Now that OpenGL 3.1 is supported by at least one driver, follow
tradition and bump the major version number.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
The blend state is different and the resolve single-sample buffer must have
FMASK and CMASK enabled. I decided to have one CMASK and one FMASK
per context instead of per resource.
There are new FMASK and CMASK allocation helpers and a new buffer_create
helper for that.
The color resolve on r6xx needs PT_RECTLIST. Using conventional primitive
types (triangles and quads) produces an ugly line between two diagonally
opposite corners. I guess a rectangular point sprite would work too.
This partially reverts d638da23d2.
With gallium the meta code is not always built so the call to
_meta_in_progress() was unresolved. Simply special-case the
GL_MULTISAMPLE case in the meta code. There might be other special
cases in the future given all the differences between legacy GL,
core GL, GLES, etc.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=54234
and https://bugs.freedesktop.org/show_bug.cgi?id=54239
v2 (Paul Berry <stereotype441@gmail.com>): keep _meta_in_progress
function, since it's needed by the i965 driver, but don't call it from
core mesa.
Signed-off-by: Brian Paul <brianp@vmware.com>
Prior to commit 2f1869822, emit_fb_writes() looped from 0 to 3, writing
all four components of a vec4 color output. However, that broke for
smaller output types (float, vec2, or vec3). To fix that, I introduced
a new variable (output_components[]) containing the size of the output
type for each render target.
Unfortunately, I forgot to actually initialize it in the constructor,
which meant that unless a shader wrote to gl_FragColor, or the specific
output for each render target, output_components would contain a garbage
value, and we'd loop for a completely non-deterministic amount of time.
Not actually emitting any color writes seems like the right approach.
We may still need to emit a render target write (to terminate the
thread), but don't have to put in any sensible values (the shader didn't
write anything, after all).
Fixes a regression since 2f18698220.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54193
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Tested-by: Ian Romanick <idr@freedesktop.org>
It is possible to force S3TC extensions to be enabled. This is
generally done to support applications that will only supply
pre-compressed textures. This accounts for the vast majority of
applications.
However, there is still the possibility of an application asking for
on-line compression. In that case, generate a warning and substitute a
generic compressed format. The driver will either pick an uncompressed
format or a compressed format that Mesa can handle on-line (e.g., FXT1).
This should only cause problems for applications that request on-line
compression and read the compressed texture back. This is likely an
infinitesimal subset of an already infinitesimal subset.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Fix API_OPENGL_CORE handling when TEXTURE_FLOAT_ENABLED is not
defined. Based on review feedback from Eric Anholt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is a purely software extension. The drivers don't need to do any
work to support it.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Page 407 (page 423 of the PDF) of the OpenGL 3.0 spec says (in the list
of deprecated functionality):
"Separate polygon draw mode - PolygonMode face values of FRONT and
BACK; polygons are always drawn in the same mode, no matter which
face is being rasterized."
Also modify meta to not use FRONT or BACK in a core context.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
We were calling through a dispatch table entry that was NULL, since the apple
variant is only on legacy desktop. Just call the function we mean instead of
indirecting through the dispatch.
v2: Use API_OPENGL_CORE.
v3: Only require desktop GL. If a driver can't support TexBOs in a non-core
context, it should not enable them.
Signed-off-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Fix completely broken condition around ClearColorIiEXT and
ClearColorIuiEXT.
v3: Add special VertexAttrib handling for ES2.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
The comment in the code even says this is the right thing to do.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
All drivers in Mesa do. This allows a lot of extension checking code to be
gutted from the function.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Fixes a bug that glGetMaterial[fx]v in ES1 contexts would (try to) allow
queries of GL_AMBIENT_AND_DIFFUSE. This enum can only be used in glMaterial,
not in the get.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Also handle glDisable, glIsEnabled, glEnableClientState, and
glDisableClientState.
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile and GLES3 filtering.
v3: Allow glGetVertexAttribfv(0, GL_CURRENT_VERTEX_ATTRIB_ARB, param) in
OpenGL 3.1, just like OpenGL ES 2.0.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile filtering.
v3: Allow GL_SRC_ALPHA_SATURATE as a destination factor in GLES3. Based
on review feedback from Eric Anholt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile and GLES3 filtering.
v3: Allow GL_RGB10_A2UI in GLES3 based on review feedback from Eric
Anholt.
v4: Arg. Reject unsized RED and RG enums on GLES. More feedback from
Eric.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile, GLES1, and GLES3 filtering.
v3: Fix the GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME query when the
attachment type is GL_NONE on GLES3. Other cleanups. Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile and GLES3 filtering.
v3: Fix a typo in GL_TEXTURE_2D_ARRAY checking.
v4: Change !_mesa_is_desktop_gl tests to _mesa_is_gles test. The test
around GL_TEXTURE_2D_ARRAY got some other changes because that enum is
also available with GLES3 (which uses API_OPENGLES2). Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
v2: Add proper core-profile and GLES3 filtering.
v3: Change !_mesa_is_desktop_gl tests to _mesa_is_gles test. The test
around GL_TEXTURE_2D_ARRAY got some other changes because that enum is
also available with GLES3 (which uses API_OPENGLES2). Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
The Common Subexpression Elimination pass will not operate on
instructions with physical register defs, so we end up with
several redundant copies to M0 when using interpolation.
Adding a register class that only contains the M0 register allows
use to use a virtual register to represent M0, and makes it possible
for the Common Subexpression Elimination pass to remove the extra
copies.
This reduces the overhead of using the fixed function internally
in the driver.
