st/mesa: fix _mesa_init_transform_feedback_object() argument

Need to pass a pointer of the base type, not the st type.
Fixes a compiler warning.
i965/vec4: Don't overwrite op[1] when doing a UBO load.

Prior to the GLSL CSE pass, all of our testing happened to have a freshly
computed temporary in op[1], from the multiply by 16 to get a byte offset.
As of CSE you'll get var_refs of a reused value when you've got multiple
loads from the same offset.

Make a proper temporary for computing our temporary value, to avoid
shifting the value farther and farther down.  Avoids a regression in
gs-float-array-variable-index

Reviewed-by: Paul Berry <stereotype441@gmail.com>
glsl: Add a CSE pass.

This only operates on constant/uniform values for now, because otherwise I'd
have to deal with killing my available CSE entries when assignments happen,
and getting even this working in the tree ir was painful enough.

As is, it has the following effect in shader-db:

total instructions in shared programs: 1524077 -> 1521964 (-0.14%)
instructions in affected programs:     50629 -> 48516 (-4.17%)
GAINED:                                0
LOST:                                  0

And, for tropics, that accounts for most of the effect, the FPS
improvement is 11.67% +/- 0.72% (n=3).

v2: Use read_only field of the variable, manually check the lod_info union
    members, use get_num_operands(), rename cse_operands_visitor to
    is_cse_candidate_visitor, move all is-a-candidate logic to that
    function, and call it before checking for CSE on a given rvalue, more
    comments, use private keyword.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965/fs: Optimize OR with identical sources into a MOV.

Helps a lot of Steam games.

total instructions in shared programs: 1409360 -> 1409124 (-0.02%)
instructions in affected programs:     20842 -> 20606 (-1.13%)

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965/fs: Optimize saturating SEL.L(E) with imm val >= 1.0.

total instructions in shared programs: 1409124 -> 1406971 (-0.15%)
instructions in affected programs:     158376 -> 156223 (-1.36%)

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965/fs: Optimize saturating SEL.G(E) with imm val <= 0.0f.

Only one program's instruction count is changed, but a shader in Tropics
is also affected.

instructions in affected programs:     326 -> 320 (-1.84%)

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
mesa: Add infrastructure for GL_ARB_sample_shading

This patch implements the common support code required for the
GL_ARB_sample_shading extension.

V2: Move GL_ARB_sample_shading to ARB extension list.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Ken Graunke <kenneth@whitecape.org>
mesa: Add new functions and enums required by GL_ARB_sample_shading

New functions added by GL_ARB_sample_shading:
glMinSampleShadingARB()

New enums:
GL_SAMPLE_SHADING_ARB
GL_MIN_SAMPLE_SHADING_VALUE_ARB

V2: Update comments.
    Create new GL4x.xml.
    Remove redundant code in get.c.
    Update the API_XML list in Makefile.am.
    Add extra_gl40_ARB_sample_shading predicate to get.c.

V3:
   Fix make check failure.
   Add checks for desktop GL.
   Use GLfloat in place of GLclampf in glMinSampleShading().
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ken Graunke <kenneth@whitecape.org>
mesa: Pass number of samples as a program state variable

Number of samples will be required in fragment shader program by new
GLSL builtin uniform "gl_NumSamples".

V2: Use "state.numsamples" in place of "state.num.samples"
    Use _NEW_BUFFERS flag in place of _NEW_MULTISAMPLE

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Ken Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
glsl: Add new builtins required by GL_ARB_sample_shading

New builtins added by GL_ARB_sample_shading:
in vec2 gl_SamplePosition
in int gl_SampleID
in int gl_NumSamples
out int gl_SampleMask[]

V2: - Use SWIZZLE_XXXX for STATE_NUM_SAMPLES.
    - Use "result.samplemask" in arb_output_attrib_string.
    - Add comment to explain the size of gl_SampleMask[] array.
    - Make gl_SampleID and gl_SamplePosition system values.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
mesa: Add a helper function _mesa_get_min_invocations_per_fragment()

This function is used to test if we need to do per sample shading or
per fragment shading.

V2: Use MAX2() to make sure the function returns a number >= 1.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Don't do vector splitting for ir_var_system_value

This is required while adding builtin system value vec{2, 3, 4}
variables. For example:
(declare (sys) vec2 gl_SamplePosition)

Without this patch above glsl ir splits in to:
(declare (temporary) float gl_SamplePosition_x)
(declare (temporary) float gl_SamplePosition_y)

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965: Add FS backend for builtin gl_SamplePosition

V2:
   - Update comments.
   - Add compute_pos_offset variable in brw_wm_prog_key.
   - Add variable uses_pos_offset in brw_wm_prog_data.

V3:
   - Make changes to support simd16 mode.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Add FS backend for builtin gl_SampleID

V2:
   - Update comments
   - Add compute_sample_id variables in brw_wm_prog_key
   - Add a special backend instruction to compute sample_id.

V3:
   - Make changes to support simd16 mode.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Add FS backend for builtin gl_SampleMask[]

V2:
   - Update comments
   - Add a special backend instructions to compute sample_mask.
   - Add a new variable uses_omask in brw_wm_prog_data.

V3:
   - Make changes to support simd16 mode.
   - Delete redundant AND instruction and handle the register
     stride in FS backend instruction.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965/gen6: Enable the features required for GL_ARB_sample_shading

- Enable GEN6_WM_MSDISPMODE_PERSAMPLE, GEN6_WM_POSOFFSET_SAMPLE,
  GEN6_WM_OMASK_TO_RENDER_TARGET as per extension's specification.
- Only enable one of GEN6_WM_8_DISPATCH_ENABLE or GEN6_WM_16_DISPATCH_ENABLE
  when GEN6_WM_MSDISPMODE_PERSAMPLE is enabled.
  Refer SNB PRM Vol. 2, Part 1, Page 279 for details.

V2:
    - Use shared function _mesa_get_min_invocations_per_fragment().
    - Use brw_wm_prog_data variables: uses_pos_offset, uses_omask.

V3:
    - Enable simd16 dispatch with per sample shading.
    - Make changes to give preference to 'simd16 only' mode over
      'simd8 only' mode in case of non 1x per sample shading.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965/gen7: Enable the features required for GL_ARB_sample_shading

- Enable GEN7_WM_MSDISPMODE_PERSAMPLE, GEN7_WM_POSOFFSET_SAMPLE,
  GEN7_WM_OMASK_TO_RENDER_TARGET as per extension's specification.
- Only enable one of GEN7_WM_8_DISPATCH_ENABLE or GEN7_WM_16_DISPATCH_ENABLE
  when GEN7_WM_MSDISPMODE_PERSAMPLE is enabled. Refer IVB PRM Vol. 2, Part 1,
  Page 288 for details.

V2:
    - Use shared function _mesa_get_min_invocations_per_fragment().
    - Use brw_wm_prog_data variables: uses_pos_offset, uses_omask.

V3:
    - Enable simd16 dispatch with per sample shading.
    - Make changes to give preference to 'simd16 only' mode over
      'simd8 only' mode in case of non 1x per sample shading.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Enable ARB_sample_shading on intel hardware >= gen6

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ken Graunke <kenneth@whitecape.org>
freedreno: we do actually support sqrt

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx/compiler: relative addressing fixes.

Handle some relative addressing constraints: cannot handle const or
relative in cat5 and src2 of cat3.

Signed-off-by: Rob Clark <robclark@freedesktop.org>