| Commit message (Collapse) | Author | Age | Files | Lines |
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A followup from previous commit - since all functions called by
query_lod take pointers to const sp_sampler_view and const sp_sampler,
which are taken from tgsi_sampler subclass, we can the tgsi_sampler as
const itself now.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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We use capitalized enum values everywhere else.
This improves understanding a bit too.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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This introduces new vfunc in tgsi_sampler just for this opcode. I
decided against extending get_samples vfunc to return the mipmap level
and LOD - the function's prototype is already too scary and doing the
sampling for textureQueryLod would be a waste of time.
v2:
- splitted too long lines
Reviewed-by: Brian Paul <brianp@vmware.com>
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Generated by running:
git grep -l INLINE src/gallium/ | xargs sed -i 's/\bINLINE\b/inline/g'
git grep -l INLINE src/mesa/state_tracker/ | xargs sed -i 's/\bINLINE\b/inline/g'
git checkout src/gallium/state_trackers/clover/Doxyfile
and manual edits to
src/gallium/include/pipe/p_compiler.h
src/gallium/README.portability
to remove mentions of the inline define.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Marek Olšák <marek.olsak@amd.com>
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PIPE_MAX_SHADER_INPUTS was recently bumped to 80 because of tessellation.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91099
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91101
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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Softpipe, llvmpipe, r300g, and radeonsi pass tests. Other drivers need testing.
Freedreno and nv30 are definitely broken. Other drivers seem to be alright.
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This just adds a new modifier interface for drivers to implement.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Needed by ARB_gpu_shader5.
v2: select DMAD for FMA with double precision
v3: add and select DFMA
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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With 5 shader stages and various combinations of enabled and disabled shaders,
the maximum number of outputs in one shader doesn't have to be equal to
the maximum number of inputs in the following shader.
v2: return 32 for softpipe and llvmpipe
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This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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This new name isn't so confusing.
I also changed the gallivm limit, because it looked wrong.
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: use sizeof(float[4])
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This is for reporting whether or not double precision floating-point
operations are supported.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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This fixes the limits for GL 3.2, and subsequently fixes
some segfaults in some varying packing tests and max varying tests
after the limits bumped.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This limits the number of emitted vertices to the shaders max output
vertices, and avoids us writing things into memory that isn't big
enough for it.
Reviewed-by: Zack Rusin <zackr@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Add cases for PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS and
PIPE_SHADER_CAP_PREFERRED_IR. Remove default switch case so we
learn of missing cases at compile time.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/alanh@tungstengraphics.com/alanh@vmware.com/
s/jens@tungstengraphics.com/jowen@vmware.com/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\?@tungstengraphics.com/jfonseca@vmware.com/g
s/keithw\?@tungstengraphics.com/keithw@vmware.com/g
s/michel@tungstengraphics.com/daenzer@vmware.com/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/zack@tungstengraphics.com/zackr@vmware.com/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <brianp@vmware.com>
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Nobody seems to be using it, and only nv50 had a partial implementation.
Signed-off-by: Christian König <christian.koenig@amd.com>
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Something I never got around to implement, but this is the tgsi execution
side for implementing texel offsets (for ordinary texturing) and explicit
derivatives for sampling (though I guess the ordering of the components
for the derivs parameters is debatable).
There is certainly a runtime cost associated with this.
Unless there are different interfaces used depending on the "complexity"
of the texture instructions, this is impossible to avoid.
Offsets are always active (I think checking if they are active or not is
probably not worth it since it should mostly be an add), whereas the
sampler_control is extended for explicit derivatives.
For now softpipe (the only user of this) just drops all those new values
on the floor (which is the part I never implemented...).
Additionally this also fixes (discovered by accident) inconsistent
projective divide for the comparison coord - the code did do the
projection for shadow2d targets, but not shadow1d ones. This also
drops checking for projection modifier on array targets, since they
aren't possible in any extension I know of (hence we don't actually
know if the array layer should also be divided or not).
Reviewed-by: Brian Paul <brianp@vmware.com>
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Use a single sampler adapter instead of per-sampler-unit samplers,
and just pass along texture unit and sampler unit in the calls.
The reason is that for dx10-style sample opcodes pre-wired
samplers including all the texture state aren't really feasible (and for
sample_i/sviewinfo we don't even have samplers).
Of course right now softpipe doesn't actually do anything more than
just look up all its pre-wired per-texunit/per-samplerunit sampler as
it did before so this doesn't really achieve much except one more
function call, however this is now all softpipe's fault (fixing that in
a way which doesn't suck is still an unsolved problem).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This should handle the new lod_zero modifier more correctly.
The runtime-conditional is a bit more complex however we now also do
scalar lod computation when appropriate which should more than make up for it.
The refactoring should also fix an issue with explicit lods
(lod clamp wasn't applied to them).
Also, always pass lod as the 5th element from tgsi executor, which simplifies
things (get rid of annoying conditionals later).
v2: based on Brian's feedback, use switch in a couple of places, fix up
some function parameter names, fix up comments.
Reviewed-by: Brian Paul <brianp@vmware.com>
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To match Shader Model 4 limits, as specified in
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471378.aspx
Reviewed-by: Brian Paul <brianp@vmware.com>
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This adds support to the softpipe texture sampler and tgsi exec.
