Commit graph

88 commits

Author SHA1 Message Date
Kenneth Graunke
233b88eab9 glsl: Explicitly specify a type when reading/printing ir_texture.
This is necessary for GLSL 1.30+ shadow sampling functions, which return
a single float rather than splatting the value to a vec4 based on
GL_DEPTH_TEXTURE_MODE.
2011-03-14 13:03:50 -07:00
Kenneth Graunke
cb3317b85a texture_builtins.py: Add support for 130-style Shadow sampler variants. 2011-03-14 13:03:50 -07:00
Kenneth Graunke
0a163cf56d glsl: Enable GL_OES_texture_3D extension for ES2. 2011-02-28 10:35:57 -08:00
Kenneth Graunke
a385ac6207 glsl/builtins: Fix return type for textureSize sampler2DArray variants.
A copy and paste error.
2011-02-27 00:44:47 -08:00
Kenneth Graunke
dfdb9fda82 glsl: Fix use of uninitialized values in _mesa_glsl_parse_state ctor.
This has probably existed since e5e34ab18e or so.

NOTE: This is a candidate for the 7.9 and 7.10 branches.
2011-02-01 23:53:39 -08:00
Kenneth Graunke
3ef397dafc texture_builtins.py: Fix a warning about mixed tabs/spaces. 2011-01-31 16:41:34 -08:00
Kenneth Graunke
ca418cbde6 glsl/builtins: Uncomment prototypes for texture*Offset functions. 2011-01-31 11:10:59 -08:00
Kenneth Graunke
ba3de801ec texture_builtins.py: Generate texture*Offset functions. 2011-01-31 11:10:59 -08:00
Kenneth Graunke
4c63f2de2f texture_builtins.py: Generalize the "use_proj" field to support offsets.
Rather than passing "True", pass a bitfield describing the particular
variant's features - either projection or offset.

This should make the code a bit more readable ("Proj" instead of "True")
and make it easier to support offsets in the future.
2011-01-31 11:10:59 -08:00
Kenneth Graunke
99f36486eb texture_builtins.py: Refactor coordinate dimension calculations.
For offsets, we'll want the straight sampler dimensionality, without the
+1 for array types.  Create a new function to do that; refactor.
2011-01-31 11:10:59 -08:00
Kenneth Graunke
c5a27b5939 glsl: Change texel offsets to a single vector rvalue.
Having these as actual integer values makes it difficult to implement
the texture*Offset built-in functions, since the offset is actually a
function parameter (which doesn't have a constant value).

The original rationale was that some hardware needs these offset baked
into the instruction opcode.  However, at least i965 should be able to
support non-constant offsets.  Others should be able to rely on inlining
and constant propagation.
2011-01-31 11:10:59 -08:00
Kenneth Graunke
d3073f58c1 Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
Vinson Lee
57ef69dd88 generate_builtins.py: Whitespace fixes.
Also removed unnecessary semicolons.
2011-01-14 14:19:02 -08:00
Vinson Lee
0de6d7e991 generate_builtins.py: Fix builds using Python 2.5. 2011-01-14 14:17:03 -08:00
Kenneth Graunke
5bfb68cd0f glsl/builtins: Remove unnecessary (constant bool (1)) from assignments.
This isn't strictly necessary, but is definitely nicer.
2011-01-12 23:55:34 -08:00
Vinson Lee
a42906f862 generate_builtins.py: Add missing import.
Import sys for sys.exit.
2011-01-12 11:35:43 -08:00
Kenneth Graunke
33d0c44910 glsl: Autogenerate builtin_functions.cpp as part of the build process.
Python is already necessary for other parts of Mesa, so there's no
reason we can't just generate it.  This patch updates both make and
SCons to do so.
2011-01-10 19:03:27 -08:00
Kenneth Graunke
1d40cf57f8 glsl: Really remove unused "instructions" parameter.
I forgot about this file, and it didn't show up until I tried to do
"make builtins" from a clean build.
2011-01-01 12:29:24 -08:00
Kenneth Graunke
81168351a7 glsl: Remove unused "instructions" parameter.
I think was used long ago, when we actually read the builtins into the
shader's instruction stream directly, rather than creating a separate
shader and linking the two.  It doesn't seem to serve any purpose now.
2011-01-01 12:01:54 -08:00
Kenneth Graunke
d7423a6531 glsl/builtins: Compute the correct value for smoothstep(vec, vec, vec).
These mistakenly computed 't' instead of t * t * (3.0 - 2.0 * t).

Also, properly vectorize the smoothstep(float, float, vec) variants.

NOTE: This is a candidate for the 7.9 and 7.10 branches.
2010-12-17 19:29:22 -08:00
Kenneth Graunke
f5692f452f glsl: Lazily import built-in function prototypes.
This makes a very simple 1.30 shader go from 196k of memory to 9k.

