Age | Commit message (Collapse) | Author |
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fixup exports from pixel shader for multi-cbs + depth buffer writing.
Still crashes GPU running any of the multi-buffer or depth writing
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Vertex flags are a contract between vcache and the pipeline. They are
set only for the first vertex of a primitive.
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This fixes out-of-bound access to the vertices.
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Use draw_decompose_tmp.h to replace pipeline primitive decomposer.
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Use draw_decompose_tmp.h to replace stream out primitive decomposer.
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Use draw_decompose_tmp.h to replace GS primitive decomposer.
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Use draw_decompose_tmp.h to replace vcache primitive decomposer. As the
new decomposer supports primitives with adjacency, vcache_triangle_adj
and vcache_line_adj (and their variants that have flags) are added.
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Including draw_decompose_tmp.h defines a primitive decomposer. It is
intended to replace the existing vcache/so/gs/pipe decomposers.
This is based on draw_pt_vcache_tmp.h.
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This enables GL2.1 and passes glean's texture_srgb test.
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this enables GL_EXT_packed_depth_stencil. fbo-d24s8 passes
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At least this seems to fix the glean maskedClear test.
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This fixes fbo-readpixels piglit test, and adds support for swapping
the formats. Not all formats are correct yet I don't think.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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st_program.h
Remove p_shader_tokens.h
Include st_context.h for st_context symbol.
Include p_state.h for PIPE_MAX_SHADER_INPUTS symbol.
Remove unnecessary forward declarations.
st_cb_bitmap.c
st_cb_clear.c
Include p_shader_tokens.h now that st_program.h doesn't include it.
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Fixes piglit test array_texture.
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Previously some sampler types were duplicated in GLSL 1.30 and
GL_EXT_texture_array. This resulted in not being able to find the
built-in sampler functions when the extension was used. When the
built-in functions were compiled, they bound to the 1.30 version.
This caused a type mismatch when trying to find the function. It also
resulted in a confusing error message:
0:0(0): error: no matching function for call to `texture2DArray(sampler2DArray, vec3)'
0:0(0): error: candidates are: vec4 texture2DArray(sampler2DArray, vec3)
0:0(0): error: vec4 texture2DArray(sampler2DArray, vec3, float)
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The correct for this is of course to do what comment says
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st_mesa_to_tgsi.h
Replace tgsi_ureg.h with a forward declaration.
Include p_compiler.h for ubyte symbol.
st_program.c
Include tgsi_ureg.h directly.
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Apparently they have always been broken, even before unification.
Fixes a lot of stuff, starting from morph3d and lighting in teapot
with textures disabled.
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Include mtypes.h for GLcontext, gl_buffer_index, and GLframebuffer
symbols.
Include p_compiler.h for boolean symbol.
Include st_context.h in st_cb_eglimage.c as it previously included
st_context.h indirectly through st_manager.h.
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Fixes fd.o bug 29388
NOTE: this is a candidate for the 7.8 branch.
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Fixes ir_to_mesa handling of unop_log, which used the weird ARB_vp LOG
opcode that doesn't do what we want. This also lets the multiplication
coefficients in there get constant-folded, possibly.
Fixes:
glsl-fs-log
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Fixes use-before-decl in glslparsertest shaders.
Fixes:
CorrectFull.frag
CorrectModule.frag
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Needed for the the 2D tiling span functions.
v2: rebase on new kernel, mesa changes
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Requires tiling config ioctl support from the drm to use.
kms only.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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I'd missed putting in the actual "find structures to split" part, so
most of the code didn't do anything. I was running on too large of an
app and assuming the lack of progress was elsewhere.
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This doesn't do anything if your structure goes through an uninlined
function call or if whole-structure assignment occurs. As such, the
impact is limited, at least until we do some global copy propagation
to reduce whole-structure assignment.
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The HV doesn't descend into ir_variable, which is generally a good
thing (allowing one to distinguish between variable declarations and
refs), but here we never saw tree grafting opportunities killed
because we were looking for the ir_variable child of a dereference to
get visited.
Fixes:
glsl1-function call with inout params
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Fixes:
glsl-deadcode-varying.
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This showed up since the disabling of inlining at compile time, which
I apparently didn't regenerate piglit summary for.
Fixes:
glsl-deadcode-call.
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Simplify state handly by avoiding state allocation.
Next step is to allocate once for all context packet
buffer and then avoid rebuilding pm4 packet each time
(through use of combined crc) this would also avoid
number of memcpy.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Optimizations at compile time should generally be done with the goal
of reducing instruction count so that other work, particularly
linking, is less time-consuming if the shader is used multiple times.
However, function inlining increases instruction count for the inlined
function bodies without removing the original function body, since we
don't know if it will be used at link time or not.
Reduces the runtime of linking and executing a Yo Frankie fragment
shader from 0.9 seconds to 0.5 seconds (-45.9%, +/- 2.2%, n=5).
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For a shader involving many small functions, this avoids running
optimization across all of them after they've been inlined
post-linking.
Reduces the runtime of linking and running a fragment shader from Yo
Frankie from 1.6 seconds to 0.9 seconds (-44.9%, +/- 3.3%).
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