Age | Commit message (Collapse) | Author |
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MOV, MOV."
This reverts commit 46450c1f3f93bf4dc96696fc7e0f0eb808d9c08a. I was
wrong about null reg behavior -- it reads undefined, not 0. And
they're not kidding.
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This was obvious when looking at the compiled output of ETQW's
shaders.
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Saves an instruction over doing conditional moves.
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Saves an instruction in PINTERP, LINTERP, and PIXEL_W from
brw_wm_glsl.c For non-GLSL it isn't used yet because the deltas have
to be laid out differently.
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This would be triggered by use of sqrt() along with control flow.
Fixes piglit-fs-sqrt-branch and a bug in Yo Frankie!.
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As with swrast, this fixes the default pixel center behavior which was
broken, and implements the previous behavior for integer. Fixes
piglit fp-arb-fragment-coord-conventions-none. The extension won't be
exposed until we get the GLSL part implemented.
The DRI1 origin_x/y parts are dropped since they're no longer relevant.
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Conflicts:
src/mesa/drivers/dri/i965/brw_wm_emit.c
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Invalid assertion found by Roel Kluin <roel.kluin@gmail.com>
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Conflicts:
configs/darwin
src/gallium/auxiliary/util/u_clear.h
src/gallium/state_trackers/xorg/xorg_exa_tgsi.c
src/mesa/drivers/dri/i965/brw_draw_upload.c
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Saves ~2KB of code.
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Saves ~480 bytes of code.
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This should fix TXB on G45 and older in the GLSL case.
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New comments should explain some of the confusion about how this message
works.
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They're the same regardless of execution width for 8, 4x2, and 16.
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The cube map array index arg is always present.
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No statistically significant performance difference at n=3 with either
openarena or my GL demo, but cutting program size seems like a good
thing to be doing for the hypothetical app that has a working set near
icache size.
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This should fix issues with antialiased lines in GLSL.
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The PINTERP code should be faster for brw_wm_glsl.c now since brw_wm_emit.c's
had been improved, and pixel_w should no longer stomp on a neighbor to dst.
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This drops support for get_src_reg_imm in these, but the prospect of getting
brw_wm_pass*.c onto our GLSL path is well worth some temporary pain.
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Previously, it was trying to mess around with the varying's
WM setup data to produce a result. Along with not actually working when
passed a varying, this wouldn't work if you did dFd[xy]() on a temporary.
Instead, just calculate the derivative using the neighbors in the subspan.
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I ran into this lack of support when writing a shader that always discarded
the fragments.
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DPH can output to any component, not just to X. This allows fpalu.c
to run without hitting the assertion in emit_dph.
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This is preparation for merging of brw_wm_glsl.c and
brw_wm_emit.c, and glsl.c doesn't swizzle channel results around.
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I was getting tired of doing the dance of INTEL_DEBUG=batch, copying it out,
and running intel-gen4disasm on it.
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1. new PCI ids
2. fix some 3D commands on new chipset
3. fix send instruction on new chipset
4. new VUE vertex header
5. ff_sync message (added by Zou Nan Hai <nanhai.zou@intel.com>)
6. the offset in JMPI is in unit of 64bits on new chipset
7. new cube map layout
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1. the data type of <src1> (JMPI offset) must be D
2. execution size must be 1
3. NoMask
4. instruction compression isn't allowed.
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the driver used to overwrite grf0 then use implicit move by send instruction
to move contents of grf0 to mrf1. However, we must not overwrite grf0 since
it's still used later for fb write.
Instead, do the move directly do mrf1 (we could use implicit move from another
grf reg to mrf1 but since we need a mov to encode the data anyway it doesn't
seem to make sense).
I think the dp_READ/WRITE_16 functions may suffer from the same issue.
While here also remove unnecessary msg_reg_nr parameter from the dataport
functions since always message register 1 is used.
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This gets two more glean glsl1 tests using the non-GLSL path.
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Used to map drawables, textures and constant buffers to surface binding
table indexes.
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This also cuts instructions by just using the existing bit in the payload
rather than computing it from the determinant in the SF unit and passing it
as a varying down to the WM. Something still goes wrong with getting the
backface color right, but a simpler shader appears to get the right result.
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GLSL shadow() sampler calls are properly propogated down to the driver now.
The glean glsl1 shadow() tests work (except for the alpha channel).
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