From: Carl Worth
This will be used by the on disk shader cache.
Signed-off-by: Timothy Arceri
---
src/mesa/drivers/dri/i965/brw_compiler.h | 4
src/mesa/drivers/dri/i965/brw_vs.c | 2 ++
src/mesa/drivers/dri/i965/brw_wm.c | 2
These bindings change the resulting binary so they are just as
important as the shader source.
---
src/compiler/glsl/shader_cache.cpp | 21 +
1 file changed, 21 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index
---
src/compiler/glsl/shader_cache.cpp | 24 +++-
1 file changed, 15 insertions(+), 9 deletions(-)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index ec83797..74a4428 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++
From: Carl Worth
This uses the recently-added cache.c to write out a serialization of
various state that's required in order to successfully load and use a
binary written out by a drivers backend, this state is referred to as
"metadata" throughout the implementation.
This
Also replace some fallbacks with asserts.
---
src/mesa/drivers/dri/i965/brw_shader_cache.c | 39 ++--
1 file changed, 13 insertions(+), 26 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_shader_cache.c
b/src/mesa/drivers/dri/i965/brw_shader_cache.c
index
From: Carl Worth
Signed-off-by: Timothy Arceri
---
src/mesa/drivers/dri/i965/brw_context.h | 2 ++
1 file changed, 2 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_context.h
b/src/mesa/drivers/dri/i965/brw_context.h
index
---
src/mesa/drivers/dri/i965/brw_shader_cache.c | 35
1 file changed, 25 insertions(+), 10 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_shader_cache.c
b/src/mesa/drivers/dri/i965/brw_shader_cache.c
index c565e5a..e5aa022 100644
---
---
src/compiler/glsl/shader_cache.cpp | 20 +++-
1 file changed, 19 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index 74a4428..8b50ff6 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++
From: Carl Worth
The three additional tables are AttributeBindings, FragDataBindings,
and FragDataIndexBindings.
The first table (AttributeBindings) was identified as missing by
trying to test the shader cache with a program that called
glGetAttribLocation.
Many thanks to
---
src/compiler/glsl/shader_cache.cpp | 5 +++--
src/compiler/glsl/standalone_scaffolding.cpp | 8
src/compiler/glsl/standalone_scaffolding.h | 4
3 files changed, 15 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/shader_cache.cpp
From: Carl Worth
This code provides for an on-disk cache of objects. Objects are stored
and retrieved via names that are arbitrary 20-byte sequences,
(intended to be SHA-1 hashes of something identifying for the
content). The directory used for the cache can be specified by
From: Carl Worth
Signed-off-by: Timothy Arceri
---
src/compiler/glsl/link_uniforms.cpp | 2 ++
src/mesa/main/mtypes.h | 3 ++-
2 files changed, 4 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp
From: Carl Worth
Signed-off-by: Timothy Arceri
---
src/mesa/drivers/dri/i965/brw_vs.c | 3 +--
src/mesa/drivers/dri/i965/brw_vs.h | 4
src/mesa/drivers/dri/i965/brw_wm.c | 2 +-
src/mesa/drivers/dri/i965/brw_wm.h | 4
4 files changed,
From: Carl Worth
V2: dont leak cache
Signed-off-by: Timothy Arceri
---
src/mesa/main/context.c | 6 ++
src/mesa/main/mtypes.h | 5 +
2 files changed, 11 insertions(+)
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
This generates the program ids at cache upload time rather than at
program creation time.
Moving the id generation here will be useful for on-disk shader
cache support because it means we don't generate ids if there was
a cache miss and we had to fall back to compiling from source.
This increases
From: Carl Worth
As part of the shader-cache work an upcoming change will add new
references to _mesa_add_parameter and _mesa_new_parameter_list from
the glsl code. To prepare for that, and to allow the standalone
glsl_compiler to still link, here we add
From: Carl Worth
The shader cache is expected to be developed incrementally over a
fairly long series of commits. For that period of instability, we
require users to opt into the shader cache by setting:
MESA_GLSL_CACHE_ENABLE=1
In the future, when the shader cache
V2:
- rebased on master
- add support for encoding doubles
- create shaders correctly (call
_mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1) to get a name) stops
a crash when delete shader is called.
- renamed skip_cache params to is_cache_fallback, and fix related bug when
disabling
From: Dave Airlie
The GLSL 4.1 spec adds:
gl_MaxVertexUniformVectors
gl_MaxFragmentUniformVectors
gl_MaxVaryingVectors
This fixes:
GL45-CTS.gtf31.GL3Tests.uniform_buffer_object.uniform_buffer_object_build_in_constants
Cc: "12.0 11.2"
On May 31, 2016 2:50 PM, "Ilia Mirkin" wrote:
>
> With the introduction of fp64 and fp16 to nir, there are now a bunch of
> float types running around. A F1 2015 shader ends up with an i2f.sat
> operation, which has a nir_type_float32 destination. Allow sat on all
> the
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