Commit graph

51169 commits

Author SHA1 Message Date
Marek Olšák
fb4a34e60e mesa: set _NEW_VARYING_VP_INPUTS flag only if fixed-func VP is enabled & valid
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
2012-04-19 14:47:21 +02:00
Marek Olšák
576c8c592a mesa: add _NEW_VARYING_VP_INPUTS for gl_context::varying_vp_inputs
This is a frequently-updated state and _NEW_ARRAY already causes revalidation
of the vbo module. It's kinda counter-productive to recompute arrays
in the vbo module if _NEW_ARRAY is set and then set _NEW_ARRAY again.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
2012-04-19 14:47:21 +02:00
Marek Olšák
784dd51198 mesa,vbo: properly detect when vertex arrays need to be recalculated
This moves the RebindArrays flag into the vbo module, consolidates the code,
and adds missing vbo_draw_method calls.

Also with this change, the vertex arrays are not needlessly recalculated twice.
The issue with the old code was:
- If recalculate_input_bindings updates vp_varying_inputs, _NEW_ARRAY is set.
- _mesa_update_state is called and the vp_varying_inputs change causes
  regeneration of the fixed-function shaders, which also sets _NEW_PROGRAM.
- The occurence of either _NEW_ARRAY or _NEW_PROGRAM sets
  the recalculate_inputs flag to TRUE again.
- The new code sets the flag to FALSE after the second _mesa_update_state,
  because there can't possibly be any change which would require recalculating
  the arrays.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
2012-04-19 14:47:21 +02:00
Marek Olšák
0de5a21470 mesa: only update _MaxElement when we actually need it
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
2012-04-19 14:47:21 +02:00
Marek Olšák
233da380a9 st/mesa: use bitshifting to define state flags
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
2012-04-19 14:47:21 +02:00
Michel Dänzer
e1a173fb33 radeonsi: MIMG shader instructions require waiting for the results. 2012-04-19 09:36:52 +02:00
Michel Dänzer
2308cf8daf radeonsi: Replace more magic numbers for sampler state. 2012-04-19 09:36:52 +02:00
Michel Dänzer
a1b67da0e1 radeonsi: Fix mip filter encoding in sampler state.
Blits are starting to work.
2012-04-19 09:36:51 +02:00
Michel Dänzer
81c847f0f7 radeonsi: Set tiling mode index for depth/stencil buffers. 2012-04-19 09:36:51 +02:00
Kenneth Graunke
14e9942841 glsl: Remove unused mem_ctx field from ir_array_splitting_visitor.
Vinson reported that we failed to initialize this, which would lead to
all kinds of crashes if we actually used it.  Since we don't use it,
we may as well just delete the broken code.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-18 19:11:10 -07:00
Kenneth Graunke
4f96e9830f i965: Rename BRW_MAX_SURFACES to BRW_MAX_WM_SURFACES.
Now that we use separate binding tables for WM, VS, and GS, and have
BRW_MAX_VS_SURFACES and BRW_MAX_GS_SURFACES macros, we really shouldn't
have an unqualified BRW_MAX_SURFACES macro.  It's confusing.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-18 18:28:31 -07:00
Kenneth Graunke
5177f6b1b9 i965: Fix outdated comments about binding tables.
They had a number of issues:
- A paragraph states that we use a single binding table, but we don't.
- We labelled the WM binding table diagram as SOL/WM.
- The WM diagram had an "Only relevant to the WM" comment.  Duh.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-18 18:28:31 -07:00
Mathias Fröhlich
86f53e6d6b mesa: Use array object constructor.
This change uses the array object factory for gl_array_objects. This
prevents crashes when deriving from gl_array_object.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
2012-04-18 19:51:16 +02:00
Brian Paul
8ec18dfc1a svga: flush drawing before clearing
We don't normally clear immediately after drawing something.  But as it
was, the drawing would incorrectly appear after the clear.

