Age | Commit message (Collapse) | Author |
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This is necessary for GLSL 1.30+ shadow sampling functions, which return
a single float rather than splatting the value to a vec4 based on
GL_DEPTH_TEXTURE_MODE.
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A copy and paste error.
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This has probably existed since e5e34ab18eeaffa465 or so.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Rather than passing "True", pass a bitfield describing the particular
variant's features - either projection or offset.
This should make the code a bit more readable ("Proj" instead of "True")
and make it easier to support offsets in the future.
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For offsets, we'll want the straight sampler dimensionality, without the
+1 for array types. Create a new function to do that; refactor.
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Having these as actual integer values makes it difficult to implement
the texture*Offset built-in functions, since the offset is actually a
function parameter (which doesn't have a constant value).
The original rationale was that some hardware needs these offset baked
into the instruction opcode. However, at least i965 should be able to
support non-constant offsets. Others should be able to rely on inlining
and constant propagation.
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Also removed unnecessary semicolons.
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This isn't strictly necessary, but is definitely nicer.
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Import sys for sys.exit.
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Python is already necessary for other parts of Mesa, so there's no
reason we can't just generate it. This patch updates both make and
SCons to do so.
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I forgot about this file, and it didn't show up until I tried to do
"make builtins" from a clean build.
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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.
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These mistakenly computed 't' instead of t * t * (3.0 - 2.0 * t).
Also, properly vectorize the smoothstep(float, float, vec) variants.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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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.
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We are not aware of any GPU that actually implements the cross product
as a single instruction. Hence, there's no need for it to be an opcode.
Future commits will remove it entirely.
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In particular, calling the abs function is silly, since there's already
an expression opcode for that. Also, assigning to temporaries then
assigning those to the final location is rather redundant.
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For consistency with the vec2/vec3/vec4 variants.
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This works around MSVC's 65535 byte limit, unfortunately at the expense
of any semblance of readability and much larger file size. Hopefully I
can implement a better solution later, but for now this fixes the build.
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This implements round() via the ir_unop_round_even opcode, rather than
adding a new opcode. We may wish to add one in the future, since it
might enable a small performance increase on some hardware, but for now,
this should suffice.
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Implemented using the op-code introduced in the previous commit.
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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>
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Commit 309cd4115b7cba669a0bf858e7809cb6dae90ddf incorrectly converted
these to all_equal and any_nequal, which is the wrong operation.
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Otherwise it gets used uninitialized.
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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.
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These need abs, and we need more tests.
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ir_binop_dot is only defined for vector types. Use ir_binop_mul.
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The code being generated was just stupid, considering that:
- normalize(x) = 1.0
- length(x) = x
- distance(x, y) = x - y
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Fix an major regression in dc754586. Too bad that change was
obviously never tested.
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When x==0, the result was wrong. Fixes piglit glsl-fs-atan-1.shader_test
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