V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap()
functions to avoid code duplication.
Use glsl version when ARB_{vertex, fragmet}_shader are present.
Remove redundant code.
V3: Remove redundant border related code leaving the assertion.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
the progs/util directory is now in mesa demos
replace glean with piglit
add ApiTrace
markup: replace the unordered list <ul> with a definition list <dl>
Signed-off-by: Brian Paul <brianp@vmware.com>
I've reviewed the code, and the swrast callsites remaining are all in
drawpixels/copypixels/bitmap/accum, or _swrast_BlitFramebuffer that shouldn't
be hit. A piglit run with the context setup disabled on legacy GL and GLES2
showed regressions only in the copypixels and drawpixels tests.
If the context type is forced, this reduces the shader_runner maximum heap
size for glsl-algebraic-add-add-1.shader_test from 15,137,496b to 4,165,376b.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
The Fallback field of the context struct doesn't work that way on i965, and
it's the only caller of FALLBACK() in the driver.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This code has been in the driver since the first commit. I think it was
trying to stop rendering from happening with a disabled position array. Core
mesa has since had changes to deal with disabled position arrays correctly.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
But cap the size in bytes, to avoid depleting the whole system memory,
with humongus textures.
Tested with max-texture-size piglit test.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
We want to check whether there are bits set outside of the valid flags.
Fixes piglit test egl-create-context-invalid-flag-gl
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Now that it's on by default, we may as well make it obey the flag,
for consistency's sake if nothing else.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Precompiling the shader at link time often allows us to avoid compiling
it at the first use. This moves the expensive compilation and
optimization process to game or level load time, rather than at draw
time, where we really can't avoid any cycles and don't want to risk
stalling the GPU.
The downside is that we have to guess the non-orthagonal state the
program will have set when it draws with the shader. Previously, we
guessed wrong for nearly every shader, so it wasn't useful. With the
recent SamplerUnits rework and this series, we've either eliminated
state or made smarter guesses, and usually get it right now.
In the L4D2 time demo, I now have 39 fragment shader recompiles and no
vertex shader recompiles. Before this series and the SamplerUnits
rework, I had 206 fragment shader recompiles and 192 vertex shader
recompiles.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This fixes a regression since 76d1301e8e:
I began setting SWIZZLE_XYZW for unused sampler units in the actual
program keys, since this matched the FS precompile behavior. However,
the VS precompile was expecting zero, so that commit made essentially
every vertex shader (even those not using texturing) mismatch and need
to be recompiled.
Setting them in the VS precompile key solves the issue. It also is an
improvement over our old behavior: previously we guessed that vertex
shaders didn't use any textures at all. Now we actually look to see if
the VS had any sampler uniforms and guess based on that.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Eric added support for WM key debugging. This adds it for the VS.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
textures. There are no Y, Z, or W components.
DEPTH_TEXTURE_MODE has three options:
- GL_LUMINANCE: <X, X, X, 1>
- GL_INTENSITY: <X, X, X, X>
- GL_ALPHA: <0, 0, 0, X>
The default value is GL_LUMINANCE, and most applications don't seem to
alter DEPTH_TEXTURE_MODE. Make that our precompile guess.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that most things are based on the linker-assigned index, it makes
sense to convert the arrays in the VS/WM program key as well. It seems
silly to leave them indexed by texture unit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
brw_wm_prog_key's proj_attrib_mask field is designed to enable an
optimization for fixed-function programs, letting us avoid projecting
attributes where the divisor is 1.0.
However, for shaders, this is not useful, and is pretty much impossible
to guess when building the FS precompile key. Turning it off for
shaders should allow the precompile to work and not lose much.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
We probably want to do something more sophisticated here, but this at
least makes it through L4D2 without dumping the program cache.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Do all pre-draw hiz resolves *after* the renderbuffers are resized by
intel_prepare_render. Otherwise, we may resolve buffers that are
immediately discarded afterwards.
Fixes the assertion failure below when resizing windows in KDE and under
some unknown circumstance in Chrome OS:
intel_resolve_map.c:46: intel_resolve_map_set: Assertion
`(*tail)->need == need' failed.
Also, remove the comment that "resolves must occur [...] before setting up
any hardware state". That was true when resolves were implemented with
meta-ops, but no longer with blorp.
v2:
- Keep brw_predraw_resolve_buffers in its current position, which is
before any brw_context bits are modified. Instead, move the call to
intel_prepare_render.
Note: This is a candiate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52252
Reported-by: Lu Hua <huax.lu@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
intel_renderbuffer_resolve_hiz checks if rb->mt is null, so there is no
need for the caller to do so.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This adds the FMASK and CMASK buffers. They share the same resource
with color data.
COMPRESSION and FAST_CLEAR are always enabled if both FMASK and CMASK are
allocated. We initialize the CMASK to a "compressed" state (not "fast cleared"),
so that we can keep FAST_CLEAR enabled all the time.
Both FMASK and CMASK must be present at the moment. If either one is missing,
the other one is not used.
v2: add cayman regs in the list
Reviewed-by: Jerome Glisse <jglisse@redhat.com>
The original samples positions took samples outside of the pixel boundary,
leading to dark pixels on the edge of the colorbuffer, among other things.
Reviewed-by: Jerome Glisse <jglisse@redhat.com>
Drivers need to be able to communicate their actual number of bits populated
in the field in order for applications to be able to properly handle rollover.
