Improves performance for some apps, e.g. FlightGear -
see https://bugs.freedesktop.org/show_bug.cgi?id=50360
Signed-off-by: Vadim Girlin <[email protected]>
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And fix incorrect error message for a bad shader type/number.
Reviewed-by: Marek Olšák <[email protected]>
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As with the previous commit for softpipe.
v2: remove 'default' case to get compile-time warning
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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These all return zero. Add a debug_printf() to catch the default case so
we don't accidently mishandle something important in the future.
v2: remove 'default' case to get compile-time warning
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This is actually required for GL_ARB_framebuffer_object, but the state
tracker doesn't currently check it.
Direct3D 9 allows mixed format color buffers with some restrictions.
Setting this allows Unigine Heaven 2.5 and 3.0 to run. Tested both on
GL and D3D hosts.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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The type is the destination type (i.e. float vector) and not the
source type. Fixes piglit fs-{in,de}crement-uint.
Signed-off-by: Olivier Galibert <[email protected]>
Signed-off-by: José Fonseca <[email protected]>
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i965 hardware needs to be informed of situations in which it's
possible for pixels (or samples) to be discarded for reasons other
than depth/stencil testing (e.g. due to an explicit "discard" in the
fragment shader). One of these situations is when
GL_ALPHA_TO_COVERAGE is enabled, since that can cause samples to be
discarded by the color calculator when the pixel's alpha value is less
than 1.0.
Without this patch, GL_ALPHA_TO_COVERAGE does not take effect on depth
buffers.
Reviewed-by: Anuj Phogat <[email protected]>
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This patch enables the multisampling parameters
GL_SAMPLE_ALPHA_TO_COVERAGE and GL_SAMPLE_ALPHA_TO_ONE, which allow
the fragment shader's alpha output to be converted into a sample
coverage mask and ignored for blending. i965 supports these
parameters through the BLEND_STATE structure.
The GL spec allows, but does not require, the implementation to dither
the conversion from alpha to a sample coverage mask, so that alpha
values that aren't a multiple of 1/num_samples result in the correct
proportion of samples being lit. A bit exists in the BLEND_STATE
structure to enable this functionality, but according to the hardware
docs it must be disabled on Sandy Bridge (see the Sandy Bridge PRM,
Vol2, Part1, p379: AlphaToCoverage Dither Enable). So it is enabled
for Gen7 only.
Fixes piglit tests
"EXT_framebuffer_multisample/sample-alpha-to-{coverage,one} {2,4}".
Reviewed-by: Anuj Phogat <[email protected]>
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This patch enables glSampleCoverage() functionality, which allows the
client program to specify that only a portion of the samples be lit up
when performing multisampled rendering. i965 supports
glSampleCoverage() through the 3DSTATE_SAMPLE_MASK command packet,
which allows the driver to specify a bitfield indicating which samples
to light up.
Fixes piglit tests "EXT_framebuffer_multisample/sample-coverage {2,4}
{inverted,non-inverted}".
Reviewed-by: Anuj Phogat <[email protected]>
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This fixes piglit EXT_transform_feedback tests:
- intervening-read output
- intervening-read prims_written
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Fixes gles2conform GL.equal.equal_bvec2_frag.
This fixes brw_fs_visitor's translation of ir_unop_f2b. It used CMP to
convert the float to one of 0 or ~0. However, the convention in the
compiler is that true is represented by 1, not ~0. This patch adds an AND
to convert ~0 to 1.
By inspection, a similar problem existed with ir_unop_i2b, with a similar
fix.
[v2 kayden]: eliminate extra temporary register.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49621
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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We are going to have a separate resource for depth texturing and transfers
and this is just a transfer thing.
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This patch causes the fragment shader to be configured correctly (and
the correct code to be generated) for centroid interpolation. This
required two changes: brw_compute_barycentric_interp_modes() needs to
determine when centroid barycentric coordinates need to be included in
the pixel shader thread payload, and
fs_visitor::emit_general_interpolation() needs to interpolate using
the correct set of barycentric coordinates.
Fixes piglit tests "EXT_framebuffer_multisample/interpolation {2,4}
centroid-edges" on i965.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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To save time, we only instruct the clip stage of the pipeline to
compute noperspective barycentric coordinates if those coordinates are
needed by the fragment shader. Previously, we would determine whether
the coordinates were needed by seeing whether the fragment shader used
the BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC interpolation mode.
However, with MSAA, it's possible that the fragment shader might use
BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC instead. In the future,
when we support ARB_sample_shading, it might use
BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC.
This patch modifies the upload_clip_state() functions to check for all
three possible noperspective interpolation modes.
Reviewed-by: Eric Anholt <[email protected]>
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This bitfield tells the back-ends which of a fragment shader's inputs
require centroid interpolation. It is only set for GLSL fragment
shaders, since assembly fragment shaders don't support centroid
interpolation.
Reviewed-by: Eric Anholt <[email protected]>
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It was only no-oping the clear() function, not actual triangle
rasterization. Move the no_rast field from lp_context down into
lp_rasterizer so it's accessible where it's needed.
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes this build failure on Solaris.
Compiling build/sunos-debug/glsl/glcpp/glcpp-lex.c ...
"src/glsl/glcpp/glcpp-lex.l", line 30: cannot find include file: "glcpp-parse.h"
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Building fail when GL headers are not installed in the system,
so add inclusion of these headers.
Signed-off-by: Brian Paul <[email protected]>
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So that formats such as "%llx" are understood.
Reviewed-by: Kenneth Graunke <[email protected]>
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$CLANG_RESOURCE_DIR is the directory that contains all resources
needed by clang to compile programs. When clover uses clang to
compile kernels it needs to specify a resource dir, so that clang
can find its internal headers (e.g. stddef.h).
clang defines $CLANG_RESOURCE_DIR as $CLANG_LIBDIR/clang/$CLANG_VERSION
This patch adds the --with-clang-libdir option in order to accommodate
clang intalls to non-standard locations, and it also adds a check
to the configure script to verify that $CLANG_RESOURCE_DIR/include
contains the necessary header files.
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On i965, dFdx() and dFdy() are computed by taking advantage of the
fact that each consecutive set of 4 pixels dispatched to the fragment
shader always constitutes a contiguous 2x2 block of pixels in a fixed
arrangement known as a "sub-span". So we calculate dFdx() by taking
the difference between the values computed for the left and right
halves of the sub-span, and we calculate dFdy() by taking the
difference between the values computed for the top and bottom halves
of the sub-span.
However, there's a subtlety when FBOs are in use: since FBOs use a
coordinate system where the origin is at the upper left, and window
system framebuffers use a coordinate system where the origin is at the
lower left, the computation of dFdy() needs to be negated for FBOs.
This patch modifies the fragment shader back-ends to negate the value
of dFdy() when an FBO is in use. It also modifies the code that
populates the program key (brw_wm_populate_key() and
brw_fs_precompile()) so that they always record in the program key
whether we are rendering to an FBO or to a window system framebuffer;
this ensures that the fragment shader will get recompiled when
switching between FBO and non-FBO use.
This will result in unnecessary recompiles of fragment shaders that
don't use dFdy(). To fix that, we will need to adapt the GLSL and
NV_fragment_program front-ends to record whether or not a given shader
uses dFdy(). I plan to implement this in a future patch series; I've
left FIXME comments in the code as a reminder.
Fixes Piglit test "fbo-deriv".
NOTE: This is a candidate for stable release branches.
Reviewed-by: Kenneth Graunke <[email protected]>
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