Commit graph

58013 commits

Author SHA1 Message Date
Matt Turner
1cf76c72da glsl: Add nequal() to ir_builder.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-14 17:15:06 -07:00
Matt Turner
16be6298c0 glsl: Add abs() to ir_builder.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-14 17:15:06 -07:00
Matt Turner
6bfb1a8344 glsl: Add bitcast_i2f() to ir_builder.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-14 17:15:06 -07:00
Marek Olšák
3d1b01662b radeonsi: unduplicate code in create_context
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:03 +02:00
Marek Olšák
e801b78aa0 radeonsi: initialize the radeon_surface structure
this fixes valgrind warnings

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:03 +02:00
Marek Olšák
731c6aa52d radeonsi: correct sampler function names
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:03 +02:00
Marek Olšák
0469171159 radeonsi: rename r600_texture::dirty_db_mask to dirty_level_mask
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:03 +02:00
Marek Olšák
363b2805f7 radeonsi: rename r600_resource_texture to r600_texture
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:02 +02:00
Marek Olšák
128819d394 tgsi: add info about MSAA samplers to tgsi_shader_info
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:02 +02:00
Marek Olšák
0ee4bae70d tgsi: fix the location of sample index
The sample index is always in W.

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
2013-08-15 02:03:02 +02:00
Roland Scheidegger
7727fbb7c5 r600/radeonsi: implement new float comparison instructions
Also use ordered comparisons for old cmp instructions.

Tested-by: Michel Dänzer <michel@daenzer.net>
Reviewed-by: Tom Stellard <tom@stellard.net>
2013-08-15 00:40:14 +02:00
Roland Scheidegger
72874d2352 nv50: implement new float comparison instructions
untested.

Reviewed-by: Christoph Bumiller <e0425955@student.tuwien.ac.at>
2013-08-15 00:40:14 +02:00
Roland Scheidegger
e858921d52 ilo: implement new float comparison instructions
untested.

Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
2013-08-15 00:40:14 +02:00
Roland Scheidegger
e58c2310b8 gallivm: already pass coords in the right place in the sampler interface
This makes things a bit nicer, and more importantly it fixes an issue
where a "downgraded" array texture (due to view reduced to 1 layer and
addressed with (non-array) samplec instruction) would use the wrong
coord as shadow reference value. (This could also be fixed by passing
target through the sampler interface much the same way as is done for
size queries, might do this eventually anyway.)
And if we'd ever want to support (shadow) cube map arrays, we'd need
5 coords in any case.

v2: fix bugs (texel fetch using wrong layer coord for 1d, shadow tex
using wrong shadow coord for 2d...). Plus need to project the shadow
coord, and just for fun keep projecting the layer coord too.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-15 00:40:14 +02:00
Roland Scheidegger
d4b43cedb6 gallivm: change coordinate handling throughout functions
Instead of passing s,t,r coordinates pass a coord array - the reason is that
I need to pass more coords (in particular for shadow "coord", future will also
need another one for cube map arrays) so just pass them as an array.
Also, to simplify things, use fixed location for the shadow reference value I
want to get rid of the silly "where is the right coord value" game.
Keep old-style however for aos sampling (which is not going to need shadow
coord, though for cube map arrays it still would need fixing).
(Next patch will pass those through using the new arrangement directly from
sampler interface.)

v2: fix up soa split path (unreachable currently but still...)

