Age | Commit message (Collapse) | Author |
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This is no longer needed since we added the new
_slang_loop_contains_continue_or_break() function/test.
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The glean "function with early return (1)" test passes now.
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Needed for "remove early returns" transformation.
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Need to execute the for loop's increment code before we continue.
Add a slang_assemble_ctx::CurLoopOper field to keep track of the containing
loop and avoid the "cont if true" path in this situation.
Plus, assorted clean-ups.
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The previous test failed for nested loops.
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Just search the AST in _slang_can_unroll_for_loop().
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We should just check if the loop contains a continue/break in the
_slang_can_unroll_for_loop() test function...
This reverts commit 989856bde47d699d7e18798df4013fbf962e1d4b.
Conflicts:
src/mesa/shader/slang/slang_codegen.h
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A shader program may consist of multiple shaders (source code units).
If we find there are unresolved functions after compiling the unit that
defines main(), we'll concatenate all the respective vertex or fragment
shaders then recompile.
This isn't foolproof but should work in most cases.
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BTW, the debug pragma syntax is "#pragma debug(on)"
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wasn't good enough for deeply nested if's.
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This reverts commit 752296b8f311c5e3844f3ce89d17ba57224ce5ba.
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trying to unroll, bail, and fallback to doing the real loop.
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This was used to handle both variable declarations and references to variables.
Instead, just do storage allocation and assignment for declarations and
references, respectively.
This is a step toward better var/uniform allocation (only allocate storage
for vars/uniforms that are actually referenced by the code).
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s/FRAG_RESULT_DEPR/FRAG_RESULT_DEPTH/
s/FRAG_RESULT_COLR/FRAG_RESULT/COLOR/
Remove FRAG_RESULT_COLH (NV half-precision) output since we never used it.
Next, we might merge the COLOR and DATA outputs (COLOR0, COLOR1, etc).
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Such TEX instructions will have the TexShadow flag set.
The gl_program::ShadowSamplers field is now set in the linker. We missed
that before.
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Don't overload the Size field with the texture target, to avoid confusion.
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1-component structs such as "struct foo { float x; }" could get placed at
any position within a register. This caused some trouble computing the
field offset which assumed all struct objects were placed at R.x.
It would be unusual to hit this case in normal shaders.
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On Windows snprintf is renamed as _snprintf.
(cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
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Add a "max complexity" heuristic to allow unrolling long loops with small
bodies and short loops with large bodies.
The loop unroll limits may need further tweaking...
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Loops such as this will be unrolled:
for (i = 0; i < 4; ++i) {
body;
}
where 'body' isn't too large.
This also helps to fix the issue reported in bug #19190. The problem there
is indexing vector types with a variable index. For example:
vec4 v;
v[2] = 1.0; // equivalent to v.z = 1.0
v[i] = 2.0; // variable index into vector!!
Since the for-i loop can be unrolled, we can avoid the problems associated
with variable indexing into a vector (at least in this case).
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(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
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This fixes cases such as:
vec4 v4;
vec2 v2;
v4.xz.yx = v2;
The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw;
Helps to fix the Humus Domino demo. See bug 19189.
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The max texture coord units is still 8. All the fixed-function paths are
still limited to 8 too. But GLSL shaders can use more samplers now.
Note that some texcoord-related data structures are declared to be 16
elements in size rather than 8. This just simplifies the code in a few
places; the extra elements aren't accessible to the user.
These changes haven't been extensively tested yet, but sanity checking has
been done.
It should be possible to increase the max image units/samplers to 32 without
doing anything special. Beyond that we'll need longer bitfields in a few
places.
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