There's a small behavior change here: Instead of reporting the
GL_SAMPLES_PASSED bits for GL_ANY_SAMPLES_PASSED (which would also be valid),
just return 1, because more bits don't make any sense.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
When faced with this sequence:
MOV R1, c[1];
MAD R0, R2, R1.x, R1.y;
we were concluding that the MOV of R1 set up our accumulator and so we could
just use the previous result. Only, it's got R1.xyzw in it instead of the
r1.y we're looking for.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46784
NOTE: This is a candidate for the 8.0 branch.
Support version 3 as well as 2, since that is only the new format query,
which Jesse added support for to st/dri when he added it to dri_inteface.h.
Tested-by: Scott Moreau <oreaus@gmail.com>
Signed-off-by: Jakob Bornecrantz <jakob@vmware.com>
Since its not used by anything anymore and no release has gone out
where it was being used.
Tested-by: Scott Moreau <oreaus@gmail.com>
Signed-off-by: Jakob Bornecrantz <jakob@vmware.com>
Uses libkms instead of dri image cursor. Since this is the only user of the
DRI cursor and write interface we can remove cursor surfaces entirely from
the DRI interface and as a consequence also from the Gallium interface as
well. Tho to make everybody happy with this it would probably should add a
kms_bo_write function, but that is probably wise in anyways.
The only downside is that it adds a dependancy on libkms, this could how ever
be replaced with the dumb_bo drm ioctl interface.
Tested-by: Scott Moreau <oreaus@gmail.com>
Signed-off-by: Jakob Bornecrantz <jakob@vmware.com>
We already changed the actual program key builder to only set these bits
on gen < 6; this patch just brings the precompile state back in line so
it doesn't mismatch every time.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
When dumping differences in program keys, it printed messages of the
format:
[Name of thing that changed] [new]->[old]
This was terribly confusing: the right arrow implies "the value changed
from this to that", when in fact the message conveyed the opposite.
Except that some of the time, it didn't, since we accidentally swapped
the arguments to brw_debug_recompile_sampler_key. With two swaps, it
would often come out in the expected format.
This patch fixes it to properly print:
[Name of thing that changed] [old]->[new]
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Gallium drivers and i965 don't require special notification when
sampler uniforms change. They simply see the _NEW_TEXTURE and adjust
their indirection tables. These drivers don't want ProgramStringNotify:
it simply causes pointless recompiles.
Unfortunately, i915 still requires shader recompiles and needs
ProgramStringNotify. Rather than trying to fix that, simply change the
hook to a new, more specific one: ShaderUniformChange. On i915, this
translates to ProgramStringNotify; others simply ignore it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
When assigning uniform locations, the linker assigns each sampler
uniform a sequential numerical ID. gl_shader_program::SamplerUnits maps
these sampler variable IDs to the actual texture units they reference
(specified via glUniform1i).
Previously, we encoded this mapping in the SEND instruction encoding:
the "sampler" was the texture unit number, and the binding table index
was SURF_INDEX_TEXTURE(the texture unit number). This unfortunately
meant that whenever the application changed the value of a sampler
uniform, we had to recompile the shader to change the SEND instructions.
This was horrible for the game Cogs, which repeatedly switches between
using texture unit 0 and 1. It also made fragment shader precompiles
useless: we'd do the precompile at glLinkShader() time, before the
application called glUniform1i to set the sampler values. As soon as
it did that, we'd have to recompile, wasting time and space in the
program cache.
This patch encodes the SamplerUnits indirection in the binding table,
sampler state, and sampler default color tables. Instead of baking the
texture unit number into the shader, we bake in the sampler variable ID
assigned by the linker. Since those never change, we don't need to
recompile programs on uniform changes.
This does mean that the tables now depend on the linked shader program
being used for rendering, rather than simply representing all available
texture units. This could cause an increase in state emission.
Another plus is that the sampler state and sampler default color tables
are now compact: we only emit as many entries as there are sampler
uniforms, with no holes in the table since the new sampler IDs are
sequential. Previously we had to emit a full 16 entries every time,
since the tables tracked the state of all active texture units.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This represents the index into the sampler state table or sampler
default color table (the two are identical).
Right now, this is still the texture unit, but that will change shortly.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Currently, we mirror the VS and WM binding tables' texture entries.
That may not continue to be true, so in preparation, pass in the binding
table and surface index as arguments.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The number we're passing around is actually the ID of the texture unit,
as opposed to the numerical value our of sampler uniforms. Calling it
"texunit" clarifies this slightly.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The number we're passing around is actually the ID of the texture unit,
as opposed to the numerical value our of sampler uniforms. Calling it
"texunit" clarifies this slightly.
Don't bother renaming fs_instruction::sampler. Although it's currently
the texture unit, this series will change that. No need for the churn.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Previously, we left the swizzle key field as zero for unused texture
units. The precompile sets all of them to SWIZZLE_NOOP, which meant
that we mismatched almost every time.
Since either works equally well, change it to SWIZZLE_NOOP to match
the precompiles.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
I can't actually understand what these mean, and they seem to
essentially say "we should simplify things", which is a nice goal but
not very specific.
