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2010-08-05ir_structure_splitting: New pass to chop structures into their components.Eric Anholt
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.
2010-08-05glsl2: Fix the dereferences_variable check in ir_tree_grafting.Eric Anholt
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
2010-08-05glsl2: Don't tree-grafting out assignment to an out variable.Eric Anholt
Fixes: glsl-deadcode-varying.
2010-08-05glsl2: Don't dead-code eliminate a call where the return value is unused.Eric Anholt
This showed up since the disabling of inlining at compile time, which I apparently didn't regenerate piglit summary for. Fixes: glsl-deadcode-call.
2010-08-05glsl2: Add some easy-to-enable debug printfs to ir_dead_code.cpp.Eric Anholt
2010-08-05r600g: don't use dynamic state allocation for statesJerome Glisse
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>
2010-08-05targets/egl: fix buildJoakim Sindholt
2010-08-05ir_to_mesa: Don't do function inlining until linking.Eric Anholt
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).
2010-08-05glsl2: Add a pass for removing unused functions.Eric Anholt
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%).
2010-08-05r300g: fix fb_state atom sizeMarek Olšák
2010-08-05r300g: debug_print on startup whether we can use hyper-zMarek Olšák
2010-08-05glsl2: Catch pointless copies in copy propagation.Eric Anholt
We wouldn't want to go rewriting dereferences to variables to point at the same variable it did before. While I didn't find a way to trigger that, a shader in Yo Frankie managed to produce a self-assignment by passing a constant to a function doing self assignment like this. Cleans up the IR for glsl-deadcode-self-assign.shader_test
2010-08-05glsl2: Don't try to dump GLSL IR for a shader that didn't compile.Eric Anholt
2010-08-05ir_to_mesa: Remove debug force-enablement of EmitNoIfs.Eric Anholt
2010-08-05r300g: always emit hyperz state atom.Dave Airlie
2010-08-05r300g: disable hiz on rv530 for now.Dave Airlie
On my rv530 at least HiZ is causing rendering issues in gears.
2010-08-05r300g: implement hyper-z support. (v4)Dave Airlie
This implements fast Z clear, Z compression, and HiZ support for r300->r500 GPUs. It also allows cbzb clears when fast Z clears are being used for the ZB. It requires a kernel with hyper-z support. Thanks to Marek Olšák <maraeo@gmail.com>, who started this off, and Alex Deucher at AMD for providing lots of hints. v2: squashed zmask ram size fix] squashed r300g/blitter: fix Z readback when compressed] v3: rebase around texture changes in master - .1 fix more bits v4: migrated to using u_mm in r300_texture to manage hiz/zmask rams consistently disabled HiZ when using OQ flush z-cache before turning hyper-z off update hyper-z state on dsa state change store depthclearvalue across cbzb clears and replace it afterwards. Signed-off-by: Dave Airlie <airlied@redhat.com>
2010-08-05docs: clarify point sprite discussionKeith Whitwell
Plagiarizes email explanation from Roland.
2010-08-05st/mesa: Remove unnecessary header from st_gl_api.h.Vinson Lee
2010-08-05mesa: Include missing header in st_get_mipmap.h.Vinson Lee
Include mtypes.h for GLcontext symbol. Add forward declaration for st_context.
2010-08-05st/mesa: Include missing headers in st_format.h.Vinson Lee
2010-08-05st/mesa: Add forward delcaration in st_extensions.h.Vinson Lee
2010-08-05st/mesa: Add missing headers to st_draw.h.Vinson Lee
2010-08-05intel: Check for a NULL src buffer prior to bltChris Wilson
This can only happen along a malloc failure path, but check anyway. Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
2010-08-05intel: Check for region allocation failure.Chris Wilson
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
2010-08-04glcpp: Ignore #if and #elif expressions when skipping.Kenneth Graunke
Fixes glcpp test cases 073 and 074, as well as piglit test xonotic-vs-generic-diffuse.vert.
2010-08-04glcpp/tests: Add a corollary to testcase 073 for testing #elif.Kenneth Graunke
2010-08-04glcpp/tests: Fix 073-if-in-ifdef.c to use #ifdef, not #if.Kenneth Graunke
The original intention was to use #ifdef.
