Age | Commit message (Collapse) | Author |
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For some reason gallium hands us something with lots of empty views, and
we are expected to deal with it, just do what r300g does for this bit.
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Add texture mapping support, redbook/texbind works if
you comment out glClear and second checkboard. Need to
fix :
- texture overwritting
- lod & mip/map handling
- unormalized coordinate handling
- texture view with first leve > 0
- and many other things
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Cube map faces and 3D texture slices are treated the same in llvmpipe
textures. Need to pass the sum of these fields to
llvmpipe_unswizzle_cbuf_tile() as we do elsewhere.
Fixes piglit fbo-3d test (fd.o bug 29135).
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Fixes SCons build.
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Fixes:
glsl1-GLSL 1.20 uniform array constructor
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Fixes:
glsl-uniform-out-of-bounds.
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I managed to revert the change from unlinked at some point while
cleaning up the changes. glsl-fs-raytrace-bug27060 drops from 389
instructions to 370.
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There seem to be a problem with this path and freeglut where
the window wont open if SWRAST_NO_PRESENT is set to true.
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If an undeclared variable was dereferenced in an expression that
needed constant expression handling, we would walk off a null ir->var
pointer.
Fixes:
glsl1-TIntermediate::addUnaryMath
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Fixes:
glsl1-GLSL 1.20 array constructor 1
glsl1-GLSL 1.20 array constructor 2
glsl1-GLSL 1.20 array.length()
glsl1-GLSL 1.20 const array constructor 1
glsl1-GLSL 1.20 const array constructor 2
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glsl-fs-raytrace-bug27060 goes from 485 Mesa IR instructions to 389
before Mesa IR optimization.
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If we don't walk into functions, we won't see any usage of variables
in the functions.
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This way, we don't need to pass in a parse state, and the context
doesn't grow with the number of passes through optimization.
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This gets glsl-vs-raytrace, glsl-fs-raytrace running on the new
compiler.
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Otherwise, we end up losing structure names after compile time, and
dumping IR often ends up reporting some other mysterious string.
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Make sure we always fill in the literal after alu instruction.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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MESA_GLSL=nopt now produces believable output for glsl-fs-raytrace.
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This cleans up the assembly output of almost all the non-logic tests
glsl-algebraic-*. glsl-algebraic-pow-two needs love (basically,
flattening to a temporary and squaring it).
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Fixes fdo 29269.
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When
(mask & a) | (~mask & b)
is meant instead of
mask ? a : b
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void functions have a type of glsl_type::void_type, not a null type.
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Fixes:
TPPStreamCompiler::assignOperands
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Fixes a link-time crash in glsl-vs-cross-3.
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This pulls in multiple i965 driver fixes which will help ensure better
testing coverage during development, and also gets past the conflicts
of the src/mesa/shader -> src/mesa/program move.
Conflicts:
src/mesa/Makefile
src/mesa/main/shaderapi.c
src/mesa/main/shaderobj.h
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Hardware backends will get angry otherwise.
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Also fix up comments, so that the difference between the two passes is
clarified.
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Several routines directly analyze the grf-to-mrf moves from the Gen
binary code. When it is possible, the mov is removed and the message
register is directly written in the arithmetic instruction
Also redundant mrf-to-grf moves are removed (frequently for example,
when sampling many textures with the same uv)
Code was tested with piglit, warsow and nexuiz on an Ironlake
machine. No regression was found there
Note that the optimizations are *deactivated* on Gen4 and Gen6 since I
did test them properly yet. No reason there are bugs but who knows
The optimizations are currently done in branch free programs *only*.
Considering branches is more complicated and there are actually two
paths: one for branch free programs and one for programs with branches
Also some other optimizations should be done during the emission
itself but considering that some code is shader between vertex shaders
(AOS) and pixel shaders (SOA) and that we may have branches or not, it
is pretty hard to both factorize the code and have one good set of
strategies
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