summaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/vc4/vc4_nir_lower_txf_ms.c
Commit message (Collapse)AuthorAgeFilesLines
* vc4: fixup for new nir_foreach_block()Connor Abbott2016-05-051-17/+7
| | | | Reviewed-by: Eric Anholt <eric@anholt.net>
* nir: Switch the arguments to nir_foreach_functionJason Ekstrand2016-04-281-1/+1
| | | | | | | | | This matches the "foreach x in container" pattern found in many other programming languages. Generated by the following regular expression: s/nir_foreach_function(\([^,]*\),\s*\([^,]*\))/nir_foreach_function(\2, \1)/ Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* nir: Switch the arguments to nir_foreach_instrJason Ekstrand2016-04-281-1/+1
| | | | | | | | | | | This matches the "foreach x in container" pattern found in many other programming languages. Generated by the following regular expression: s/nir_foreach_instr(\([^,]*\),\s*\([^,]*\))/nir_foreach_instr(\2, \1)/ and similar expressions for nir_foreach_instr_safe etc. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* nir: rename nir_foreach_block*() to nir_foreach_block*_call()Connor Abbott2016-04-201-1/+1
| | | | Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
* vc4: Switch to using NIR_PASS macros.Eric Anholt2016-04-081-2/+2
| | | | This gets us better validation of our NIR transformations.
* vc4: Remove unused include from vc4_nir_lower_txf_ms.cRhys Kidd2016-03-281-1/+0
| | | | | | | | Found with grep and inspection. Test compiled on RPi hw. Assists any future effort to remove TGSI as an intermediate stage. Signed-off-by: Rhys Kidd <rhyskidd@gmail.com> Signed-off-by: Eric Anholt <eric@anholt.net>
* nir: add a bit_size parameter to nir_ssa_dest_initConnor Abbott2016-03-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | v2: Squash multiple commits addressing the new parameter in different files so we don't break the build (Iago) v3: Fix tgsi (Samuel) v4: Fix nir_clone.c (Samuel) v5: Fix vc4 and freedreno (Iago) v6 (Sam) - Fix build errors in nir_lower_indirect_derefs - Use helper to get type size from nir_alu_type. Signed-off-by: Iago Toral Quiroga <itoral@igalia.com> Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com> Tested-by: Rob Clark <robdclark@gmail.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
* nir/tex_instr: Rename sampler to textureJason Ekstrand2016-02-091-3/+3
| | | | | | | | | We're about to separate the two concepts. When we do, the sampler will become optional. Doing a rename first makes the separation a bit more safe because drivers that depend on GLSL or TGSI behaviour will be fine to just use the texture index all the time. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* nir: move to compiler/Emil Velikov2016-01-261-1/+1
| | | | | | Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
* nir: Get rid of function overloadsJason Ekstrand2015-12-281-3/+3
| | | | | | | | | | | | | | | | | When Connor originally drafted NIR, he copied the same function+overload system that GLSL IR had with a few names changed. However, this double-indirection is not really needed and has only served to confuse people. Instead, let's just have functions which may not have unique names and may or may not have an implementation. If someone wants to do overload resolving, they can hav a hash table based function+overload system in the overload resolving pass. There's no good reason to keep it in core NIR. Reviewed-by: Connor Abbott <cwabbott0@gmail.com> Acked-by: Kenneth Graunke <kenneth@whitecape.org> ir3 bits are Reviewed-by: Rob Clark <robclark@gmail.com>
* vc4: Add support for texel fetches from MSAA resources.Eric Anholt2015-12-081-0/+172
This is the core of ARB_texture_multisample. Most of the piglit tests for GL_ARB_texture_multisample require GL 3.0, but exposing support for this lets us use the gallium blitter for multisample resolves. We can sometimes multisample resolve using just the RCL, but that requires that the blit is 1:1, unflipped, and aligned to tile boundaries.