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See previous commit for more info.
NOTE: This is a candidate for the 7.10 branch.
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valgrind gives me a warning with llvmpipe with profile builds but
not debug builds, this seems to fix the issue at least.
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We need to swizzle after the shadow comparison so that the GL_DEPTH_MODE
functionality is handled properly.
This fixes all the piglit glsl-fs-shadow2d*.shader_test cases, except
for glsl-fs-shadow2dproj-bias.shader_test which fails because of a
bug in the GLSL compiler (fd.o 32395).
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This branch defines a gallivm_state structure which contains the
LLVMBuilderRef, LLVMContextRef, etc. All data structures built with
this object can be periodically freed during a "garbage collection"
operation.
The gallivm_state object has to be passed to most of the builder
functions where LLVMBuilderRef used to be used.
Conflicts:
src/gallium/auxiliary/gallivm/lp_bld_tgsi_soa.c
src/gallium/drivers/llvmpipe/lp_state_setup.c
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Derivatives are now scalar.
Broken since 17dbd41cf23e7e7de2f27e5e9252d7f792d932f3.
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There seems to be no reason for it, so do same math for both
(except the scale mul, of course).
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SSE support for 32bit and 16bit unsigned arithmetic is not complete, and
can easily result in inefficient code.
In most cases signed/unsigned doesn't make a difference, such as for
integer texture coordinates.
So remove uint_coord_type and uint_coord_bld to avoid inefficient
operations to sneak in the future.
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No need for for a flow stack anymore.
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Operate simultanouesly on <width, height, depth> vector as much as possible,
instead of doing the operations on vectors with broadcasted scalars.
Also do the 24.8 fixed point scalar with integer shift of the texture size,
for unnormalized coordinates.
AoS path only for now -- the same thing can be done for SoA.
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Clamp against 0 instead of -0.5, which simplifies things.
The former version would have resulted in both int coords being zero
(in case of coord being smaller than 0) and some "unused" weight value,
whereas now the int coords will be 0 and 1, but weight will be 0, hence the
lerp should produce the same value.
Still not happy about differences between normalized and non-normalized...
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Haven't looked at what code this exactly generates but URem can't be fast.
Instead of using two URem only use one and replace the second one with
select/add (this is what the corresponding aos code already does).
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Rearrange order of operations a bit to make some clamps easier.
All calculations should be equivalent.
Note there seems to be some inconsistency in the clamp to edge case
wrt normalized/non-normalized coords, could potentially simplify this too.
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Sometimes coords are clamped to positive numbers before doing conversion
to int, or clamped to 0 afterwards, in this case can use itrunc
instead of ifloor which is easier. This is only the case for nearest
calculations unfortunately, except linear MIRROR_CLAMP_TO_EDGE which
for the same reason can use a unsigned float build context so the
ifloor_fract helper can reduce this to itrunc in the ifloor helper itself.
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Also, pass more stuff trhough the sample build context, instead of
arguments.
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If lod < 0, then invariably follows that ilevel0 == ilevel1 == 0.
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More accurate/faster results for PIPE_TEX_MIPFILTER_NEAREST. Less
FP <-> SI conversion overall.
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The only way to ensure we don't do redundant FP <-> SI conversions.
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The pipe_sampler_view's swizzle terms also apply to the texture border
color. Simply move the apply_sampler_swizzle() call after we fetch
the border color.
Fixes many piglit texwrap failures.
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The trick of casting the coord to an unsigned value only works for POT
textures. Add a bias instead. This fixes a few piglit texwrap failures.
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looks like pot_depth should be used, not pot_height
(found by accident, not verified)
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Before, changing any of these sampler values triggered generation
of new JIT code. Added a new flag for the special case of
min_lod == max_lod which is hit during auto mipmap generation.
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The old code didn't really make sense. We only need to compare the
X channel of the texture (depth) against the texcoord.
For (bi)linear sampling we should move the calls to this function
and compute the final result as (s1+s2+s3+s4) * 0.25. Someday.
This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
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...and all texture targets (1D/2D/3D/CUBE).
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This is erroneously throwing non plain formats out of the faster
AoS sampling path.
Doing 8bit interpolation for single channels such as L8 should be no
worse than with floating point. But this may need more investigation.
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Searched for them with:
git grep -E '[!=]=.*PIPE_TEXTURE_2D|PIPE_TEXTURE_2D.*[!=]=|case.*PIPE_TEXTURE_2D'
Behavior hasn't been changed.
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This logic duplicates the one in p_config.h, so remove it and adjust
the only two places that were using it.
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Single divide, so let lp_build_div decide how to implement this.
This will save a multiplication in architectures which don't have
a RCP intrinsic.
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Texture dimensions are unsigned.
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This fixes the assert added in LLVM 2.8:
assert(getType()->isIntOrIntVectorTy() &&
"Tried to create an integer operation on a non-integer type!")
But it also fixes some subtle bugs, since we should've been doing this
since LLVM 2.6 anyway.
Includes a modified patch from steckdenis@yahoo.fr for the
FNeg instructions in emit_fetch(); thanks for pointing those out.
http://bugs.freedesktop.org/29404
http://bugs.freedesktop.org/29407
Signed-off-by: José Fonseca <jfonseca@vmware.com>
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First, this undoes commit e503af4baa2c709ae5743bb278b277d3faaba076
so we use iround() in lp_build_nearest_mip_level().
Second, in lp_build_sample_general() we need to check if we're sampling
a cube map before anything else. Choose the cube face and then recompute
the partial derivatives of (S,T) with respect to the chosen cube face.
Before, we were using the directional (S,T,R) derivatives to compute
the LOD.
Third, work around an apparent bug in LLVM 2.7 where setting the lod
variable to a const(0) value results in bad x86 code. See comments in
the code.
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Fixes fd.o bug 28036 (piglit fbo-cubemap.c regression)
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Except if it has only one channel, as it would take the same number of
instructions.
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It will be more useful here.
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