- Nov 08, 2014
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Emil Velikov authored
Signed-off-by:
Emil Velikov <emil.l.velikov@gmail.com>
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Emil Velikov authored
Signed-off-by:
Emil Velikov <emil.l.velikov@gmail.com>
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- Nov 06, 2014
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MSVC replaces the "F" in "255.0F" with the macro argument which leads to an error. s/F/FLT/ to avoid that. It turns out we weren't using this macro at all on MSVC until the recent "mesa: Drop USE_IEEE define." change. Reviewed-by:
Roland Scheidegger <sroland@vmware.com> (cherry picked from commit 9608193c) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85918 Nominated-by:
Roland Scheidegger <sroland@vmware.com>
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It's annoying with octave. Reported by Michael Burian. Cc: 10.2 10.3 <mesa-stable@lists.freedesktop.org> (cherry picked from commit f058c6bb)
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- Oct 29, 2014
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v2: drop -WL,--exclude-libs, it's not necessary fix tabs/spaces Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70410 Tested-by:
Kai Wasserbäch <kai@dev.carbon-project.org> Signed-off-by:
Jan Vesely <jan.vesely@rutgers.edu> (cherry picked from commit af9551e6)
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This prevents us from silently overflowing the stack arrays, and allows arbitrary stack depths. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85454 Cc: mesa-stable@lists.freedesktop.org Reported-and-Tested-by:
Nick Sarnie <commendsarnex@gmail.com> Reviewed-by:
Marek Olšák <marek.olsak@amd.com> (cherry picked from commit 402ab50b)
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This reverts commit 20836c81. 255 is a huge number. If you have a loop with 255 iterations, unrolling it will exceed the SM3 instruction limit. Let's use the default again. The comment about a SM3 limit doesn't make sense. For SM3, we generally want 32 (default) or a lower number due to the SM3 instruction limit, which is 512 instructions. For SM4, we can try higher numbers if needed, but some shaders can end up being pretty huge and shader compilation can take more time. This fixes a shader compile failure on R500/SM3. Reported on IRC. Cc: 10.2 10.3 <mesa-stable@lists.freedesktop.org> Reviewed-by:
Brian Paul <brianp@vmware.com> (cherry picked from commit 6fcb5520)
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Cc: 10.2 10.3 mesa-stable@lists.freedesktop.org Reviewed-by:
Michel Dänzer <michel.daenzer@amd.com> (cherry picked from commit e05259b6)
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Fixes piglit/polygon-mode-offset. Cc: 10.2 10.3 mesa-stable@lists.freedesktop.org Reviewed-by:
Michel Dänzer <michel.daenzer@amd.com> (cherry picked from commit 72424061)
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Fixes piglit/polygon-mode-offset. Cc: 10.2 10.3 mesa-stable@lists.freedesktop.org Reviewed-by:
Michel Dänzer <michel.daenzer@amd.com> (cherry picked from commit dab177ea)
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Fix the trivial typo in the variable name. Cc: "10.2 10.3" <mesa-stable@lists.freedesktop.org> (cherry picked from commit 417b1737)
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Avoids a crash in case of negative array index is used in a shader program. Cc: <mesa-stable@lists.freedesktop.org> Signed-off-by:
Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by:
Chris Forbes <chrisf@ijw.co.nz> (cherry picked from commit 7a652c41) Conflicts: src/glsl/ast_array_index.cpp
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Currently Mesa crashes with a shader like this: [fragmnet shader] float[5] array; int idx = -2; void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, array[idx]); } Cc: <mesa-stable@lists.freedesktop.org> Signed-off-by:
Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by:
Chris Forbes <chrisf@ijw.co.nz> (cherry picked from commit 6f0089e9)
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Remap table for uniforms may contain empty entries when using explicit uniform locations. If no active/inactive variable exists with given location, remap table contains NULL. v2: move remap table bounds check before existence check (Ian Romanick) Signed-off-by:
Tapani Pälli <tapani.palli@intel.com> Tested-by: Erik Faye-Lund <kusmabite@gmail.com> (v1) Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83574 (cherry picked from commit 9bd139e4)
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Patch fixes the slot count used by vector types and adds 1 slot to be used by image and sampler types. Signed-off-by:
Tapani Pälli <tapani.palli@intel.com> Reviewed-by:
Francisco Jerez <currojerez@riseup.net> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82921 (cherry picked from commit 1cb81d3a)
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Also fix z16 restore format which was completely wrong. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 36310d9d)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 2bc2ab66)
