In addition, the two special cases requiring explicit execution
size control are wrapped manually.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
v2 (Paul): pass the combining opcode as an argument to emit_combine().
This keeps manual_blend_average() selfcontained
documentation wise.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Resolving of the hardware message type is moved into the
emitter also in preparation for switching to use fs_generator.
The generator wants to translate the high level op-code into
the message type and hence the emitter needs to know the
original op-code.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Prepares for the introduction of non-compressed multi-sampled
lookup used in the blorp programs.
v2: now also taking into account gen8
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
The combination of four separate comparison operations and
and the masked "and" require special treatment when moving
to FS LIR.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Prepares for presenting blorp blit programs using FS IR that
allows EU-assembly generation using i965 glsl-compiler
backend (fs_generator).
v2: rebased on top of endif-jump counter fix (moving the
added brw_set_uip_jip() into the emitter)
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
The Intel closed source OpenGL driver recently began supporting 32
texture image units on Haswell. This makes the open source driver
support 32 as well.
Earlier generations don't have the message header field required to
support more than 16 sampler states, so we continue to advertise 16
there.
On Haswell, this causes us to advertise:
- GL_MAX_TEXTURE_IMAGE_UNITS = 32
- GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32
- GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 96
instead of the old values of 16, 16, and 48.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
BRW_MAX_TEX_UNIT is about to grow, but only Gen7+ will be able to
support the new larger value. On older platforms, we don't want to
allocate the extra space - it would just be a waste.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Like the scalar backend, we add an offset to the "Sampler State Pointer"
field to select a group of 16 samplers, then use the "Sampler Index"
field to select within that group.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
The next patch adds an additional case where the message header is
necessary. So we want to do the g0 copy if inst->header_present is set,
rather than inst->texture_offset.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
In theory, a shader might use textureOffset() but set all the texel
offsets to zero. In that case, we don't actually need to set up the
message header - zero is the implicit default.
By moving the texture_offset setup before the header_present setup, we
can easily only set header_present when there are non-zero texel offset
values.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
The message descriptor's "Sampler Index" field is only 4 bits (on all
generations of hardware), so it can only represent indices 0 through 15.
Haswell introduced a new field in the message header - "Sampler State
Pointer". Normally, this is copied straight from g0, but we can also
add a byte offset (as long as it's a multiple of 32).
This patch uses a "Sampler State Pointer" offset to select a group of
16 sampler states, and then uses the "Sampler Index" field to select
the state within that group.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Previously, the code to copy g0 to the message header existed in two
places - one for the texture offset case, and one for any other case.
By treating texture_offset as a special case of header_present, we can
remove this duplication and shorten the code. Future patches which add
new header fields also won't have to add additional duplication.
This also clarifies a confusing construct. The old code contained:
} else if (inst->header_present) {
if (brw->gen >= 7) {
...explicit copy from g0 to the message header...
} else {
/* Set up an implied move from g0 to the MRF. */
}
}
This looks like it might set up an implied move on Sandybridge, which
doesn't support those. However, Sandybridge only uses a message header
for texture offsets, so it would never hit this code path. The new code
avoids this implicit knowledge by only setting up an implied move on
Gen4-5.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Use the WINDOW and VPORT scissors for the framebuffer and scissor test,
respectively. The other two scissors are disabled (they cover the max fb size).
We actually have 16 VPORT scissors, which will map well to ARB_viewport_array.
Also, we don't need to write SC_WINDOW_OFFSET with this commit, because it's
disabled everywhere.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Also set the unsynchronized flag if the whole resource was discarded
to avoid doing buffer-busy checks again.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
It's unused and shouldn't be used at all in my opinion.
If some driver doesn't support the unsynchronized flag, u_upload_mgr should
avoid the synchronization by other means, e.g. by using the DONTBLOCK flag.
This is the recommended way for streaming vertices. Always use this if you
need to upload vertices every frame.
Reviewed-by: Christian König <christian.koenig@amd.com>
Commit 05da4a7a5e attempts to eliminate the
call to intel_update_renderbuffer() in the case where we already have a
drawbuffer for the drawable. Unfortunately this only checks the
back left renderbuffer, which breaks in case of single buffer drawables.
This means that the initial viewport will not be set in that case. Instead,
we now check whether the initial viewport has not been set, in which case
we call out to intel_update_renderbuffer().
https://bugs.freedesktop.org/show_bug.cgi?id=73862
Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
Most of the time it is not necessary to perform type inference to
compile GLSL; the type of every expression can be inferred from the
contents of the expression itself (and previous type declarations).