Presumably things got cleaned up at some point.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Fixes brw_shader.cpp:101:9: warning: converting to non-pointer type
'GLboolean {aka unsigned char}' from NULL [-Wconversion-null]
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-with-great-enthusiasm-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by Eric Anholt <eric@anholt.net>
v2: Add proper core-profile and GLES3 filtering.
v3: *Really* add proper core-profile and GLES3 filtering based on review
feedback from Eric Anholt. It looks like previously there was some
rebase / merge fail.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: Add proper core-profile and GLES3 filtering based on review feedback
from Eric Anholt. It looks like previously there was some rebase /
merge fail.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: Fix handling of GL_INT and GL_UNSIGNED_INT types pre-ES3.0, and fix
handling of GL_INT_2_10_10_10_REV and GL_UNSIGNED_INT_2_10_10_10_REV in
ES3.0. Based on review comments by Ken Graunke.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This consolidates the tests and makes the emitted error message
consistent.
v2: Rename _mesa_valid_element_type to valid_elements_type. Log the
enum string instead of the hex value in error messages. Based on review
comments from Brian Paul and Ken Graunke.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
_mesa_generic_compressed_format_to_uncompressed_format() probably wins the
prize for longest function name in Mesa.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
See comments in the code for details.
Note: we only need to special-case the generic compressed formats since
specific texture formats are error-checked earlier to see if the compression
format is compatible with the texture type.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This will let us choose the actual hardware format depending on the
type of texture.
v2: fixup radeon, nouveau, intel and swrast drivers too
Reviewed-by: Eric Anholt <eric@anholt.net>
'target' was used both as a parameter of type st_texture_type and then
re-used for GL_TEXTURE_x targets. Rename the function parameter and
add a new local 'GLenum target'.
And remove an extraneous break statement.
Patches changes mesa to use 'HAVE_DLOPEN' defined by configure and Android.mk
instead of _GNU_SOURCE for detecting dlopen capability. This makes dlopen to
work also on Android where _GNU_SOURCE is not defined.
[mattst88] v2: HAVE_DLOPEN is sufficient for including dlfcn.h, remove
mingw/blrts checks around dlfcn.h inclusion.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Previously, when performing a fast depth clear, we would also clear
the miptree's resolve map. This destroyed important information,
since the resolve map contains information about needed resolves for
all levels and layers of the miptree, whereas a depth clear only
applies to a single level/layer combination at a time. As a result,
resolves would sometimes fail to occur, leading to incorrect
rendering.
Fixes rendering artifacts with shadow maps in Unigine Heaven and
Unigine Sanctuary.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50270
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
There are three possible resolve map states for each (level, layer) of
a depth miptree: "needs HiZ resolve", "needs depth resolve", and
"needs neither". When HiZ was first implemented on i965, any attempt
to directly transition between "needs HiZ resolve" and "needs depth
resolve" without passing through the "needs neither" state would have
been a bug indicating that a necessary resolve hadn't been performed.
Accordingly, intel_resolve_map_set() contained an assertion to verify
that no such direct transition happened.
However, now that we support fast depth clears, there is a valid
transition from the "needs HiZ resolve" to the "needs depth resolve"
state. When doing a fast depth clear, the old state of the buffer is
irrelevant, since we are completely replacing it with the clear value,
so it is not necessary to do any resolves before clearing--we can
transition, if necessary, directly from the "needs HiZ resolve" state
to the "needs depth resolve" state.
To avoid spurious assertions in this valid case, this patch just
removes the assertion.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Just use the functionality provided by the surface manager instead.
This fixes just another bunch of piglit tests.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Previously you could always glGetProgramiv one of the transform feedback
or geometry shader enums even if the extension wasn't supported.
In addtion, this reverts part of bda6ad27. I think the hunks involving
GL_PROGRAM_BINARY_LENGTH_OES were spurious. Mesa has no support for any
other part of GL_OES_get_program_binary.
v2: Remove redundant return in get_programiv based on review feedback
from Matt Turner.
v3: Correctly handle UBO related enums.
v4: Emit the bad enum in the _mesa_error call based on review feedback
from Brian Paul.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fix API functions for memory objects to accept CL_MEM_READ_WRITE flag.
Signed-off-by: Blaž Tomažič <blaz.tomazic@gmail.com>
[ Francisco Jerez: Drop incorrect change in clCreateSubBuffer. ]
Fix-up the texel fetch functions so that they handle 3D coords (as used for
array textures) and remove the "f_2d" part from their names.
Helps fix swrast crashes in piglit's copyteximage test. More to come.
There was a lot of similar or duplicated code before.
To minimize this patch's size, use a forward declaration for
compressed_texture_error_check(). Move the function in the next patch.
If a proxy texture call generates a regular GL error, we should not
clear the proxy image's width/height/depth/format fields. Use a new
PROXY_ERROR token to distinguish proxy errors from regular GL errors.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
When calling glTexImage() with a proxy target most error conditions should
generate a GL error. We were erroneously doing the proxy-error behaviour
(where we zeroed-out the image's width/height/depth/format fields) in too
many places.
There's another issue with proxy textures, but that'll be fixed in the
next patch.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
draw->samplers(_views) now has PIPE_SHADER_TYPES elements, instead of
PIPE_MAX_SAMPLERS as before.
Also, shader_stage must be less than PIPE_SHADER_TYPES to prevent buffer
overflow.
Trivial.
Render Target Write message should include source zero alpha value when
sample-alpha-to-coverage is enabled for an FBO with multiple render targets.
Source zero alpha value is used as fragment coverage for all the render
targets.
This patch makes piglit tests draw-buffers-alpha-to-coverage and
alpha-to-coverage-no-draw-buffer-zero to pass on Sandybridge. No
regressions are observed with piglit all.tests.
V2: Revert all the changes made in emit_color_write() function to
include src0 alpha for targets > 0. Now handling this case in a if
block.
V3: Correctly calculate the instruction length for buffer zero.
Properly handle the case of dual_src_blend when alpha-to-coverage
is enabled.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
When too may uniforms are used, the error will be caught in
check_resources (src/glsl/linker.cpp).
