From e4ef724e06621be9325fc41ed886fd404467fdc0 Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 31 Oct 2013 08:40:01 +0100 Subject: fontconfig glproto libX11 mesa xserver xkeyboard-config git update 31 oct 2013 xserver commit 902ff0b3497d202b86bf9a411e17db7b694d6eaa xkeyboard-config commit 70bbf18d6cddb7271db1b2e042765ace3c4ac485 libX11 commit 6cb02b166361200da35ba14f52cd9aaa493eb0ea glproto commit aacc7a51b6161c765b04524e0d2ab31e5e586834 fontconfig commit 525a135ccf53e4bf3363c3143d9cfdf15fba55ab mesa commit b16b3c8703f198ca0f025b730d582600df79c19c --- mesalib/src/glsl/builtin_functions.cpp | 229 ++++++++++++++++++++++++++++++--- 1 file changed, 213 insertions(+), 16 deletions(-) (limited to 'mesalib/src/glsl/builtin_functions.cpp') diff --git a/mesalib/src/glsl/builtin_functions.cpp b/mesalib/src/glsl/builtin_functions.cpp index d40888d38..3fa0cb5ad 100644 --- a/mesalib/src/glsl/builtin_functions.cpp +++ b/mesalib/src/glsl/builtin_functions.cpp @@ -277,6 +277,17 @@ texture_gather(const _mesa_glsl_parse_state *state) state->ARB_gpu_shader5_enable; } +/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5. + * used for relaxation of const offset requirements. + */ +static bool +texture_gather_only(const _mesa_glsl_parse_state *state) +{ + return !state->is_version(400, 0) && + !state->ARB_gpu_shader5_enable && + state->ARB_texture_gather_enable; +} + /* Desktop GL or OES_standard_derivatives + fragment shader only */ static bool fs_oes_derivatives(const _mesa_glsl_parse_state *state) @@ -315,6 +326,13 @@ tex3d_lod(const _mesa_glsl_parse_state *state) { return tex3d(state) && lod_exists_in_stage(state); } + +static bool +shader_atomic_counters(const _mesa_glsl_parse_state *state) +{ + return state->ARB_shader_atomic_counters_enable; +} + /** @} */ /******************************************************************************/ @@ -354,6 +372,7 @@ private: ir_variable *gl_Vertex; void create_shader(); + void create_intrinsics(); void create_builtins(); /** @@ -375,6 +394,14 @@ private: ir_expression *asin_expr(ir_variable *x); + /** + * Call function \param f with parameters specified as the linked + * list \param params of \c ir_variable objects. \param ret should + * point to the ir_variable that will hold the function return + * value, or be \c NULL if the function has void return type. + */ + ir_call *call(ir_function *f, ir_variable *ret, exec_list params); + /** Create a new function and add the given signatures. */ void add_function(const char *name, ...); @@ -495,6 +522,8 @@ private: #define TEX_PROJECT 1 #define TEX_OFFSET 2 #define TEX_COMPONENT 4 +#define TEX_OFFSET_NONCONST 8 +#define TEX_OFFSET_ARRAY 16 ir_function_signature *_texture(ir_texture_opcode opcode, builtin_available_predicate avail, @@ -534,6 +563,11 @@ private: B1(uaddCarry) B1(usubBorrow) B1(mulExtended) + + ir_function_signature *_atomic_intrinsic(builtin_available_predicate avail); + ir_function_signature *_atomic_op(const char *intrinsic, + builtin_available_predicate avail); + #undef B0 #undef B1 #undef B2 @@ -596,6 +630,7 @@ builtin_builder::initialize() mem_ctx = ralloc_context(NULL); create_shader(); + create_intrinsics(); create_builtins(); } @@ -632,6 +667,24 @@ builtin_builder::create_shader() /** @} */ +/** + * Create ir_function and ir_function_signature objects for each + * intrinsic. + */ +void +builtin_builder::create_intrinsics() +{ + add_function("__intrinsic_atomic_read", + _atomic_intrinsic(shader_atomic_counters), + NULL); + add_function("__intrinsic_atomic_increment", + _atomic_intrinsic(shader_atomic_counters), + NULL); + add_function("__intrinsic_atomic_predecrement", + _atomic_intrinsic(shader_atomic_counters), + NULL); +} + /** * Create ir_function and ir_function_signature objects for each built-in. * @@ -1909,16 +1962,80 @@ builtin_builder::create_builtins() _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type), NULL); add_function("textureGatherOffset", - _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET), - _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET), - _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET), + _texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET), + _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET), + _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET), + + _texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), + _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), + _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), + NULL); + + add_function("textureGatherOffsets", + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), - _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), - _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), - _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), + + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), + _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), NULL); F(dFdx) @@ -1974,6 +2091,20 @@ builtin_builder::create_builtins() _mulExtended(glsl_type::uvec3_type), _mulExtended(glsl_type::uvec4_type), NULL); + + add_function("atomicCounter", + _atomic_op("__intrinsic_atomic_read", + shader_atomic_counters), + NULL); + add_function("atomicCounterIncrement", + _atomic_op("__intrinsic_atomic_increment", + shader_atomic_counters), + NULL); + add_function("atomicCounterDecrement", + _atomic_op("__intrinsic_atomic_predecrement", + shader_atomic_counters), + NULL); + #undef F #undef FI #undef FIU @@ -1994,8 +2125,6 @@ builtin_builder::add_function(const char *name, ...) if (sig == NULL) break; - sig->is_defined = true; - if (false) { exec_list stuff; stuff.push_tail(sig); @@ -2093,7 +2222,13 @@ builtin_builder::new_sig(const glsl_type *return_type, #define MAKE_SIG(return_type, avail, ...) \ ir_function_signature *sig = \ new_sig(return_type, avail, __VA_ARGS__); \ - ir_factory body(&sig->body, mem_ctx); + ir_factory body(&sig->body, mem_ctx); \ + sig->is_defined = true; + +#define MAKE_INTRINSIC(return_type, avail, ...) \ + ir_function_signature *sig = \ + new_sig(return_type, avail, __VA_ARGS__); \ + sig->is_intrinsic = true; ir_function_signature * builtin_builder::unop(builtin_available_predicate avail, @@ -2185,6 +2320,26 @@ builtin_builder::asin_expr(ir_variable *x) mul(abs(x), imm(-0.03102955f)))))))))); } +ir_call * +builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params) +{ + exec_list actual_params; + + foreach_iter(exec_list_iterator, it, params) { + ir_variable *var = ((ir_instruction *)it.get())->as_variable(); + actual_params.push_tail(var_ref(var)); + } + + ir_function_signature *sig = + f->exact_matching_signature(NULL, &actual_params); + if (!sig) + return NULL; + + ir_dereference_variable *deref = + (sig->return_type->is_void() ? NULL : var_ref(ret)); + + return new(mem_ctx) ir_call(sig, deref, &actual_params); +} ir_function_signature * builtin_builder::_asin(const glsl_type *type) @@ -3347,11 +3502,21 @@ builtin_builder::_texture(ir_texture_opcode opcode, if (flags & TEX_PROJECT) tex->projector = swizzle(P, coord_type->vector_elements - 1, 1); - /* The shadow comparitor is normally in the Z component, but a few types - * have sufficiently large coordinates that it's in W. - */ - if (sampler_type->sampler_shadow) - tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1); + if (sampler_type->sampler_shadow) { + if (opcode == ir_tg4) { + /* gather has refz as a separate parameter, immediately after the + * coordinate + */ + ir_variable *refz = in_var(glsl_type::float_type, "refz"); + sig->parameters.push_tail(refz); + tex->shadow_comparitor = var_ref(refz); + } else { + /* The shadow comparitor is normally in the Z component, but a few types + * have sufficiently large coordinates that it's in W. + */ + tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1); + } + } if (opcode == ir_txl) { ir_variable *lod = in_var(glsl_type::float_type, "lod"); @@ -3367,14 +3532,23 @@ builtin_builder::_texture(ir_texture_opcode opcode, tex->lod_info.grad.dPdy = var_ref(dPdy); } - if (flags & TEX_OFFSET) { + if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) { int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0); ir_variable *offset = - new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset", ir_var_const_in); + new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset", + (flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in); sig->parameters.push_tail(offset); tex->offset = var_ref(offset); } + if (flags & TEX_OFFSET_ARRAY) { + ir_variable *offsets = + new(mem_ctx) ir_variable(glsl_type::get_array_instance(glsl_type::ivec2_type, 4), + "offsets", ir_var_const_in); + sig->parameters.push_tail(offsets); + tex->offset = var_ref(offsets); + } + if (opcode == ir_tg4) { if (flags & TEX_COMPONENT) { ir_variable *component = @@ -3793,6 +3967,29 @@ builtin_builder::_mulExtended(const glsl_type *type) return sig; } + +ir_function_signature * +builtin_builder::_atomic_intrinsic(builtin_available_predicate avail) +{ + ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter"); + MAKE_INTRINSIC(glsl_type::uint_type, avail, 1, counter); + return sig; +} + +ir_function_signature * +builtin_builder::_atomic_op(const char *intrinsic, + builtin_available_predicate avail) +{ + ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter"); + MAKE_SIG(glsl_type::uint_type, avail, 1, counter); + + ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval"); + body.emit(call(shader->symbols->get_function(intrinsic), retval, + sig->parameters)); + body.emit(ret(retval)); + return sig; +} + /** @} */ /******************************************************************************/ -- cgit v1.2.3