The exception is aggregate initializers: their type is determined by
the LHS of the variable being assigned to. For example, in the
statement:
mat2 foo = { { 1, 2 }, { 3, 4 } };
the type of { 1, 2 } is only known to be vec2 (as opposed to, say,
ivec2, uvec2, int[2], or a struct) because of the fact that the result
is being assigned to a mat2.
Previous to this patch, we handled this situation by doing some type
inference during parsing: when parsing a declaration like the one
above, we would call _mesa_set_aggregate_type(), which would infer the
type of each aggregate initializer and store it in the corresponding
ast_aggregate_initializer::constructor_type field. Since this
happened at parse time, we couldn't do the type inference using
glsl_type objects; we had to use ast_type_specifiers, which are much
more awkward to work with. Things are about to get more complicated
when we add support for ARB_arrays_of_arrays.
This patch simplifies things by postponing the call to
_mesa_set_aggregate_type() until ast-to-hir time, when we have access
to glsl_type objects. As a side benefit, we only need to have one
call to _mesa_set_aggregate_type() now, instead of six.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Specs say "If the argument is a buffer object, the arg_value
pointer can be NULL or point to a NULL value in which case a NULL
value will be used as the value for the argument declared as a
pointer to __global or __constant memory in the kernel."
So don't crash when somebody does that.
v2: Insert NULL into input buffer instead of buffer handle pair
Fix constant_argument too
Drop r600 driver changes
v3: Fix inserting NULL pointer
Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
No known bugs fixed but this is now in line with fs-generator.
No regresssions on IVB.
Eric further explained that:
"The endif jump, since it's forward, is just an optimization to
have set right -- otherwise, the GPU will just step forward
instruction by instruction until it hits something else that
updates the per-channel PC."
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is possible now that ctx->Shader.CurrentProgram is an array.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This is possible now that ctx->Shader.CurrentProgram is an array.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
Now that we have a ctx->Shader.CurrentProgram array, we can just use
it directly.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
Since ctx->Shader.Current{Vertex,Geometry,Fragment}Program is an
array, this allows some meta code to be rolled up into loops.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
-print0 | xargs -0 sed -i \
-e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
-e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
-e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
Rather than maintain separately named arrays and counts for vertex,
geometry, and fragment shaders, just maintain these as arrays indexed
by the gl_shader_type enum.
v2: When there is neither a vertex nor a geometry shader, set
prog->LastClipDistanceArraySize = 0, and clarify that the values is
not used.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This patch replaces code in _mesa_new_shader() and delete_shader_cb()
that checks the type of a shader with calls to
_mesa_validate_shader_target(). This has two advantages: it allows
for a more thorough check (since _mesa_validate_shader_target()
doesn't permit shader targets that aren't supported by the back-end),
and it reduces the amount of code that will need to be modified when
adding new shader stages.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This will allow this function to be used in circumstances where there
is no context available, such as when building built-in GLSL
functions.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
In my recent zeal to refactor Mesa's handling of the gl_shader_stage
enum, I accidentally wound up with two functions that do the same
thing: _mesa_program_index_to_target(), and
_mesa_shader_stage_to_program().
This patch keeps _mesa_shader_stage_to_program(), since its name is
more consistent with other related functions. However, it changes the
signature so that it accepts an unsigned integer instead of a
gl_shader_stage--this avoids awkward casts when the function is called
from C++ code.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
We have to make the functions available to work around a GLEW bug (see
comments already in the code), but if an application calls one of these
functions we should still generate GL_INVALID_OPERATION.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This patch handles the use of 'centroid' qualifier with 'in' variables
in a fragment shader when persample shading is enabled. Per sample
shading for the whole fragment shader can be enabled by:
glEnable(GL_SAMPLE_SHADING) or using {gl_SamplePosition, gl_SampleID}
builtin variables in fragment shader. Explaining it below in more
detail.
/* Enable sample shading using OpenGL API */
glEnable(GL_SAMPLE_SHADING);
glMinSampleShading(1.0);
Example fragment shader:
in vec4 a;
centroid in vec4 b;
main()
{
...
}
Variable 'a' will be interpolated at sample location. But, what
interpolation should we use for variable 'b' ?
ARB_sample_shading recommends interpolation at sample position for
all the variables. GLSL 400 (and earlier) spec says that:
"When an interpolation qualifier is used, it overrides settings
established through the OpenGL API."
But, this text got deleted in later versions of GLSL.
NVIDIA's and AMD's proprietary linux drivers (at OpenGL 4.3)
interpolates at sample position. This convinces me to use
the similar approach on intel hardware.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>