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Benoit Jacob <bjacob@mozilla.com>
Also validate glCopyTexImage border. This fixes a bug in the APIspec.
Previously glTexImage3DOES could be passed a non-zero border without error.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This also adds a missing extension (and API) check around
GL_TEXTURE_CROP_RECT_OES.
v2: Add proper core-profile and GLES3 filtering. GL_TEXTURE_MAX_LEVEL
is (incorrectly) accepted in ES contexts. A future patch will add
GL_APPLE_texture_max_level, and meta really needs this.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This also adds a missing extension (and API) check around
GL_TEXTURE_CROP_RECT_OES.
v2: Add proper core-profile, GLES1, and GLES3 filtering. GL_TEXTURE_MAX_LEVEL
is (incorrectly) accepted in ES contexts. A future patch will add
GL_APPLE_texture_max_level, and meta really needs this.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Fixed the piglit test arb_texture_buffer_object-negative-unsupported.
NOTE: This is a candidate for stable release branches.
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This should take care of all the TexImage, TexSubImage, CopyTexImage,
CompressedTexImage3DOES, and CopyTexSubImage type paths.
v2: Add proper core-profile and GLES3 filtering.
v3: Squash the CompressedTexImage3DOES patch per review comment from
Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This is a bit of a hack. _mesa_meta_GenerateMipmap shouldn't even be
used in contexts where GL_GENERATE_MIPMAP doesn't exist (i.e., core
profile and ES2) because it uses fixed-function, and fixed-function
doesn't exist there either!
A GLSL-based _mesa_meta_GenerateMipmap should be available soon. When
that is available, this patch will be irrelevant and should be reverted.
v2: Change (ctx->API != API_OPENGLES2 && ctx->API != API_OPENGL_CORE) to
(ctx->API == API_OPENGL || ctx->API == API_OPENGLES) based on review
comment from Brian Paul.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit 77a3efc6b9 broke android build that
sets its own value for GLSL_SRCDIR before including Makefile.sources.
Patch moves overriding the value after include, this works as GLSL_SRCDIR
variable gets expanded only later.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
The name is taken from the driver_descriptor, so it will be the same as
expected by driconf utility.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
The segmentation fault occurs when DRI2 is not loaded up and
dri2_setup_screen() function deferences dri2_dpy->dri2 (since it's NULL
at this point).
This patch fixes the segmentation fault by checking if dri2 pointer is
not NULL before deferencing it.
Signed-off-by: Paulo Alcantara <pcacjr@profusion.mobi>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
This new operand replaces the MachineOperand flags in LLVM, which
will be deprecated soon. Eventually all instructions should have a flag
operand, but for now this operand has only been added to instructions
that need it.
SRC_DIRS was overwritten (visible in the second hunk).
Also don't require mapi/shared-glapi to be built for GLES.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We need to enable at least one interpolation mode,
otherwise the GPU will hang.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Disable blending when dual_src_blend is enabled and number of color exports
in the current fragment shader is less than 2.
Fixes lockups with ext_framebuffer_multisample-
alpha-to-coverage-dual-src-blend piglit test.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
The generic texture formats should be accepted by the <internalformat>
parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and
CopyTexImage2D functions. When the application specifies a generic
format, the driver is free to pick an uncompressed format.
This patch reverts the changes due to following commit:
commit a36581ccc0
mesa: do more teximage error checking for generic compressed formats
This patch fixes compressed texture format failures in intel oglconform
pxconv-gettex test case:
https://bugs.freedesktop.org/show_bug.cgi?id=47220
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Don't dereference NULL pointers, and if all views are NULL, don't generate an
invalid PM4 packet which locks up the GPU.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Mesa doesn't check the parameter passed to glMultiTexCoord*. It does,
however, mask the texture value to prevent out-of-bounds writes. This
patch will promote this non-conformant behavior to OpenGL ES 1. I don't
think anyone will care, and the gets some silly code out of a hot path.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
This is required to make some of llvm's api calls
thread save. In particular the PassRegistry, which is
implicitly accessed while compiling shader programs.
The PassRegistry uses a mutex that is only active if
the llvm_is_multithreaded() returns true.
Calling llvm_start_multithreading() makes this happen
and by calling this function we try to make sure that
we can savely compile shaders in paralell.
Since there is also a call llvm_stop_multithreading()
in the llvm api, we cannot guarantee that this does
not get switched off while we are relying on this being
set, but for the easier use cases this fixes a race with
the radeon llvm compiler we have as of today.
Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
Signed-off-by: Tom Stellard <thomas.stellard@amd.com>
In the past, when we called pipe::set_sampler_views(n) the drivers set
samplers [n..MAX] to NULL. We no longer do that. The state tracker
code was already trying to set unused sampler views to NULL to cover
that case, but the logic was broken and unnoticed until now. This patch
fixes it.
Strictly speaking, this patch shouldn't be necessary. Drivers should simply
ignore unused samplers and sampler views. But some drivers like llvmpipe (and
others?) count those things and they figure into state validation. That could
be fixed in the future.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53617
Reviewed-by: Marek Olšák <maraeo@gmail.com>
GL_INVALID_OPERATION is to be raised when querying a non-compressed
image/buffer. Since a buffer object can't have a compressed format this
query always generates an error.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
These are gradually going to get whittled away and eventually folded into the
source files with the native type functions.
v2: Add (speculative) SConscript changes. These may be broken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
In the old backend, we looked at any FS attribute's proj_attrib_mask bits, not
just texcoords. Now that we have _mesa_vert_result_to_frag_attrib(), we can
fill in the other FS inputs with correct proj_attrib_mask info.