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-15 00:40:14 +02:00
Roland Scheidegger
c6c55ad3e9 gallivm: fix border color with normalized texture formats
We need to put border color into texture format color space which
essentially means clamping for non-float, normalized formats (not entirely
sure if we're also meant to quantize the float but it's probably ok not to
do it thankfully).
For OpenGL we could do this easily outside generated code due to the
1:1 sampler/texture correspondence but not for d3d10 which is terrible
(as we recalculate a constant over and over again per shader invocation).
Fortunately border color should be rare enough that we don't care THAT much.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-15 00:40:14 +02:00
Zack Rusin
27cedd8aec llvmpipe: fix pipeline statistics with a null ps
If the fragment shader is null then pixel shader invocations have
to be equal to zero. And if we're running a null ps then clipper
invocations and primitives should be equal to zero but only
if both stancil and depth testing are disabled.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2013-08-14 18:23:36 -04:00
Zack Rusin
a3ae5dc7dd draw: make sure that the stages setup outputs
Calling the prepare outputs cleans up the slot assignments
for outputs, unfortunately aapoint and aaline didn't have
code to reset their slots after the initial setup, this
was messing up our slot assignments. The unfilled stage
was just missing the initial assignment of the face slot.
This fixes all of the reported piglit failures.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2013-08-14 18:23:35 -04:00
Paul Berry
98d2498404 glsl: Fix incorrect pattern matching in ir_set_program_inouts
In commit 8fc41df (glsl: Modify ir_set_program_inouts to handle
geometry shaders), when attempting to pattern match the "foo" part of
expressions such as:

   foo[i][j]
   foo[i]

I incorrectly called as_dereference_variable() on the subexpression
foo[i] instead of foo.  As a result, the pattern never matched, so
ir_set_program_inouts would fall back on marking the entire variable
as used, rather than just the portion indexed by the array.

This didn't result in incorrect behaviour, but it could have resulted
in inefficiency by causing the back-end to allocate resources for
unused parts of an input or output array.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-14 10:53:47 -07:00
Rico Schüller
d1ba1055d9 vl: Add support for max level query v2
This patch adds the level query support to the video decoders
and uses some more reasonable defaults.

v2: (ck) add commit message

Reviewed-by: Christian König <christian.koenig@amd.com>
2013-08-14 13:20:01 +02:00
Ian Romanick
830f4df993 glsl: Emit better warnings for things that look like default precision statements
Previously we would emit a warning for empty declarations like

float;

We would also emit the same warning for things like

highp float;

However, this second case is most likely the application trying to set
the default precision.  This makes the compiler generate a stronger
warning with some suggestion of a fix.

It really seems like this should be an error.  I'll bet that 100% of the
time someone writes 'highp float;' the actually meant 'precision highp
float;'.  Alas, both AMD and NVIDIA accept this syntax, and the spec
doesn't explicitly forbid it.

This makes piglit's precision-05.vert generate the following warnings:

0:12(11): warning: empty declaration with precision qualifier, to set the default precision, use `precision lowp float;'
0:13(12): warning: empty declaration with precision qualifier, to set the default precision, use `precision mediump int;'

v2: Add { } around a one-line if body and fix a comment.  Suggested by
Ken.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 20:47:20 -07:00
Paul Berry
825f9ff5d3 glsl/ast: Don't perform GS input array checks on non-inputs.
Previously, we were accidentally calling
handle_geometry_shader_input_decl() on non-input interface block
declarations, resulting in bogus error checking.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-13 20:02:55 -07:00
Paul Berry
91c8fea924 glsl/ast: Fix assertion failure when GS input declared as non-array.
Previously, if a geometry shader input was declared as a non-array, we
would flag the proper compiler error, but then before we got a chance
to report it to the client, handle_geometry_shader_input_decl() would
assertion fail.

With this patch, handle_geometry_shader_input_decl() ignores
non-arrays.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-13 20:02:54 -07:00
Paul Berry
336351e971 glsl/ast: Check that geometry shader interface block inputs are arrays.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-13 20:02:54 -07:00
Paul Berry
3b837e637e i965/gen7+: Fix build error introduced by renaming upload_3dstate_so_decl_list.
Commit 9f9ccf707c renamed
upload_3dstate_so_decl_list to gen7_upload_3dstate_so_decl_list but
forgot to update the caller.
2013-08-13 19:36:27 -07:00
Jon Severinsson
9298f537a7 radeon/llvm: Add missing "%s" format string to fprintf.
This fixes a compilation warning with -Wformat-security.

