Age | Commit message (Collapse) | Author |
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Avoid rebuilding constant shader state at each draw call,
factor out spi update that might change at each draw call.
Best would be to update spi only when revealent states
change (likely only flat shading & sprite point).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Vertex elements change are less frequent than draw call, those to
avoid rebuilding fetch shader to often build the fetch shader along
vertex elements. This also allow to move vertex buffer setup out
of draw path and make update to it less frequent.
Shader update can still be improved to only update SPI regs (based
on some rasterizer state like flat shading or point sprite ...).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
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Now that we have fetch shaders, the full range of VS resources
can be used for sampling.
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Makes the code much clearer.
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evergreen variant of:
9f7ec103e26c67cb077fd7d94d2fb68562b86c40
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Use fetch shader instead of having fetch instruction in the vertex
shader. Allow to restrict shader update to a smaller part when
vertex buffer input layout changes.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This opens the question of what interface the winsys layer should
really have for talking about these concepts.
For now I'm using the existing gallium resource usage concept, but
there is no reason not use terms closer to what the hardware
understands - eg. the domains themselves.
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[airlied: remove unused vars]
Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Not yet complete.
Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Silences these GCC warnings.
r600_shader.c: In function 'tgsi_exp':
r600_shader.c:2339: warning: 'r600_src[0].rel' is used uninitialized in this function
r600_shader.c:2339: warning: 'r600_src[0].abs' is used uninitialized in this function
r600_shader.c:2339: warning: 'r600_src[0].neg' is used uninitialized in this function
r600_shader.c:2339: warning: 'r600_src[0].chan' is used uninitialized in this function
r600_shader.c:2339: warning: 'r600_src[0].sel' is used uninitialized in this function
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Thanks to Alex Deucher for pointing out the FLT to int conversion is necessary
and writing an initial patch, this brings about 20 piglits, and I think this
is the last piece to make evergreen and r600 equal in terms of features.
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On evergreen, interpolation has moved into the fragment shader,
with the interpolation parmaters being passed via GPRs and LDS entries.
This works out the number of interps required and reserves GPR/LDS
storage for them, it also correctly routes face/position values which
aren't interpolated from the vertex shader.
Also if we noticed nothing is to be interpolated we always setup perspective
interpolation for one value otherwise the GPU appears to lockup.
This fixes about 15 piglit tests on evergreen.
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This was being classed as unsupported in one place but used in others.
Enabling it seems to work fine.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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TGSI tells us when to use this, its not hooked up from GLSL to MESA to TGSI yet though.
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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fixes glsl1-2D Texture lookup with explicit lod (Vertex shader)
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We need to move the texture sampler resources out of the range of the vertex attribs.
We could probably improve this using an allocator but this is the simple answer for now.
makes mesa-demos/src/glsl/vert-tex work.
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we should be checking output array not input to decide.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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interp data is stored in gpr0 so first interp overwrote it
and subsequent ones got wrong values
reserve register 0 so it's not used for attribs.
alternative is to interpolate attrib0 last (reverse, as r600c does)
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since we plan on using dx10 constant buffers everywhere.
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Add bo offset everywhere needed if r600_bo is ever a sub bo
of a bigger bo.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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this code was memcmp'ing two structs, but refcounting one of them afterwards,
so any subsequent memcmp was never going to work.
again this stops unnecessary uploads of vertex program,
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Fixes this GCC warning.
r600_shader.c: In function 'tgsi_split_literal_constant':
r600_shader.c:818: warning: unused variable 'index'
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this sets up a single loop constant like r600c does.
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this shouldn't change behaviour, just push the choice of what
to do out to the shader.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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mainly remove 2 suffix from function names
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Lot of clean can now happen.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Fixes these GCC warnings.
r600_shader.c: In function 'tgsi_tex':
r600_shader.c:1611: warning: 'src2_chan' may be used uninitialized in this function
r600_shader.c:1611: warning: 'src_chan' may be used uninitialized in this function
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We need to map the TGSI semantics to each other using the hw semantic ids.
this fixes glsl-kwin-blur and glsl-routing.
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
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