Age | Commit message (Collapse) | Author |
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Now that MESA_MINOR=10, we no longer need the extra '0' in the
version string.
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Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
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rc_get_readers_normal() supplies a list of readers for a given
instruction. This function is now being used by the copy propagate
optimization and will eventually be used by most other optimization
passes as well.
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It is possible for a single pair instruction arg to select from both an
RGB and an Alpha source.
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Fixes glean/bufferObject.
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Fixes fbo-blit and probably several other tests.
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XOR makes much more sense. Note that the previous code would have
failed for not(not(x)), but that gets optimized out.
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Otherwise, it would try to handle arrays as structures, use
uninitialized memory, and crash.
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This fixes erroneous "bad format in do_row()" messages
Signed-off-by: Brian Paul <brianp@vmware.com>
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We need to keep track of three different fragment shaders: Z-only, stencil-
only, and Z+stencil. Before, we were only keeping track of the first one
we encountered.
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We often use reg_null as the destination when setting up the flag
regs. However, on gen6 there aren't general implicit conversions to
destination types from src types, so the comparison to produce the
flag regs would be done on the integer result interpreted as a float.
Hilarity ensued.
Fixes 20 piglit cases.
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Include compiler.h for ASSERT symbol.
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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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I broke it in 06fd639c519214b6ebcbf29127b6d9ed429f8641 by only testing
2 generations of hardware :(
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These were left-over bits from when convolution was removed.
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Also, update ir_to_mesa's "1.30 is unsupported" case to "handle" it.
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Hopefully this code can just go away soon.
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It is now to the point where we have no regressing piglit tests. It
also fixes Yo Frankie! and Humus DynamicBranching, probably due to the
piglit bias tests that work that didn't on the Mesa IR backend.
As a downside, performance takes about a 5-10% performance hit at the
moment (e.g. nexuiz 19.8fps -> 18.8fps), which I plan to resolve by
reintroducing 16-wide fragment shaders where possible. It is a win,
though, for fragment shaders using flow control.
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Simply using RNDU, RNDZ, or RNDE does not produce the desired result.
Rather, the RND* instructions place a value in the destination register
that may be 1 less than the correct answer. They can also set per-channel
"increment bits" in a flag register, which, if set, mean dest needs to
be incremented by 1. A second instruction - a predicated add -
completes the job.
Notably, RNDD always produces the correct answer in a single
instruction.
Fixes piglit test glsl-fs-trunc.
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The existing code used RNDD, which rounds down, rather than toward zero.
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Fixes piglit test glsl-fs-ceil.
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This cuts usually 2 out of 3 instructions for flag reg generation (if
statements, conditional assignment) by producing the conditional mod
in the expression representing the boolean value.
Fixes glsl-fs-vec4-indexing-temp-dst-in-nested-loop-combined (register
allocation no longer fails for the conditional generation
proliferation)
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This will be a place to peephole comparisions directly to the flag
regs, and for now avoids using MOV with conditional mod on gen6, which
is now illegal.
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GLES1 and GLES2 install their own exec pointers and don't need the
Save table. Also, the SET_* macros use different indices for the different
APIs so the offsets used in vtxfmt.c are actually wrong for the ES APIs.
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Improves nexuiz performance 0.91% (+/- 0.54%, n=8)
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So far, I've only seen this be a valgrind warning and not a real failure.
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Just always check for FLUSH_UPDATE_CURRENT and call Driver.BeginVertices
when necessary. By using the unlikely() macros, this ends up as
a 10% performance improvement (for isosurf, anyway) over the old,
complicated function pointer swapping.
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This reverts commit 73dab75b4165f7d2214a68d4ba8e3cb7aab9b4ac.
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Don't use r0 for FF_SYNC dest reg on Sandybridge, which would
smash FFID field in GS payload, that cause later URB write fail.
Also not use r0 in any URB write requiring allocate.
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Actually validate that the implementation supports the particular
shader target as well. Previously if a driver only supported vertex
shaders, for example, glCreateShaderObjectARB would gladly create a
fragment shader.
NOTE: this is a candidate for the 7.9 branch.
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