- 13 Feb, 2014 7 commits
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Brian Paul authored
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Eric Anholt authored
Surprisingly, the GLSL shaders already wrote the sampled r value to FragDepth. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=51600Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org>
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Eric Anholt authored
This avoids a CopyTexImage() on Intel i965 hardware without blorp. v2: Move the !readAtt check up higher. v3: Rebase on idr's changes, plus readAtt check is totally gone, and also fix a typo in a comment. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v2)
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Eric Anholt authored
This will let us use meta's acceleration from renderbuffers without having to do a CopyTexImage first. This is like what we do for TFP, but just taking an existing renderbuffer and binding it to a texture with whatever its format was. The implementation won't work for stencil renderbuffers, and it only does non-texture renderbuffers (but then, if you're using a texture renderbuffer, you can just pull the texture object/level/slice out of the renderbuffer, anyway). v2: Don't forget to propagate NumSamples to the teximage. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org>
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Eric Anholt authored
This function is only handling the color case. We can just unindent as long as we're willing to do the check for the bit outside of the function. v2: Rebase on idr's changes, drop readAtt check that's always non-null anyway (it's a pointer into to the statically-allocated attachments array in the renderbuffer). Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
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Eric Anholt authored
v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's changes. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
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Eric Anholt authored
I want split some meta.c code off to a separate file, so these functions can't be static any more. v2: Rebase on idr's changes, also expose setup_blit_shader, blit_shader_table_cleanup, setup_vertex_objects, setup_ff_tnl_for_blit. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
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- 12 Feb, 2014 33 commits
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Eric Anholt authored
I'd like to split some of our code to separate files, since 4k lines and growing is pretty unreasonable for all these separate operations. v2: Rebase on idr's changes. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
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Eric Anholt authored
There was this funny argument passed to setup for "did alloc decide we need to allocate new texture storage?", which goes away if we don't have the caller do alloc as a separate step. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
From the GL_ARB_fbo spec: If the source and destination buffers are identical, and the source and destination rectangles overlap, the result of the blit operation is undefined. As far as I know, that's the only thing that would have been of concern for this. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
I tripped over one of these when debugging meta, and it's a lot nicer to just see the internalFormat being complained about. v2: Drop a note in the other errors path that there is one early return. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
While these structs are generated per GLSL sampler type, they're structs of data-about-shaders (notably, the ID of a shader program), not data-about-samplers. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
Everyone was just immediately calling it and doing nothing else with the shader program id. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Eric Anholt authored
The only thing that wants to track the glsl_sampler structure is the shader string generator. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Francisco Jerez authored
Most of the VEC4 back-end agrees on src_reg::swizzle being one of the BRW_SWIZZLE macros defined in brw_reg.h, except in two places where we use Mesa's SWIZZLE macros. There is even a doxygen comment saying that Mesa's macros are the right ones. They are incompatible swizzle representations (3 bits vs. 2 bits per component), and the code using Mesa's works by pure luck. Fix it. Reviewed-by:
Matt Turner <mattst88@gmail.com> Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
The same effect can be achieved using ::subreg_offset. Remove the less flexible alternative and define a convenience function to keep the fs_reg interface sane. Reviewed-by:
Matt Turner <mattst88@gmail.com> Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
The same effect can be achieved using a combination of ::stride and ::subreg_offset. Remove the less flexible ::smear to keep the data members of fs_reg orthogonal. Reviewed-by:
Matt Turner <mattst88@gmail.com> Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
v2: Some improvements for copy propagation with non-contiguous register strides and mismatching types. v3: Add example of the situation that the copy propagation changes are intended to avoid. Clarify that 'fs_reg::apply_stride()' is expected to work with zero strides too. Reviewed-by:
Matt Turner <mattst88@gmail.com> Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
It would be nice if we could have a single 'reg_offset' field expressed in bytes that would serve the purpose of both, but the semantics of 'reg_offset' are quite complex currently (it's measured in units of one, eight or sixteen dwords depending on the register file and the dispatch width) and changing it to bytes would be a very intrusive change at this stage. Add a separate 'subreg_offset' field for now. Reviewed-by:
Matt Turner <mattst88@gmail.com> Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Brian Paul authored
To fix MSVC compile breakage. Evidently, _restrict is an MSVC keyword, though the docs only mention __restrict (with two underscores). Note: we may want to also rename _volatile to volatile_flag to be consistent. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74900Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Brian Paul authored
Fix formatting, add new comments, get rid of extraneous indentation. Suggested by Ian in bug 74723. Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com>
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Brian Paul authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Francisco Jerez authored
v2: Set driver-specified flag in NewDriverState when glUniform* is used to bind an image unit. v3: Abbreviate argument type check. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
v2: Add comment about the reason why image variables take up space from the default uniform block. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Because of the combinatorial explosion of different image built-ins with different image dimensionalities and base data types, enumerating all the 242 possibilities would be annoying and a waste of .text space. Instead use a special path in the built-in builder that loops over all the known image types. v2: Generate built-ins on GLSL version 4.20 too. Rename '_has_float_data_type' to '_supports_float_data_type'. Avoid duplicating enumeration of image built-ins in create_intrinsics() and create_builtins(). v3: Use a more orthodox approach for passing image built-in generator parameters. v4: Cosmetic changes. Acked-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
v2: Add them on GLSL version 4.20 too. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
No opaque types may be statically initialized in the shader, all opaque variables must be declared uniform or be part of an "in" function parameter declaration, no opaque types may be used as the return type of a function. v2: Add explicit check for opaque types in interface blocks. Check for opaque types in ir_dereference::is_lvalue(). Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Aggregating images inside uniform blocks is explicitly disallowed by the standard, aggregating them inside structures is not (as of GL 4.4), but there is a similar problem as with atomic counters: image uniform declarations require either a "writeonly" memory qualifier or an explicit format qualifier, which are explicitly forbidden in structure member declarations. In the resolution of Khronos bug #10903 the same wording applied to atomic counters was decided to mean that they're not allowed inside structures -- Rejecting image member declarations within structures seems the most reasonable option for now. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
v2: Make the "map" array static const. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
v2: Only allow the early_fragment_tests qualifier in fragment shaders. Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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Francisco Jerez authored
Reviewed-by:
Paul Berry <stereotype441@gmail.com>
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