Fixes piglit clear-varray-2.0 failure.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
2012-04-18 08:34:48 -06:00
Brian Paul
168a3b8627 pipebuffer: split up assertion
The problem with assert(a && b) is you don't know which term is zero
when there's a failure.
2012-04-18 08:34:48 -06:00
Brian Paul
cf736aa098 svga: return PIPE_OK instead of 0 2012-04-18 08:34:48 -06:00
Marek Olšák
bdb0ad77c2 gallium/u_gen_mipmap: don't release vertex buffer at end of frame / in glFlush
There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
2012-04-18 16:19:39 +02:00
Marek Olšák
462dcf6173 gallium/u_blit: don't release vertex buffer at end of frame / in glFlush
There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
2012-04-18 16:19:39 +02:00
Marek Olšák
5db9cedeaf gallium: remove PIPE_TRANSFER_NOOVERWRITE, use equivalent UNSYNCHRONIZED 2012-04-18 16:19:39 +02:00
Marek Olšák
a8a478999c st/mesa: write vertices directly into the buffer for glClear fallback 2012-04-18 16:19:39 +02:00
Marek Olšák
2b151bbb95 st/mesa: use u_upload_mgr to upload vertices for glClear fallback 2012-04-18 16:19:39 +02:00
Marek Olšák
6c1fbe912f st/mesa: write vertices directly into the buffer in glDrawPixels 2012-04-18 16:19:39 +02:00
Marek Olšák
b69dad1683 st/mesa: use u_upload_mgr to upload vertices for glDrawPixels 2012-04-18 16:19:39 +02:00
Marek Olšák
0a43fd4c01 st/mesa: use u_upload_mgr to upload vertices for glDrawTexOES 2012-04-18 16:19:39 +02:00
Marek Olšák
3e8093d068 st/mesa: write vertices directly into the buffer for glBitmap 2012-04-18 16:19:39 +02:00
Marek Olšák
76d9a99d6b st/mesa: use u_upload_mgr to upload vertices for glBitmap
instead of recreating the vertex buffer for each draw_vbo call.
2012-04-18 16:19:38 +02:00
Michel Dänzer
0ef90e52d1 radeonsi: Improve calculation of number of pixel shader interpolants. 2012-04-18 10:53:59 +02:00
Michel Dänzer
bb79126420 radeonsi: Fix calculation of pitch value in sampler view state. 2012-04-18 10:52:33 +02:00
Michel Dänzer
f2c81a4bff radeonsi: Set tiling mode index in sampler view state.
Hardcode index for linear mode for now.
2012-04-18 10:51:48 +02:00
Michel Dänzer
29d7186e4c radeonsi: Replace magic numbers with register definitions in sampler state. 2012-04-18 10:49:00 +02:00
Michel Dänzer
c4bf6517ed radeonsi: Fix white border color type in sampler state. 2012-04-18 10:48:26 +02:00
Kenneth Graunke
32f7676e9c glsl/builtins: Rework profiles to use the new '.glsl' common suffix.
Deletes a lot of pointless duplication, as well as some run-time effort.

Conveniently, GLSL 1.40 no longer needs a .vert variant, since it
doesn't define any built-ins specific to the vertex shader stage.

ARB_texture_rectangle and OES_EGL_image_external also only need a single
profile, since the .vert and .frag variants were identical.

I didn't bother with EXT_texture_array and OES_texture_3D because
they're so tiny that the savings would be miniscule.

Cuts the generated builtin_function.cpp from 1.7MB to 1.0MB (41%).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
2012-04-17 16:05:18 -07:00
Kenneth Graunke
fbea94ae59 glsl/builtins: Support stage-agnostic built-in profiles.
The built-in subsystem uses "profiles," or GLSL shaders containing
prototypes for all built-ins supported within a particular language
version (or extension) and shader stage.

Since profiles were stage-specific, we had to cut and paste almost all
the prototypes between (e.g.) 110.vert and 110.frag.  Naturally, this
led to sundry cut and paste bugs, where someone fixed an issue in .frag
but neglected to update .vert, or vice-versa.  Geometry shaders would
have only made this worse.

This patch introduces support for a new '.glsl' profile suffix which
contains prototypes common to all shader stages.  The existing '.frag'
and '.vert' profiles need only contain the few stage-specific built-ins.

Not only does this remove duplication, it makes built-in setup slightly
faster: we don't need to re-read the common prototypes and function
bodies for both the vertex and fragment shader stage.

Internally, this was trivial.  We already create a list of gl_shader
objects to search through for built-ins: one for the core language
version/stage, and additional shaders for any extensions in use.  This
patch simply adds another shader to the list: core/common, core/stage,
and extensions.