2010-08-04glcpp: Refactor HASH_IF and HASH_ELIF expansion to reuse code.Kenneth Graunke
2010-08-04st/mesa: Add missing header in st_context.c.Vinson Lee
2010-08-04st/mesa: Add missing header in st_atom_pixeltransfer.c.Vinson Lee
2010-08-04st/mesa: Clean up header file inclusion in st_context.h.Vinson Lee
2010-08-04st/mesa: Add missing header in st_cb_xformfb.h.Vinson Lee
2010-08-04glsl2: Remove the shader_in/shader_out tracking separate from var->mode.Eric Anholt
I introduced this for ir_dead_code to distinguish function parameter outvals from varying outputs. Only, since ast_to_hir's current_function is unset when setting up function parameters (they're needed for making the function signature in the first place), all function parameter outvals were marked as shader outputs anyway. This meant that an inlined function's cloned outval was marked as a shader output and couldn't be dead-code eliminated. Instead, since ir_dead_code doesn't even look at function parameters, just use var->mode. The longest Mesa IR coming out of ir_to_mesa for Yo Frankie drops from 725 instructions to 636.
2010-08-04glsl2: Remove a dead cut and paste member from ir_variable_refcount_visitor.Eric Anholt
2010-08-04i965: Settle on printing our program debug to stdout.Eric Anholt
Mixing stderr (_mesa_print_program, _mesa_print_instruction, _mesa_print_alu) with stdout means that when writing both to a file, there isn't a consistent ordering between the two.
2010-08-04ir_to_mesa: Print shader source and compiled IR under MESA_GLSL=dump.Eric Anholt
While the Mesa IR dumping includes some corresponding GLSL IR for correlating Mesa IR to GLSL IR, it doesn't completely express it. This printing includes things like variable declarations and control flow structure that is hard to read otherwise.
2010-08-04glsl2: Use linked ir_constant_variable after linking, instead of unlinked.Eric Anholt
2010-08-04glsl2: Return progress from ir_vec_index_to_swizzle.Eric Anholt
2010-08-04st/mesa: Clean up st_cb_viewport.h.Vinson Lee
Add inclusion guard. Add forward declaration.
2010-08-04st/mesa: Add missing headers in st_cb_texture.h.Vinson Lee
2010-08-05dri/nouveau: Don't try to validate uninitialized teximages.Francisco Jerez
2010-08-05dri/nv20: Fix some PGRAPH_ERRORs seen with DATA_CHECK enabled.Francisco Jerez
2010-08-05dri/nouveau: Fix up software mipmap generation.Francisco Jerez
2010-08-04glsl2: Generate masked assignments in some expanded matrix operationsIan Romanick
2010-08-04glsl2: Generate masked assignments in vector and matrix constructorsIan Romanick
Previously the in-line matrix and vector constructors would generate swizzles in the LHS. The code is actually more clear if it just generates the masked assignments instead of relying on the ir_assignment constructor to convert the swizzles to write masks.
2010-08-04glsl2: Additional validation of write masksIan Romanick
2010-08-04glsl2: Add ir_assignment::write_mask and associated methodsIan Romanick
Replace swizzles on the LHS with additional swizzles on the RHS and a write mask in the assignment instruction. As part of this add ir_assignment::set_lhs. Ideally we'd make ir_assignment::lhs private to prevent erroneous writes, but that would require a lot of code butchery at this point. Add ir_assignment constructor that takes an explicit write mask. This is required for ir_assignment::clone, but it can also be used in other places. Without this, ir_assignment clones lose their write masks, and incorrect IR is generated in optimization passes. Add ir_assignment::whole_variable_written method. This method gets the variable on the LHS if the whole variable is written or NULL otherwise. This is different from ir->lhs->whole_variable_referenced() because the latter has no knowledge of the write mask stored in the ir_assignment. Gut all code from ir_to_mesa that handled swizzles on the LHS of assignments. There is probably some other refactoring that could be done here, but that can be left for another day.
2010-08-04glsl2: Don't try to construct an ir_assignment with an invalid LHSIan Romanick
2010-08-04st/mesa: Add forward declaration in st_cb_strings.h.Vinson Lee