Age | Commit message (Collapse) | Author |
|
I think was used long ago, when we actually read the builtins into the
shader's instruction stream directly, rather than creating a separate
shader and linking the two. It doesn't seem to serve any purpose now.
|
|
NOTE: The 7.9 and 7.10 branches will need their builtins refreshed too.
Rather than cherry-picking this commit, run 'make builtins'.
|
|
This makes a very simple 1.30 shader go from 196k of memory to 9k.
NOTE: This -may- be a candidate for the 7.9 branch, as the benefit is
substantial. However, it's not a simple change, so it may be wiser to
wait for 7.10.
|
|
|
|
|
|
|
|
Since this is just generated by python, it's questionable whether this
should continue to live in the repository - Mesa already has other
things generated from python as part of the build process.
|
|
|
|
|
|
|
|
|
|
It turns out that most people new to this IR are surprised when an
assignment to (say) 3 components on the LHS takes 4 components on the
RHS. It also makes for quite strange IR output:
(assign (constant bool (1)) (x) (var_ref color) (swiz x (var_ref v) ))
(assign (constant bool (1)) (y) (var_ref color) (swiz yy (var_ref v) ))
(assign (constant bool (1)) (z) (var_ref color) (swiz zzz (var_ref v) ))
But even worse, even we get it wrong, as shown by this line of our
current step(float, vec4):
(assign (constant bool (1)) (w)
(var_ref t)
(expression float b2f (expression bool >=
(swiz w (var_ref x))(var_ref edge))))
where we try to assign a float to the writemasked-out x channel and
don't supply anything for the actual w channel we're writing. Drivers
right now just get lucky since ir_to_mesa spams the float value across
all the source channels of a vec4.
Instead, the RHS will now have a number of components equal to the
number of components actually being written. Hopefully this confuses
everyone less, and it also makes codegen for a scalar target simpler.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
Commit 309cd4115b7cba669a0bf858e7809cb6dae90ddf incorrectly converted
these to all_equal and any_nequal, which is the wrong operation.
|
|
|
|
|
|
|
|
Otherwise it gets used uninitialized.
|
|
Otherwise builtin_profiles contains dangling pointers the next time
_mesa_read_profile is called. I suspect this may fix bugzilla #29847,
but I was never able to reproduce it.
|
|
These need abs, and we need more tests.
|
|
|
|
|
|
Fix an major regression in dc754586. Too bad that change was
obviously never tested.
|
|
|
|
|
|
|
|
When x==0, the result was wrong. Fixes piglit glsl-fs-atan-1.shader_test
|
|
When releasing the builtin functions, we were just freeing the memory,
not telling the builtin function loader that we had freed its memory.
I wish I had done ARB_ES2_compatibility so we had regression testing
of this path. Fixes segfault on changing video options in nexuiz.
|
|
|
|
As of 1.20, variable names, function names, and structure type names all
share a single namespace, and should conflict with one another in the
same scope, or hide each other in nested scopes.
However, in 1.10, variables and functions can share the same name in the
same scope. Structure types, however, conflict with/hide both.
Fixes piglit tests redeclaration-06.vert, redeclaration-11.vert,
redeclaration-19.vert, and struct-05.vert.
|
|
Make glsl include only main/core.h from core mesa.
|
|
|
|
|
|
|
|
|
|
|
|
Each language version/extension and target now has a "profile" containing
all of the available builtin function prototypes. These are written in
GLSL, and come directly out of the GLSL spec (except for expanding genType).
A new builtins/ir/ folder contains the hand-written IR for each builtin,
regardless of what version includes it. Only those definitions that have
prototypes in the profile will be included.
The autogenerated IR for texture builtins is no longer written to disk,
so there's no longer any confusion as to what's hand-written or
generated.
All scripts are now in python instead of perl.
|
|
|
|
|
|
Fixes glsl-fs-tan-1.
|
|
So many problems here. One is that we can't do the quadrant handling
for all the channels at the same time, so we call the float(y, x)
version multiple times. I'd also left out the x == 0 handling. Also,
the quadrant handling was broken for y == 0, so there was a funny
discontinuity on the +x side if you plugged in obvious values to test.
I generated the atan(float y, float x) code from a short segment of
GLSL and pasted it in by hand. It would be nice to automate that
somehow.
Fixes:
glsl-fs-atan-1
glsl-fs-atan-2
|
|
The type signatures were completely backwards.
|
|
|
|
Previously, we'd constant-fold up a value of vec4(1.0 - arg2, 0, 0, 0).
Fixes:
glsl1-mix(vec4) function
|
|
This is an invasive set of changes. Each user shader tracks a set of other
shaders that contain built-in functions. During compilation, function
prototypes are imported from these shaders. During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
|
|
I'd flipped around the order of two operations in paren-balancing
adventures, and left out the multiply by sign(x) required for negative x.
Fixes:
glsl1-acos(vec4) function
glsl1-asin(vec4) function
glsl1-atan(vec4) function
|
|
Fixes:
glsl1-vector relational (bvec2 ==,!=)
glsl1-vector relational (vec4 !=)
|
|
|
|
Fixes CorrectFunction.vert.
|
|
ARB_fp, ARB_vp, Mesa IR, and the 965 vertex shader all have
instructions for cross. Shaves 12 Mesa instructions off of a
66-instruction shader I have.
|