In order to handle the extra input to the texture sampling,
I've had to expand the interfaces to take a c1 value for storing
the texture compare value for the TEX2 case.
v1.1: add comments (Brian)
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This commit splits the current concept of resource into "sampler
views" and "shader resources":
"Sampler views" are textures or buffers that are bound to a given
shader stage and can be read from in conjunction with a sampler
object. They are analogous to OpenGL texture objects or Direct3D
SRVs.
"Shader resources" are textures or buffers that can be read and
written from a shader. There's no support for floating point
coordinates, address wrap modes or filtering, and, unlike sampler
views, shader resources are global for the whole graphics pipeline.
They are analogous to OpenGL image objects (as in
ARB_shader_image_load_store) or Direct3D UAVs.
Most hardware is likely to implement shader resources and sampler
views as separate objects, so, having the distinction at the API level
simplifies things slightly for the driver.
This patch introduces the SVIEW register file with a declaration token
and syntax analogous to the already existing RES register file. After
this change, the SAMPLE_* opcodes no longer accept a resource as
input, but rather a SVIEW object. To preserve the functionality of
reading from a sampler view with integer coordinates, the
SAMPLE_I(_MS) opcodes are introduced which are similar to LOAD(_MS)
but take a SVIEW register instead of a RES register as argument.
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This required changing the system value semantics, so we stored
a system value per vertex, instance id is the only other system
value we currently support, so I span it across the channels.
This passes the 3 vertexid-* piglit tests + lots of instanceid tests.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This introduces an unspecified interpolation paramter that is only allowed for
color semantics, so a specified GLSL interpolation will override the ShadeModel
specified interpolation, but not vice-versa.
This fixes a lot of the interpolation tests in piglit.
v2: rename from unspecified to color
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This removes:
- PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS
- PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS
in favor of the that new per-shader cap.
Reviewed-by: Brian Paul <brianp@vmware.com>
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This adds tokens for texture offsets, to store 4 * swizzled vec 3
for use in TXF and other opcodes.
It also contains TGSI exec changes for softpipe to use this code,
along with GLSL->TGSI support for TXF.
v2: add some more comments, add back padding I removed.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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This is a straight texel fetch with no filtering or clamping. It uses
integers to specify the i/j/k (from EXT_gpu_shader4).
To enable this I had to add another hook into the tgsi sampler so that
we could easily bypass all the filtering sample does.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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this adds another callback in the sampler struct containing get_dims
entry point. This is used to query the driver for the texture resource
dimensions for the resource bound to the current sampler.
v2: remove unusued variable, fix indent
Signed-off-by: Dave Airlie <airlied@redhat.com>
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largely a merge of the previously discussed origin/gallium-resource-sampling
but updated.
the idea is to allow arbitrary binding of resources, the way opencl, new gl
versions and dx10+ require, i.e.
DCL RES[0], 2D, FLOAT
LOAD DST[0], SRC[0], RES[0]
SAMPLE DST[0], SRC[0], RES[0], SAMP[0]
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This fixes piglit/glsl-vs-main-return and glsl-fs-main-return for the drivers
which don't support RET (i915g, r300g, r600g, svga).
ir_to_mesa does not currently generate subroutines, but it's a matter of time
till it's added. It would then break all the drivers which don't implement
them, so this CAP makes sense.
Signed-off-by: Marek Olšák <maraeo@gmail.com>
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Changes in v3:
- Also change trace, which I forgot about
Changes in v2:
- No longer adds tessellation shaders
Currently each shader cap has FS and VS versions.
However, we want a version of them for geometry, tessellation control,
and tessellation evaluation shaders, and want to be able to easily
query a given cap type for a given shader stage.
Since having 5 duplicates of each shader cap is unmanageable, add
a new get_shader_param function that takes both a shader cap from a
new enum and a shader stage.
Drivers with non-unified shaders will first switch on the shader
and, within each case, switch on the cap.
Drivers with unified shaders instead first check whether the shader
is supported, and then switch on the cap.
MAX_CONST_BUFFERS is now per-stage.
The geometry shader cap is removed in favor of checking whether the
limit of geometry shader instructions is greater than 0, which is also
used for tessellation shaders.
WARNING: all drivers changed and compiled but only nvfx tested
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Plumb the constant buffer sizes down into the tgsi interpreter where
we can do bounds checking. Optional debug code warns upon out-of-bounds
reading. Plus add a few other assertions in the TGSI interpreter.
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like normal temporaries, but allows to define a number of distinct
arrays, all of which make it explicit that they contain /indexable/
registers.
as a side-effect we're adding support for multi-dimensional destination
registers.
The whole thing looks like this:
DCL TEMPX[0][0..128] # 0 array with 128 registers
ADD TEMPX[0][0], IN[0], IMM[0]
ADD TEMPX[0][1], IN[0], IMM[0]
ABS OUT[0], TEMPX[0][TEMP[0]]
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allows one to specify a safe (bound checked) array
filled with immediates. it works just like a const
array and declares much like our current immediates.
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It was only used for D3D's REP/END/BGNFOR/ENDFOR. D3D's aL register is
just like another address register now.
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