NOTE: This is a candidate for stable branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46644
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The OpenGL 3.1 specification explicitly allows this. Oddly, the
ARB_texture_buffer_object spec's issues section claims this isn't
allowed, but proceeds to explain that the extension simply doesn't edit
the underlying spec to allow it, and thus it didn't appear in the list
of legal texture targets.
Thus, this patch legalizes it only in 3.1+ contexts, but still returns
INVALID_ENUM in earlier contexts that expose ARB_texture_buffer_object.
Unfortunately, the behavior of the call is horrendously undefined.
Fixes oglconform's tbo/negative.textureParams test.
v2: Require desktop OpenGL.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Move the _mesa_GetTexLevelParameter[iv] functions below the helper
function so the prototype is available.
This will be useful in the next commit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
For cube maps, _mesa_generate_mipmap() calls this with
GL_TEXTURE_CUBE_MAP (the gl_texture_object's Target) rather than one
of the faces. This caused _mesa_max_texture_levels() to return 0, which
resulted in maxLevels == -1 and the next line's assertion to fail.
This function is called from seven places:
- fbobject.c: framebuffer_texture()
- mipmap.c: _mesa_generate_mipmap()
- texgetimage.c:
- getteximage_error_check()
- getcompressedteximage_error_check()
- texparam.c: _mesa_GetTexLevelParameteriv()
- texstorage.c: tex_storage_error_check()
All of these (or their callers) now explicitly check for invalid targets
already, so this shouldn't cause invalid targets to slip through.
(Technically _mesa_generate_mipmap() doesn't check for invalid targets,
but the API-facing _mesa_GenerateMipmapEXT() function does.)
+2 oglconforms (float-texture/mipmap.automatic and mipmap.manual)
In addition to fixing the mipmap bug, it should also cause glTexStorage
to accept GL_TEXTURE_CUBE_MAP, which is explicitly allowed by the spec.
v2: Drop alterations to callers; this is now in a patch series that adds
explicit checking to API functions.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Previously, it relied on _mesa_max_texture_levels() for texture target
error checking. This was somewhat dodgy, as _mesa_max_texture_levels()
is called in seven diferent places, not all of which necessarily accept
the same list of targets.
I copied the list of legal targets from _mesa_max_texture_levels(), so
this patch should not introduce any change in behavior. Future patches
will cause the two to diverge.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Previously, they relied on _mesa_max_texture_levels() for texture target
error checking. This was somewhat dodgy, as _mesa_max_texture_levels()
is called in seven diferent places, not all of which necessarily accept
the same list of targets.
I copied the list of legal targets from _mesa_max_texture_levels() but
removed the proxy targets, as both functions explicitly rejected those
targets. This changes the order in which we check errors, which could
change whether we return INVALID_VALUE or INVALID_ENUM. However, it
shouldn't change the list of accepted targets.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It's possible for us to have an unused sampler bound when the fragment
shader itself doesn't use any samplers. So the assertion isn't valid.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53616
We aligned the dimensions to the blocksize, then divided by it
(in r600_blit.c), then minified, which was wrong.
The minification must be done first, not last.
This fixes piglit/fbo-generatemipmap-formats with S3TC and maybe
a bunch of other tests too. Tested on RV730.
This seems to be expected by the WebGL texture-mips test. The error makes
sense, but I haven't found (yet) any OpenGL documentation specifying this
error condition.
See http://bugs.freedesktop.org/show_bug.cgi?id=44912
Note: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
As with other recent changes, put the vertex and fragment sampler state
into arrays indexed by the shader type. This will let us easily add
support for other types of shaders in the future.
PIPE_MAX_SAMPLERS, PIPE_MAX_VERTEX_SAMPLERS and PIPE_MAX_GEOMETRY_SAMPLERS
were all defined to the same value (16).
In various places we're creating arrays such as
sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS] so we were assuming
the same number of max samplers for all shader stages anyway.
Of course, drivers are still free to advertise different numbers of max
samplers for different shaders.
The previous test for result != NULL was kind of bogus since we dereferenced
the pointer earlier in the code. Now, check for result != NULL first, then
get the result->key info.
Also, remove the useless "offset +=" code at the end.
We'd end up re-using the old one and throwing away the new one anyway, but only
after a roundtrip to the kernel.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
If a hole exactly matches the allocated size plus alignment, we would fail to
preserve the alignment as a hole. This would result in never being able to use
the alignment area for an allocation again.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Otherwise we'll likely end up with an ever increasing amount of ever smaller
holes.
Requires keeping the list ordered wrt offsets.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Otherwise we'd wrap around after 32 bits. The kernel currently limits GPU
virtual address space to 4GB anyway, but that will probably change sooner or
later, and this would result in confusing error messages when running out of
virtual address space even now.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This adds support for having libGL pick a different driver for prime support.
DRI_PRIME env var is set to the value retrieved from the server randr
provider calls, by the calling process. (generally DRI_PRIME=1 will be
the right answer).
Signed-off-by: Dave Airlie <airlied@redhat.com>
With this we can embed data for the shaders (like resource
descriptors) into the PM4 stream.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
I was seeing some GPU hangs that seemed to be cause by ALU instructions
writing to the same register used as the source for VTX_READ. Adding
this constraint to the VTX_READ instructions avoids this situation.
The only allowed instructions are TXQ_LZ and TXF.
TXQ_LZ is like TXQ, but without the LOD parameter (which is always zero
with MSAA textures)
The 3rd or the 4th texcoord component in TXF should contain the sample index
for a 2D_MSAA or 2D_ARRAY_MSAA texture, respectively.