CC: "9.2" <mesa-stable@lists.freedesktop.org>

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
2013-08-13 19:18:14 -07:00
Chad Versace
11b8f8e7e4 i965: Move arrays brw_multisample_positions* to new header
Move the arrays to the new header brw_multisample_state.h, which will be
shared with Broadwell code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-13 18:04:20 -07:00
Chad Versace
7eecda29c8 i965: Refactor names of sample_positions_8/4x arrays
Place each array in the brw namespace by renaming it:
    sample_positions_4x -> brw_multisample_positions_4x
    sample_positions_8x -> brw_multisample_positions_8x

This prepares for moving the arrays to a header shared by gen6 and gen8.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-13 18:03:59 -07:00
Kenneth Graunke
9f9ccf707c i965/gen7+: Mark upload_3dstate_so_decl_list as non-static (v2)
We will reuse this for Broadwell.

v2: Prefix function name with 'gen7'. (chadv)

Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-13 18:03:57 -07:00
Kenneth Graunke
f4e5c235de i965: Mark a few brw_draw_upload.c functions as non-static
We will reuse these for Broadwell.

Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-13 18:02:13 -07:00
Ian Romanick
1b35e33af4 glsl: Require function return type arrays be explicitly sized
Fixes piglit array-function-return-unsized.vert.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Ian Romanick
42624b1c81 glsl: Move and refine test for unsized arrays in GLSL ES
GLSL ES does not allow unsized arrays, and GLSL ES 1.00 does not allow
array initializers.  However, GLSL ES 3.00 allows array initializers,
and the initializer can explicitly size the array.  The specification
even includes some examples of this:

    float x[] = float[2] (1.0, 2.0);     // declares an array of size 2
    float y[] = float[] (1.0, 2.0, 3.0); // declares an array of size 3

    float a[5];
    float b[] = a;

Move the unsized array check to after the initializer has been
processed.  If the array is still unsized, generate the error.  This
should have no effect in GLSL ES 1.00 because, as previously mentioned,
array initializers are not allowed.

Fixes piglit "glsl-es-3.00 compiler array-sized-by-initializer.vert".

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.1 9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Ian Romanick
d5aee174b8 glx: Generate GLXBadDrawable when drawable is zero
Fixes piglit glx-query-drawable-GLXBadDrawable.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Ian Romanick
ef83bd2b95 mesa: Use _mesa_detach_renderbuffer when deleting a texture
The functional change is that now invalidate_framebuffer is called if
the texture is actually detached from one of the currently bound FBOs.
Previously this was only done for renderbuffers.

The remaining changes make the texture delete path look more similar to
the renderbuffer delete path.  This includes adding relevant spec
quotations to justify the behavior.

Fixes piglit fbo-incomplete "delete texture of bound FBO" test.

v2: Move 'fb->Attachment[i].Texture == att' check from previous patch to
this patch... where it was intended to be in the first place.  Noticed
by Chad.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Ian Romanick
438cc6bc49 mesa: Make detach_renderbuffer available outside fbobject.c
Also add a return value indicating whether any work was done.

This will be used by the next patch.

v2: Move 'fb->Attachment[i].Texture == att' check to the next
patch... where it was intended to be in the first place.  Noticed by
Chad.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Ian Romanick
341fb93c16 meta: Don't call _mesa_Ortho with width or height of 0
Fixes failures in oglconform fbo mipmap.manual.color,
mipmap.manual.colorAndDepth, mipmap.automatic, and
mipmap.manualIterateTexTargets subtests.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-13 17:53:33 -07:00
Vadim Girlin
17bb96b03d r600g/sb: use MULADD workaround on R7xx for MULADD_IEEE
Looks like the same issue that was seen with MULADD in trans slot on
R7xx also affects MULADD_IEEE (maybe all OP3 instructions and MULADD is
just a most frequently used?). So the workaround is to not allow affected
instructions to be placed into the trans slot.