NOTE: This -may- be a candidate for the 7.9 branch, as the benefit is
substantial.  However, it's not a simple change, so it may be wiser to
wait for 7.10.
2010-11-30 13:48:28 -08:00
Kenneth Graunke
671ccf593e glsl: Reimplement the "cross" built-in without ir_binop_cross.
We are not aware of any GPU that actually implements the cross product
as a single instruction.  Hence, there's no need for it to be an opcode.
Future commits will remove it entirely.
2010-11-17 13:20:30 -08:00
Kenneth Graunke
db9b8c062f glsl: Implement the asinh, acosh, and atanh built-in functions. 2010-11-15 14:02:52 -08:00
Kenneth Graunke
096d36872f generate_builtins.py: Fix inconsistent use of tabs and spaces warning. 2010-11-15 14:02:52 -08:00
Kenneth Graunke
91b72864b0 glsl/builtins: Clean up some ugly autogenerated code in atan.
In particular, calling the abs function is silly, since there's already
an expression opcode for that.  Also, assigning to temporaries then
assigning those to the final location is rather redundant.
2010-11-03 13:39:41 -07:00
Kenneth Graunke
84566c770a glsl/builtins: Rename 'x' to 'y_over_x' in atan(float) implementation.
For consistency with the vec2/vec3/vec4 variants.
2010-11-03 13:39:41 -07:00
Kenneth Graunke
2cacaf6e7b generate_builtins.py: Output large strings as arrays of characters.
This works around MSVC's 65535 byte limit, unfortunately at the expense
of any semblance of readability and much larger file size.  Hopefully I
can implement a better solution later, but for now this fixes the build.
2010-10-21 11:45:38 -07:00
Kenneth Graunke
574c53f551 glsl: Add support for GLSL 1.30's modf built-in. 2010-10-21 00:14:37 -07:00
Kenneth Graunke
27ced5c5ff glsl: Add support for the 1.30 round() built-in.
This implements round() via the ir_unop_round_even opcode, rather than
adding a new opcode.  We may wish to add one in the future, since it
might enable a small performance increase on some hardware, but for now,
this should suffice.
2010-10-14 15:59:47 -07:00
Kenneth Graunke
6dc204c5dc glsl: Add front-end support for GLSL 1.30's roundEven built-in.
Implemented using the op-code introduced in the previous commit.
2010-10-14 15:59:47 -07:00
Kenneth Graunke
090dd4fcc5 glsl: Add front-end support for the "trunc" built-in. 2010-10-14 12:40:16 -07:00
Kristian Høgsberg
f9995b3075 Drop GLcontext typedef and use struct gl_context instead 2010-10-13 09:43:25 -04:00
Eric Anholt
b39e6f33b6 glsl: Rework assignments with write_masks to have LHS chan count match RHS.
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>
2010-09-22 13:09:51 -07:00
Kenneth Graunke
dbd2480507 glsl/builtins: Switch comparison functions to just return an expression. 2010-09-18 16:23:48 +02:00
Kenneth Graunke
52f9156e88 glsl/builtins: Fix equal and notEqual builtins.
Commit 309cd4115b incorrectly converted
these to all_equal and any_nequal, which is the wrong operation.
2010-09-18 16:23:48 +02:00
Ian Romanick
309cd4115b glsl2: Port equal() and notEqual() to ir_unop_all_equal and ir_unop_any_nequal 2010-09-13 17:53:32 -07:00
Ian Romanick
1f3c7d968c glsl2: Implement noise[1234] built-in functions using ir_unop_noise 2010-09-09 15:39:52 -07:00
Kenneth Graunke
6dcca5a308 glsl/builtins: normalize of a negative scalar should be -1.0. 2010-09-09 15:23:12 -07:00
Kenneth Graunke
7fc882643c glsl/builtins: Set the API in the fake context.
Otherwise it gets used uninitialized.
2010-09-08 17:38:42 -07:00
Ian Romanick
f69a6647fb glsl2: Clear out profile pointers in _mesa_glsl_release_functions
Otherwise builtin_profiles contains dangling pointers the next time
_mesa_read_profile is called.  I suspect this may fix bugzilla #29847,
but I was never able to reproduce it.
2010-09-08 17:16:49 -07:00
Kenneth Graunke
fc1daab2a2 glsl: Fix for scalar float built-in definitions.
These need abs, and we need more tests.
2010-09-08 15:38:09 -07:00
Eric Anholt
aa973d3533 glsl: Fix typo in builtin step() using a wrong channel. 2010-09-08 14:54:08 -07:00
Kenneth Graunke
1f7e6e1e72 glsl/builtins: Don't use ir_binop_dot on floating point values.
ir_binop_dot is only defined for vector types.  Use ir_binop_mul.
2010-09-08 12:09:41 -07:00
Kenneth Graunke
84160a0454 glsl/builtins: Simplify degenerate scalar float cases.
The code being generated was just stupid, considering that:
- normalize(x) = 1.0
- length(x) = x
- distance(x, y) = x - y
2010-09-08 12:09:41 -07:00
Ian Romanick
961f42c9bd glsl2: Make sure _mesa_glsl_parse_state constructor gets a context
Fix an major regression in dc754586.  Too bad that change was
obviously never tested.
2010-09-08 11:34:22 -07:00
Kenneth Graunke
116dc670e9 glsl: Add built-in function profiles for GLSL ES 1.00. 2010-09-07 17:30:38 -07:00
Kenneth Graunke
bacbf941d2 glsl/builtins: Convert assignments to new format (with write mask). 2010-09-04 02:19:37 -07:00
Kenneth Graunke
a7dc8081b6 glsl/builtins: Actually print the info log if reading a builtin failed. 2010-09-04 02:19:37 -07:00
Kenneth Graunke
0181385f36 glsl: Add forgotten implementations of equal/notEqual on bvecs. 2010-09-01 11:50:23 -07:00
Brian Paul
16c733495d glsl2: fix bug in atan(y, x) function
When x==0, the result was wrong.  Fixes piglit glsl-fs-atan-1.shader_test
2010-08-31 19:15:07 -06:00