Age | Commit message (Collapse) | Author |
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Addresses excessive TEMP allocation in vertex shaders where all CONSTs are
stored into TEMPS at the start, but copy propagation was failing due to
the presence of IFs.
We could do something about loops, but ifs are easy enough.
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The ACP may already be NULL, so don't try to make it NULL again.
This should fix bugzilla #34119.
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Fixes glsl-vs-post-increment-01.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Both of these assertions are triggered by the test case in bugzilla
size of 0.
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Conflicts:
src/gallium/auxiliary/draw/draw_llvm.c
src/gallium/drivers/llvmpipe/lp_state_fs.c
src/glsl/ir_set_program_inouts.cpp
src/mesa/tnl/t_vb_program.c
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Fixes these MSVC errors.
ir_to_mesa.cpp(2644) : error C2057: expected constant expression
ir_to_mesa.cpp(2644) : error C2466: cannot allocate an array of constant size 0
ir_to_mesa.cpp(2644) : error C2133: 'acp' : unknown size
ir_to_mesa.cpp(2646) : error C2070: 'ir_to_mesa_instruction *[]': illegal sizeof operand
ir_to_mesa.cpp(2709) : error C2070: 'ir_to_mesa_instruction *[]': illegal sizeof operand
ir_to_mesa.cpp(2718) : error C2070: 'ir_to_mesa_instruction *[]': illegal sizeof operand
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This catches more opportunities than the prog_optimize.c code on
openarena's fixed function shaders turned to GLSL, mostly due to
looking at multiple source instructions for copy propagation
opportunities. It should also be much more CPU efficient than
prog_optimize.c's code.
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This adds a new optional max_depth parameter (defaulting to 0) to
lower_if_to_cond_assign, and makes the pass only flatten if-statements
nested deeper than that.
By default, all if-statements will be flattened, just like before.
This patch also renames do_if_to_cond_assign to lower_if_to_cond_assign,
to match the new naming conventions.
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This is the same as what the array dereference handler does.
Fixes piglit test glsl-link-struct-array (bugzilla #31648).
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This should allow lower_if_to_cond_assign to work in the presence of
discards, fixing bug #31690 and likely #31983.
NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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Upon link error, exit translation loop, free program instructions.
Check for null pointers in calling code.
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The goal here is to avoid regressing performance on ir_to_mesa drivers
for fixed function fragment shaders requiring saturates.
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This should save on the overhead of tree-walking and provide a
convenient place to add more instruction lowering in the future.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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The vector operator collects 2, 3, or 4 scalar components into a
vector. Doing this has several advantages. First, it will make
ud-chain tracking for components of vectors much easier. Second, a
later optimization pass could collect scalars into vectors to allow
generation of SWZ instructions (or similar as operands to other
instructions on R200 and i915). It also enables an easy way to
generate IR for SWZ instructions in the ARB_vertex_program assembler.
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This may grow in the near future.
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The operate just like ir_unop_sin and ir_unop_cos except that they
expect their inputs to be limited to the range [-pi, pi]. Several
GPUs require this limited range for their sine and cosine
instructions, so having these as operations (along with a to-be-written
lowering pass) helps this architectures.
These new operations also matche the semantics of the
GL_ARB_fragment_program SCS instruction. Having these as operations
helps in generating GLSL IR directly from assembly fragment programs.
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Condiation moves with a condition of (a < 0), (a > 0), (a <= 0), or (a
>= 0) can be generated with "a" directly as an operand of the CMP
instruction. This doesn't help much now, but it will help with
assembly shaders that use the CMP instruction.
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Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage. Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage. As a result, some slots will be NULL. This makes things a
little more complex in the linker, but it simplifies things in other
places.
As a side effect _NumLinkedShaders is removed.
NOTE: This may be a candidate for the 7.9 branch. If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
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Also, update ir_to_mesa's "1.30 is unsupported" case to "handle" it.
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This assertion was added in commit f1c1ee11, but it did not notice
that the array is accessed with 'size-1' instead of 'size'. As a
result, the assertion was off by one. This caused failures in at
least glsl-orangebook-ch06-bump.
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I'm still not pleased with how builtin uniforms are handled, but as
long as we're relying on the prog_statevar stuff this seems about as
good as it'll get.
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Fixes: glsl-mat-from-int-ctor-03
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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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Fixes this GCC warning.
warning: missing initializer for member 'statevar_element::array_indexed'
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Currently GLSL IR forbids any vector comparisons, and defines "ir_binop_equal"
and "ir_binop_nequal" to compare all elements and give a single bool.
This is highly unintuitive and prevents generation of optimal Mesa IR.
Hence, first rename "ir_binop_equal" to "ir_binop_all_equal" and
"ir_binop_nequal" to "ir_binop_any_nequal".
Second, readd "ir_binop_equal" and "ir_binop_nequal" with the same semantics
as less, lequal, etc.
Third, allow all comparisons to acts on vectors.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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