The problem was that the string matching succeeded e.g. for "2D" when there
was actually "2D_MSAA" and then failed parsing "_MSAA".
To prevent similar failures in the future, let's fix this kind of error
everywhere.
Rename _mesa_pack_rgba_span_int to _mesa_pack_rgba_span_from_uints.
Add _mesa_pack_rgba_span_from_ints.
These separate routines allow the integer clamping to be handled
properly for signed versus unsigned integers.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
We need to downsample before flushing BUFFER_FAKE_FRONT_LEFT to
BUFFER_FRONT_LEFT in intel_flush_front.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Stop repeating ourselves. Replace the 4 instances of
`driContext->driDrawablePriv` with `driDrawable`.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Move it from intel_screen.c to intel_context.c. Redeclare as non-static.
A future commit will use it in multiple files.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Unlike 1.x to 2.0, OpenGL ES 3.0 is backwards compatible with 2.0. Use the
same API flag for both. Applications that specifically want 3.0 will specify
this using the major / minor version attributes.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Just like in GLX, EGL_KHR_create_context requires DRI2 version >= 3, and
EGL_EXT_create_context_robustness requires both DRI2 version >= 3 and the
__DRI2_ROBUSTNESS extension.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The extra block in dri2_create_context is to prevent extra white space noise
in the next patch.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Add GL_ARB_invalidate_subdata to release notes at Brian's
suggestion.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
These are part of GL_ARB_invalidate_subdata (but not OpenGL ES 3.0).
v2: Add comment explaining why minimum dimensions are set to 1 for some
texture targets. Add default case to switch statement to silence
compiler warnings and detect new texture targets. Both changes
suggested by Brian. Also use _mesa_is_desktop_gl as suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
These are part of GL_ARB_invalidate_subdata (but not OpenGL ES 3.0).
v2: Use _mesa_bufferobj_mapped instead of testing
gl_buffer_object::Pointer as suggested by Brian. Also use
_mesa_is_desktop_gl as suggested by Ken.
v3: Add a comment by the map subrange / discard range overlap test and
fix an off-by-one error noticed by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
With this change _mesa_init_bufferobj_dispatch won't set function
pointers that don't exist in OpenGL ES.
v2: Use _mesa_is_desktop_gl and _mesa_is_gles3 as suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
These are part of GL_ARB_invalidate_subdata and OpenGL ES 3.0.
v2: Reject aux buffers in core context, and use _mesa_is_desktop_gl and
_mesa_is_gles3. Both suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is basically cut-and-paste from the swrast implementation, and it
could probably be (slightly) more optimal.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
No driver supports this extension, and it seems unlikely than any driver
ever will. I think r300c may have supported it at one time, but that
driver has already been removed.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
The final step of _mesa_unpack_depth_span is to take the temporary
GLfloat depth values and convert them to the desired format. When
converting to GL_UNSIGNED_INTEGER with depthMax > 0xffffff, we use
double-precision math to avoid overflow and precision problems.
Or at least that's the idea. Unfortunately
GLdouble z = depthValues[i] * (GLfloat) depthMax;
actually causes single-precision multiplication, since both operands are
GLfloats. Casting depthMax to GLdouble causes the scaling to be done
with double-precision math.
Fixes a regression in oglconform's depth-stencil basic.read.ds test
since c60ac7b179, where the expected and
actual values differed slightly. For example, 0xcfa7a6 vs. 0xcfa7a4.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49772
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Use base-10 for versions like gl_context::Version. Suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Use base-10 for versions like gl_context::Version. Suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This forces the drivers to do at least some validation of context API
and version before creating the context. In r100 and r200 drivers, this
means that they don't do any post-hoc validation.
v2: Actually reject compatibility profile 3.2+ contexts. Thanks Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It may be possible to trim the list of extensions futher. These are
just the obvious extensions that add functionality that the core context
explicitly forbids. Apple's core-context extension list is *just* the
extensions on top of the core GL version. I'm not sure we want to go
that far, but removing some things that have been in core since 2.1 may
be okay.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Add both top_srcdir and top_builddir to mesa asm include dirs.
These require both in-tree and build-time-generated files.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Christopher James Halse Rogers <christopher.halse.rogers@canonical.com>
Like in src/mesa, use GLSL_BUILDDIR/GLSL_SRCDIR to unambiguously
distinguish between in-tree and generated files.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Christopher James Halse Rogers <christopher.halse.rogers@canonical.com>
Also fix include paths for the generated headers.
v2: Switch to using self-explanatory BUILDDIR/SRCDIR defined from
top_builddir/top_srcdir rather than the ambiguous TOP.
v3: Add both top_builddir and top_srcdir to include flags for mesa asm.
These rely on both in-tree and build-time-generated includes.
v4: Rebased on top of 948c8f502a.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Christopher James Halse Rogers <christopher.halse.rogers@canonical.com>
Signed-off-by: Matt Turner <mattst88@gmail.com>
After realizing that brw_finish_batch emitted some final PIPE_CONTROLs
to record occlusion queries, Chris noted that we probably hadn't
reserved enough space to actually emit them.
Reserving a full 60 bytes seems a bit harsh, since we only need that
much if occlusion queries are actually active. Plus, 28 bytes would be
sufficient for Gen7, and 24 for Gen4-5.
We could optimize this in the future, but it doesn't seem too critical.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53311
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Eric Anholt <eric@anholt.net>
On Gen4+, brw_finish_batch() calls brw_emit_query_end(), which emits
some extra PIPE_CONTROLs to capture the current occlusion query data.
