Not sure how I computed these, but they were wrong (which explains why
bumping the polynomial order before never improved precision).
This allows to pass the EXP test cases of PSPrecision/VSPrecision DCTs.
Add an iteration step, which makes rqsqrt precision go from 12bits to
24, and fixes RSQ/NRM test case of PSPrecision/VSPrevision DCTs.
There are no uses of this function outside shader translation.
These tests invoke do_lower_jumps() in isolation (using the glsl_test
executable) and verify that it transforms the IR in the expected way.
The unit tests may be run from the top level directory using "make
check".
For reference, I've also checked in the Python script
create_test_cases.py, which was used to generate these tests. It is
not necessary to run this script in order to run the tests.
Acked-by: Chad Versace <chad@chad-versace.us>
This patch adds a new build artifact, glsl_test, which can be used for
testing optimization passes in isolation.
I'm hoping that we will be able to add other useful standalone tests
to this executable in the future. Accordingly, it is built in a
modular fashion: the main() function uses its first argument to
determine which test function to invoke, removes that argument from
argv[], and then calls that function to interpret the rest of the
command line arguments and perform the test. Currently the only test
function is "optpass", which tests optimization passes.
This patch moves the following functions from main.cpp (the main cpp
file for the standalone executable that is used to create the built-in
functions) to standalone_scaffolding.cpp, so that they can be re-used
in other standalone executables:
- initialize_context()*
- _mesa_new_shader()
- _mesa_reference_shader()
*initialize_context contained some code that was specific to main.cpp,
so it was split into two functions: initialize_context() (which
remains in main.cpp), and initialize_context_from_defaults() (which is
in standalone_scaffolding.cpp).
Several Mesa headers redundantly define the INLINE macro. Adding this
guard prevents the compiler from complaining about macro redefinition.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad@chad-versace.us>
This is an alternative to the draw module's polygon stipple stage.
The softpipe implementation here is just a test. The advantange of
using the new polygon stipple utility module (with other drivers)
is we can avoid software vertex processing in the draw module and
get much better performance.
Polygon stipple doesn't require special vertex processing like
the other draw module stage.
u_vbuf_upload_buffers modifies the buffer offsets. If they are not
restored, and any of the vertex formats is not supported natively, the
next u_vbuf_mgr_draw_begin call will translate the vertex buffers with
incorrect buffer offsets.
ES 2.0.25 page 127 says:
If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then
querying any other pname will generate INVALID_ENUM.
See also:
b9e9df78a0
NOTE: This is a candidate for the 7.10 and 7.11 branches.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The GLSL 1.20 and later specs say:
"Recursion is not allowed, not even statically. Static recursion is
present if the static function call graph of the program contains
cycles."
Recursion is detected and rejected both a compile-time and at
link-time. The complie-time check happens to detect some cases that
may be removed by various optimization passes. The spec doesn't seem
to allow this, but other vendors (e.g., NVIDIA) appear to only check
at link-time after all optimizations.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=33885
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Also clarify the documentation for one of the parameters.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The behavior of flushes in the hardware is a maze of twisty passages,
and strangely the VS constants appear to be loaded during a pipeline
flush instead of at the time of the packet emit according to the
simulator. On moving the STATE_BASE_ADDRESS packet to where it really
needed to live (in order for data loads by other packets to be
correct), we sometimes no longer got a flush between those packets
where we apparently needed it. This replicates the flushes implied by
a STATE_BASE_ADDRESS update, fixing the GPU hangs in OGLC and the
"engine" demo.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=36821
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=39257
Tested-by: Keith Packard <keithp@keithp.com> (bzflag and etracer fixed)
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
There's scary stuff going on in PIPE_CONTROL internals, and if the
BSpec says to do this to make PIPE_CONTROL work, I'll go ahead and do
it because we'll probably never be able to debug it after the fact.
v2: Use stall at scoreboard instead of depth stall, as noted by Ken.
For this and occlusion queries, we're trying to avoid setting
I915_GEM_DOMAIN_RENDER for the write domain, because the data written
is definitely not going through the render cache, but we do need to
tell the kernel that the object has been written. However, with using
I915_GEM_DOMAIN_GTT, the kernel on retiring the batchbuffer sees that
the w/a BO has a write domain of GTT, and puts it on the flushing
list. If something tries to wait for that BO to finish rendering
(such as the AUB dumper reading the contents of BOs), we get into
wait_request (since obj->active) but with a 0 seqno (since the object
is on the flushing list, not actually on a ringbuffer), and BUG_ONs.
To avoid the kernel bug (which I'm hoping to delete soon anyway), just
use I915_GEM_DOMAIN_INSTRUCTION like occlusion queries do. This
doesn't result in more flushing, because we invalidate INSTRUCTION on
every batchbuffer now that we're state streaming, anyway.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Kenneth Graunke <kenneth@whitecape.org>
This cuts out a large portion of the overhead of glClear() from
resetting the texenv state and recomputing the fixed function
programs. It also means less use of fixed function internally in our
GLES2 drivers, which is rather bogus.
Reviewed-by: Brian Paul <brianp@vmware.com>
When parsing S-Expressions, we need to store nul-terminated strings for
Symbol nodes. Prior to this patch, we called ralloc_strndup each time
we constructed a new s_symbol. It turns out that this is obscenely
expensive.
Instead, copy the whole buffer before parsing and overwrite it to
contain \0 bytes at the appropriate locations. Since atoms are
separated by whitespace, (), or ;, we can safely overwrite the character
after a Symbol. While much of the buffer may be unused, copying the
whole buffer is simple and guaranteed to provide enough space.
Prior to this, running piglit-run.py -t glsl tests/quick.tests with GLSL
1.30 enabled took just over 10 minutes on my machine. Now it takes 5.
NOTE: This is a candidate for stable release branches (because it will
make running comparison tests so much less irritating.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Commit 1a339b6c71 made
st_ChooseTextureFormat map GL_RGBA with type GL_UNSIGNED_BYTE
to PIPE_FORMAT_A8B8G8R8_UNORM.
The image format for ARGB pixmaps is PIPE_FORMAT_B8G8R8A8_UNORM
however. This mismatch caused the texture to be recreated in
st_finalize_texture.
NOTE: This is a candidate for the 7.11 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=39209
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Stéphane Marchesin <marcheu@chromium.org>
Signed-off-by: Brian Paul <brianp@vmware.com>