Age | Commit message (Collapse) | Author |
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Reorder STOREs in such a way that they appear after the last FETCH.
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For example, we would like to have a predicate and texture token
in one instruction to do predicated texture sampling.
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Likewise, the extended negate functionality hasn't been
used since mesa switched to using tgsi_ureg to build programs,
and has been translating the SWZ opcode internally to a single MAD.
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These haven't been used by the mesa state tracker since the
conversion to tgsi_ureg, and it seems that none of the
other state trackers are using it either.
This helps simplify one of the biggest suprises when starting off with
TGSI shaders.
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Provide a dummy implementation in the GL state tracker (move 0.5 to
the destination regs).
At some point, a motivated person could add a better
implementation of noise. Currently not even the nvidia
binary drivers do anything more than this. In any case, the
place to do this is in the GL state tracker, not the poor
driver.
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Conflicts:
src/mesa/drivers/dri/r600/r700_assembler.c
src/mesa/drivers/dri/r600/r700_chip.c
src/mesa/drivers/dri/r600/r700_render.c
src/mesa/drivers/dri/r600/r700_vertprog.c
src/mesa/drivers/dri/r600/r700_vertprog.h
src/mesa/drivers/dri/radeon/radeon_span.c
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This fixes the glean/glsl1 "texture2D(), with bias" test when using SSE.
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Src/Dst aliasing (aka SOA dependencies) requires some care to ensure
intermediate results do not overwrite yet-to-be read source registers.
This change ensures that MOV/SWZ handle this correctly, which is poor but
no worse than the current tgsi_exec.c path. Remove the fallback as there
is nothing to be gained correctness-wise between the two implementations now.
Fixing this properly looks like a bit of work in this code, but might be
easily achieved by sending destination writes to temporary storage.
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Fix recent performance regression.
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Previously ureg would always call the driver's create-shader function. This
allows the caller the opportunity to hold onto the tokens if it needs to
reuse them, eg. to create an internal draw shader.
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Couldn't previously emit these except by calling the opcode-specific helper.
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Avoid the need to emit all constant declarations in order. Makes
referring to a specific constant in the constant buffer much easier.
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Fix ureg_DECL_vs_input to reflect this and fix up all callers.
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This fixes some issues when "return"ing from nested loops/conditionals.
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Manual merge of ureg changes on the branch. Too much unrelated stuff
for a proper merge.
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Can be implemented with CMP src2, src1, src0
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Shorthand.
(cherry picked from commit de911220bbbe74cff0c79b260456ff36122b7b5b)
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Simplifies migration to tgsi_ureg.
(cherry picked from commit f574398c07c41cb8d31249a7186fc178ef7d552a)
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When translating an incoming shader (rather than building one from scratch)
it's preferable to be able to call a single, generic instruction emitter
rather than figuring out which of the opcode-specific functions to call.
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Fall back to interpreter for now. This doesn't happen very often.
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SOA dependencies can happen when a register is used both as a source and
destination and the source is swizzled. For example:
MOV T, T.yxwz; would expand into:
MOV t0, t1;
MOV t1, t0;
MOV t2, t3;
MOV t3, t2;
The second instruction will produce the wrong result since we wrote to t0
in the first instruction. We need to use an intermediate temporary to fix
this.
This will take more work to fix for all TGSI instructions. This seems to
happen with MOV instructions more than anything else so fix that case now
and warn on others.
Fixes piglit glsl-vs-loop test (when not using SSE). See bug 23317.
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Users of the parser can make use of this.
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(cherry picked from commit d2787c02c130b1fe20d0c032d468622f2fdaef79)
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(cherry picked from commit aa40c9abc7787fdf46cb661a4d0bb8bec513fc63)
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Could previously emit opcodes with label arguments, but was no way to
patch them with the actual destinations of those labels.
Adds two functions:
ureg_get_instruction_number - to get the id of the next instruction
to be emitted
ureg_fixup_label - to patch an emitted label to point to a given
instruction number.
Need some more complex examples than u_simple_shader, so far this has
only been compile-tested.
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