In Vulkan, you have InstanceIndex which begins at the base instance value
rather than the zero-based InstanceID of GL.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Analogous to previous commit - improved readability at the expense of
an extra file.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Preserve the functionality while keeping the files smaller and
more readable.
v2: Do not include Makefile.sources from the GLSL makefile (silences
automake warnings)
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
No longer used as of last commit.
v2: Rebase.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
... in order to determine if we need bison/flex. Failing to locate the
files will lead to mandating bison/flex even when building from a
release tarball.
CC: "11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
It will allow us to remove the duplicate glsl/Makefile.sources.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This reverts commit 41c7912d04 but leaves
out the pragma [that inspired the original commit].
Building mesa requires MSVC2013 or later, thus we no longer need this.
v2: Use correct include path (src/glsl/nir -> src/compiler/nir)
Conflicts:
src/gallium/auxiliary/Makefile.am
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Squash the printing doubles related patches into one patch (Sam).
v3:
- Print using PRIx64 format: long is 32-bit on some 32-bit platforms but long
long is basically always 64-bit (Jason).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Make the users to give the right bit_sizes as arguments (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It will only end up getting exposed on gen8+ since it requires GL ES
3.1, but it should be ready to go on gen7 when support for GL ES 3.1 is
completed there.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Kenneth Graunke <kenneth@whitecape.org>
Consider the case of linking a program with both a vertex and fragment
shader. The VS may compute output varyings that are intended for
transform feedback, and not read by the fragment shader.
In this case, var->data.is_unmatched_generic_inout will be true,
but we still cannot eliminate the varyings. We need to also check
!var->data.is_xfb_only.
Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen
to use transform feedback in a way we apparently hadn't seen before.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Bit 15 means "interleave" for most messages, but for SIMD8 messages it
means "use channel masks".
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
The GLSL 4.20 and ESSL 3.00 specs don't list 'buffer' as a reserved
keyword. Make the parser ignore it unless GLSL 4.30 / ESSL 3.10 are
used, or ARB_shader_storage_buffer_objects is enabled.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
This should hopefully make it a little easier to debug with GL
applications like glretrace and looking at command streams.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Provide a callback to reallocate the underlying storage of a resource so
that it is not bound to any existing fences.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This lets us write the Z directly from the FTOI for computed Z, and may
let us coalesce color writes in the future.
No change in my shader-db, but clearly drops an instruction in piglit's
early-z test.