The next patch will update the profiles to remove the duplication.
It's separated out purely to make review easier.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
2012-04-17 16:05:15 -07:00
Kenneth Graunke
7e35d97a02 glsl: Make the standalone compiler accept '.glsl' files.
These ought to be treated as 'any stage', but for now, they're just
treated as vertex shaders.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
2012-04-17 16:04:57 -07:00
Brian Paul
a5e95a419e mesa: add a couple fast-paths to fast_read_rgba_pixels_memcpy()
Accelerates a few glReadPixels cases for WebGL.
See https://bugs.freedesktop.org/show_bug.cgi?id=48545

v2: Per Jose, use bit twiddling for the swizzle case instead of ubyte
arrays (it's about 44% faster).

Note: This is a candidate for the 8.0 branch.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
2012-04-17 13:22:18 -06:00
Dave Airlie
b814506e87 configure.ac: add IA64 support.
ia64 on Linux can use DRI as well.

Reported-by: russiane39 on #radeon
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=48788
Signed-off-by: Dave Airlie <airlied@redhat.com>
2012-04-17 19:59:26 +01:00
Kenneth Graunke
f4f6e1f5a0 glsl/builtins: Use ivec for texel offsets in textureProjGradOffset.
The GLSL 1.30 -> 4.10 specs all erroneously say "vec2" for a few
overloads of textureProjGradOffset, while most overloads and all other
texturing functions use ivec types.

The GLSL 4.20 specification corrects these to "ivec2", but doesn't
mention this as being a conscious change in behavior.  Nor does the
ARB_shading_language_420pack extension.  So presumably it was a typo.

At any rate, our builtin functions all use ivec already, so the fact
that these prototypes use plain vecs will only lead to applications
dying in a fire when trying to use them.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2012-04-17 11:27:51 -07:00
Christoph Bumiller
48aec56559 nv50: specify location of UCPs to code generator
Was made configurable in e44089b2f7
for Kepler but forgot to update nv50.
2012-04-17 18:35:16 +02:00
Tom Stellard
6077b347ae r600g: Use automake to generate Makefile 2012-04-17 09:54:02 -04:00
Eric Anholt
35f2fb70d3 Revert "glsl: Refuse to link GLSL 1.40+ shaders that would use fixed function."
This reverts commit 4ec449a6ed.

I meant to not push this one.  Review found that a link error is not
mandated: it should link, but you get undefined rendering if you rely
on a missing stage.

     page 42/55 section 2.11 "Vertex Shaders":

     "If the program object has no vertex shader, or no program object
      is currently in use, the results of vertex shader execution are
      undefined."

(and similar for page 160/173 section 3.9 "Fragment Shaders" for FS,
and page 45/58 section 2.11.2 "Program Objects" for program being 0)

It turns out the commit was broken anyway, because it was missing a
"goto done", so linkstatus got smashed back to true later and the
error just showed up as a warning in the infolog.
2012-04-16 13:50:05 -07:00
Eric Anholt
f084b5ad32 docs: Update GLSL 1.40 status.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:29 -07:00
Eric Anholt
252d99e4fa docs: Update that int textures got done for GL3.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:29 -07:00
Eric Anholt
45f460f61e docs: Update that ARB_draw_instanced is on in i965.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:29 -07:00
Eric Anholt
61c4e5cd68 docs: Update TBO support.
All I know of that needs finishing in Mesa is to enable the extension
in a GL3.1 core context on i965 -- we're not going to expose it in
non-3.1 core contexts.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:29 -07:00
Eric Anholt
4ec449a6ed glsl: Refuse to link GLSL 1.40+ shaders that would use fixed function.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:29 -07:00
Eric Anholt
acd4024e0a glsl: Add remaining *sampler2DRect* texture functions.
Fixes the new piglit texelFetch() tests on these.  Note that the rest
of the new functions are not tested (same as the non-2DRect versions
of most of them).
2012-04-16 11:59:29 -07:00
Eric Anholt
b9fed9f3d5 glsl: Fix the prototype of textureProjGradOffset(sampler2DShadow)
Indirectly caught by Ken's review of my GLSL 1.40 changes where I
copy-and-pasted this line.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:59:19 -07:00
Eric Anholt
56e2f97697 glsl: Mark [iu]sampler{Buffer,2DRect}as reserved in GLSL 1.40.
The non-integer versions were already reserved in 1.30, but apparently
these were forgotten.

Fixes piglit glsl-1.40/compiler/reserved/

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:28:21 -07:00
Eric Anholt
d91c8edd85 glsl: Add textureSize(*samplerBuffer) support.
Fixes the corresponding new tests in piglit.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:28:18 -07:00
Eric Anholt
9a01e09ee5 glsl: Fix comment typo in 1.40 work.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-04-16 11:28:16 -07:00