Fixes https://bugs.freedesktop.org/show_bug.cgi?id=67927

Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
2013-08-14 01:03:18 +04:00
Roland Scheidegger
6991f86945 gallivm: implement new float comparison instructions returning integer masks
FSEQ/FSGE/FSLT/FSNE work just the same as SEQ/SGE/SLT/SNE except skip the
select.
And just for consistency use the same appropriate ordered/unordered comparisons
for the old opcodes as well.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-13 19:09:17 +02:00
Roland Scheidegger
0930082ffd tgsi: implement new float comparison instructions returning integer masks
Also while here add a bunch of other forgotten (integer) instructions to
tgsi_util_get_inst_usage_mask() (which isn't used for much except optimizing
away unused input components), though it may still be incomplete.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-13 19:09:17 +02:00
Roland Scheidegger
e7a5bf7a34 gallium: add new float comparison instructions returning integer masks
Newer graphic languages don't want messy float mask results but instead true
"boolean" mask results for float comparisons. Otherwise just need to convert
the floats back to integers. Need to keep the old opcodes however due to both
legacy (gl and d3d9) needing them and because older hw can't really deal with
integers. These new FSEQ/FSGE/FSLT/FSNE opcodes are part of integer API and
hence must be supported if a driver claims to support glsl 1.30 (or
PIPE_SHADER_CAP_INTEGERS).

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-13 19:09:17 +02:00
Chia-I Wu
3b6cee1634 ilo: enable dumping of WM PCB
It was disabled because it wasn't supported.
2013-08-13 16:28:24 +08:00
Chia-I Wu
0f8a86682f ilo: no binding table change when constants are pushed
When constants can be pushed, and nothing else requires new SURFACE_STATEs,
there is no need to emit BINDING_TABLE_STATE.
2013-08-13 16:26:03 +08:00
Chia-I Wu
c6e1e0157b ilo: support push constant model in shaders
Source constants from URB constant data when the constant data can fit in the
PCB.
2013-08-13 16:04:35 +08:00
Chia-I Wu
5e30ffbda6 ilo: support copying constant buffer 0 to PCB
Add ILO_KERNEL_PCB_CBUF0_SIZE so that a kernel can specify how many bytes of
constant buffer 0 need to be copied to PCB.
2013-08-13 15:52:41 +08:00
Chia-I Wu
5df62dce34 ilo: make constant buffer 0 upload optional
Add ILO_KERNEL_SKIP_CBUF0_UPLOAD so that we can skip constant buffer 0 upload
when the kernel does not need it.
2013-08-13 15:52:37 +08:00
Chia-I Wu
8b5b5fe394 Revert "ilo: initialize constant buffer SURFACE_STATE early"
This reverts commit a9b800aa81.  With push
constant support, the constructed SURFACE_STATE is unused and wasted.  The
change only slows things down.
2013-08-13 15:24:58 +08:00
Armin K
f423eba46e gbm: Link to libwayland-drm if Wayland EGL platform is enabled
We were relying on libEGL to pull in libwayland-client symbols, but with
commit 2c2e64edab cleaned up the
symbol leak.

https://bugs.freedesktop.org/show_bug.cgi?id=67962
2013-08-12 15:16:22 -07:00
Roland Scheidegger
cd2f26090a gallivm: fix exec_mask interaction with geometry shader after end of main
Because we must maintain an exec_mask even if there's currently nothing
on the mask stack, we can still have an exec_mask at the end of the program.
Effectively, this mask should be set back to default when returning from main.
Without relying on END/RET opcode (I think it's valid to have neither) it is
actually difficult to do this, as there doesn't seem any reasonable place to
do it, so instead let's just say the exec_mask is invalid outside main (which
it really is effectively).
The problem is that geometry shader called end_primitive outside the shader
(in the epilogue), and as a result used a bogus mask, leading to bugs if we
had to set the (somewhat misnamed) ret_in_main bit anywhere. So just avoid
the mask combining function when called from outside the shader.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-12 23:33:00 +02:00
Roland Scheidegger
dfa7b72563 draw: simplify prim mask construction
The code was quite weird, the second comparison was in fact a complete no-op
and we can also do the comparison with the vector directly instead of scalar,
which should not also be faster but it is way more obvious how that mask
is actually going to look like.

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-12 23:33:00 +02:00
Roland Scheidegger
7147094ff2 gallivm: simplify geometry shader mask handling a bit
Instead of reducing masks to 0/1 simply use the mask directly as -1.
Also use some signed comparison instead of unsigned (as far as I understand
these values have to be (very) small and signed means llvm doesn't have to
apply additional logic to do the unsigned comparisons the cpu can't do).
Saves a couple of instructions in some test geometry shader here.

v2: that was a bit to much optimization, don't skip combining the masks...

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-12 23:33:00 +02:00