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We don't have a scissor enable bit in hw, so when a raster state change results in scissor enable bit changing, we need to also mark scissor state as dirty. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 3eb8289a)
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The optimization of avoiding restore (mem2gmem) if there was a clear falls down a bit if you don't have a fullscreen scissor. We need to make the decision logic a bit more clever to keep track of *what* was cleared, so that we can (a) completely skip mem2gmem if entire buffer was cleared, or (b) skip mem2gmem on a per-tile basis for tiles that were completely cleared. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 01b757e2)
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FD_MESA_DEBUG=nocp will disable copy propagation pass. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 4f17e026) Conflicts: src/gallium/drivers/freedreno/ir3/ir3_cmdline.c
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Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit f0ca2672)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 3fcb0212)
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It seems like the hardware is unhappy if we execute a kill instruction prior to last input (ei). Probably the shader thread stops executing and the end-input flag is never set. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 8a0ffedd)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit ab33a240)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 74069e32)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 652b8fbb)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit e71a3f80)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit dd332fe6)
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Manual LTO Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 8233b36a)
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Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 368466b7)
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Because we reuse various bits of emit code (for state/vertex/prog/etc) for both regular draws and internal draws (gmem<->mem, clear, etc), the number of parameters getting passed around has been growing. Refactor to group these into fd3_emit. This simplifies fxn signatures, avoids passing around shader key on the stack, etc. It also gives us a nice place to cache shader-variant lookup to avoid looking up shader variants multiple times per draw (without having to *also* pass them around as fxn args everywhere). Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit d595987e)
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Get rid of fd3_vertex_buf and use fd_vertex_state directly for all draws. Removes a tiny bit of CPU overhead for munging around the vertex state every time it is emitted, but more importantly it cleans things up for later optimizations, so the emit paths don't have to special case internal draws (gmem<->mem, clears, etc) with regular draws. Instead of constructing fd3_vertex_buf array each time for internal draws, and context init time pre-create solid_vbuf_state and blit_vbuf_state. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit d5d80b37)
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Fixes a few issues, including a potential empty-IB (which triggers gpu hangs in piglit occlusion_query_meta_no_fragments) Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit 7297bdbd)
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Possibly we should map the front color to black (zeroes). But not sure there is a way to do that without generating a shader variant. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit a262c601)
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Shaders like: FRAG PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1 DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL TEMP[0], LOCAL IMM[0] FLT32 { 0.0000, 1.0000, 0.0000, 0.0000} 0: TEX TEMP[0], IN[0].xyyy, SAMP[0], 2D 1: MOV OUT[0], IMM[0].xyxx 2: END cause unhappyness. They have an IN[], but once this is compiled the useless TEX instruction goes away. Leaving a varying that is never fetched, which makes the hw unhappy. In the process fix a signed vs unsigned compare. If the vertex shader has max_reg=-1, MAX2() vs an unsigned would not give the desired result. Signed-off-by:
Rob Clark <robclark@freedesktop.org> (cherry picked from commit af4d0883)
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Still failing a bunch of the fairly picky texelFetch tests, but the 1D(Array) ones are full passes. Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit 33c9ad97)
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Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit e6acf3ac)
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Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit c49107c8)
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Experimentally, this makes *ArrayShadow tex-miplevel-selection tests pass. Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit 5bba74c6)
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We're still doing something wrong for array textures. Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit 81b34e44)
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