Age | Commit message (Collapse) | Author |
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Pre-gen6, you could mix int and float just fine. Now, you get goofy
results.
Fixes:
glsl-arb-fragment-coord-conventions
glsl-fs-fragcoord
glsl-fs-if-greater
glsl-fs-if-greater-equal
glsl-fs-if-less
glsl-fs-if-less-equal
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There was code to do this for pre-gen6 already, this just enables it
for gen6 as well.
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This is a hw requirement in math args. This also is inefficient, as
we're calculating the same result 8 times, but then we've been doing
that on pre-gen6 as well. If we're doing math on uniforms, though,
we'd probably be better served by having some sort of mechanism for
precalculating those results into another uniform value to use.
Fixes 7 piglit math tests.
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This was leftover from the pre-gen6 cleanups. One tests regresses
where compute-to-MRF now occurs.
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Add ability to set the GLSL version used by the GLcontext by setting the
environment variable INTEL_GLSL_VERSION. For example,
env INTEL_GLSL_VERSION=130 prog args
If the environment variable is missing, the GLSL versions defaults to 120.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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By calling radeon_draw_buffers (which sets the necessary flags
in radeon->NewGLState) and revalidating if NewGLState is non-zero
in r200TclPrimitive. This fixes an assert in libdrm (the color-/
depthbuffer was changed but not yet validated) and and stops the
kernel cs checker from complaining about them (when they're too
small).
Thanks to Mario Kleiner for the hint to call radeon_draw_buffer
(instead of my half-broken hack).
v2: Also fix the swtcl r200 path.
Cc: Mario Kleiner <mario.kleiner@tuebingen.mpg.de>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
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This didn't produce a statistically significant performance difference
in my demo (n=4) or nexuiz (n=3), but it still seems like a good idea
and is recommended by the HW team.
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This is progress towards enabling a compute-to-MRF pass.
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It's time to start splitting some of this up.
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While I don't know of any performance changes from this (once extra
reg available out of 128), it makes the generated asm a lot cleaner
looking.
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Having the single opcode write then read the reg meant that single
instruction opcodes had to consider their source regs to interfere
with their dest regs.
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Fixes these GCC warnings.
brw_wm_fp.c: In function 'search_or_add_const4f':
brw_wm_fp.c:92: warning: 'reg.Index2' is used uninitialized in this function
brw_wm_fp.c:84: note: 'reg.Index2' was declared here
brw_wm_fp.c:92: warning: 'reg.RelAddr2' is used uninitialized in this function
brw_wm_fp.c:84: note: 'reg.RelAddr2' was declared here
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Fixes this GCC warning.
brw_vs.c: In function 'do_vs_prog':
brw_vs.c:46: warning: unused variable 'ctx'
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Fixes this GCC warning.
brw_eu_emit.c: In function 'brw_math2':
brw_eu_emit.c:1189: warning: unused variable 'intel'
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Fixes this GCC warning.
i915_vtbl.c: In function 'i915_assert_not_dirty':
i915_vtbl.c:670: warning: unused variable 'dirty'
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Fixes this GCC warning.
i830_vtbl.c: In function 'i830_assert_not_dirty':
i830_vtbl.c:704: warning: unused variable 'i830'
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Improves performance of my GLSL demo 14.3% (+/- 4%, n=4) by
eliminating the moves used in ir_assignment and ir_swizzle handling.
Still 16.5% to go to catch up to the Mesa IR backend, presumably
because instructions are almost perfectly mis-scheduled now.
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We were trying to remap a fully-filled array down to only handing the
WM the components it uses. This is called attribute swizzling, and if
you don't enable it you just get 1:1 mappings of inputs to outputs.
This almost fixes glsl-routing, except for the highest gl_TexCoord[]
indices.
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We'd overwrite the same element twice.
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We would compute a new buffer, but never point the hardware at the new
buffer. This partially fixes glsl-routing, as now it get the updated
uniform for which attribute to draw.
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If someone happened to land a set in a different swizzle order, we
would have assertion failed.
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_mesa_add_unnamed_constant() already does that.
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_mesa_add_state_reference does that check for us anyway.
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Fixes glsl-fs-texturecube-2-*
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Fixes point-line-no-cull.
Bug #30532
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We sensibly only provide it if the FS asks for it. We could actually
skip WPOS unless the FS needed WPOS.zw, but that's something for
later.
Fixes: glsl-texture2d and probably many others.
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Fixes glsl1-gl_FrontFacing var (2) with new FS.
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This should fix texturing in the new FS backend.
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Not needed now that we're doing barycentric.
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I only set it on the color_regions == 0 case, missing the important
case, causing GPU hangs on pre-gen6.
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The jump delta is now in the part of the instruction where the
destination fields used to be, and the src args are ignored (or not,
for the new non-predicated IF that we don't use yet).
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It's not that hard to detect when we need the header.
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We could do the first operand as well by flipping the comparison, but
this covered several CMPs in code I was looking at.
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A debug disable had slipped in.
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This uses message headers for now, since we'll need it for MRT. We
can cut out the header later.
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It instead sensibly appears in the src0 slot.
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We could try to detect this in expression handling and do it
proactively there, but it seems like less logic to do it in one
optional pass at the end.
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The glsl core should be handling most dead code issues for us, but we
generate some things in codegen that may not get used, like the 1/w
value or pixel deltas. It seems a lot easier this way than trying to
work out up front whether we're going to use those values or not.
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This also means that our intervals now highlight dead code.
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