Unfortunately, it was being called *after* _intel_batchbuffer_flush
added the MI_BATCH_BUFFER_END, meaning those PIPE_CONTROLs didn't get
inside the batch.
Not only does this likely cause bogus occlusion query values, it can
also cause crashes: with the recent change to use 64-bit depth count
writes on Gen6+, we started emitting an odd-length PIPE_CONTROL, which
happened after the MI_NOOP padding. This resulted in an odd-length
batch buffer, which resulted in execbuf2 returning -EINVAL and the
application dying with an intel_do_flush_locked failure.
On older generations, finish_batch() doesn't emit any state, so this
change shouldn't have any effect.
Huge thanks to Chris Wilson for helping me figure this out.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53311
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Eric Anholt <eric@anholt.net>
I want to introduce some more debug output for performance surprises that
includes fallbacks, but aren't necessarily software rasterization. Leave
INTEL_DEBUG=fall in place for those that have used that flag before.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Avoid INVALID_OPERATION error if decompressing rectangle texture.
Setting mipmap level limits for those textures is error that must not be
hit by meta code to mislead user.
[v3/Kayden]: Resolve conflicts due to Eric picking a subset of Pauli's
original changes.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Sampler objects are perfect for meta operations.Sampler object
is separate state object that shadows the sampling state in texture
object. With sampler object mipmap can maintain same sampling state for
all subsequent generation requests.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Sampler queries are so far made only for enabled texture unit. But if
any code would query sampler before checking texture unit state that
would result to NULL deference.
Making the inline helper easier to use with NULL check makes a lot sense
because compiler is likely to combine the checks for the current texture.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In tune with previous patches. Again there is duplication of information
in function parameters that is good to remove.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Size and format information is always stored in gl_texture_image
structure. That makes it preferable to remove duplicate information from
parameters to make interface easier to understand.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
gl_texture_image structure always holds size and internal format before
TexImage driver hook is called. Those passing same information in
function parameters only duplicates information making the interface
harder to understand.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit 6882381a2e added a dependency on a
newer version of xcb, but the version check wasn't added in all the
necessary places.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This reverts commit 9f5a5d541d.
Fixes the following build error on GCC 4.2.3:
cc1plus: error: unrecognized command line option "-Wno-narrowing"
The GCC Manual incorrectly stated that commit 9f5a5d54 woulde be safe for
old versions of GCC.
Reported-by: Andy Furniss <andyqos@ukfsn.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
The var!=softpipe->fs_variant assertion was failing because we weren't
nulling the softpipe->fs_variant pointer when binding a new shader.
Since softpipe->fs_variant depends on the current fs, it's of no use
when a new FS is bound.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53318
Note: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
After we attach a new renderbuffer in this function we need to make
sure Mesa's update_framebuffer() gets called.
Fixes crash in WebGL conformance/textures/texture-attachment-formats.html,
but the test still fails for other reasons.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53316
Note: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Add -Wno-narrowing to CXXFLAGS for gcc.
It is safe to add this flag even for versions of gcc that don't recognize
it. From the GCC Manual [1]: "[GCC] allows the use of new -Wno- options
with old compilers".
This removes warnings of the form
warning: narrowing conversion of X from 'int' to 'float' inside { } is
ill-formed in C++11 [-Wnarrowing]
in ff_fragment_shader.cpp and gen6_blorp.cpp of the form. When building
i965, I observed no other difference in the build output.
[1] http://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Fixes WebGL conformance/uniforms/uniform-default-values.html crash.
We need to check for the null view pointer before accessing view->texture.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53317
Note: This is a candidate for the 8.0 branch.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Always downsample before mapping, even if the map mode contains
GL_MAP_INVALIDATE_RANGE_BIT. If we neglect to downsample when only
a subrect is mapped then the upsample in intel_miptree_unmap_multisample
may write garbage to the region outside the subrect.
(Eric gave my patch e88cfbb a conditional reviewed-by with the condition
that it always downsample before mapping. I forgot to make that change
before pushing the patch.)
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Fixes the glsl skinning demo regression since changing to the new GLSL
compiler, and is part of fixing piglit gl-2.0-edgeflag.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50079
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If there was an edge flag or a two-side-color pair present, we'd end up
mismatched and read values from earlier in the VUE for later FS inputs.
v2: Fix regression in gles2conform shaders generating point size. (change by
anholt)
Signed-off-by: Olivier Galibert <galibert@pobox.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
NOTE: This is a candidate for the 8.0 branch.
If the application has requested reset notification, then
dri2_convert_glx_attribs will initialize this to the correct value.
Otherwise, it's supposed to initialize this to NO_NOTIFICATION, but
doesn't when num_attribs == 0. (The consensus seems to be that we
should make it do so, but that's more invasive, so I'm pushing this for
now.)
Fixes a regression since a8724d85f8
where trying to run OilRush_x86 or apitrace heaven_x64 would result in:
dri_util.c:221: dri2CreateContextAttribs: Assertion `!"Should not get
here."' failed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53076
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Patch changes i915 and i965 drivers to use fixed function version of
meta clear when running on ES 1.1. This fixes rendering errors seen with
Google Maps, Angry Birds and Gallery3D on Android platform.
Change 88128516d4 exposes all extensions
internally to be available independent of GL flavour, therefore check
against ARB_fragment_shader does not work.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50333
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This removes the CS stall on Ivybridge.
On Sandybridge, the depth stall needs to be preceded by a non-zero
post-sync op, which requires a CS stall, which needs a stall at
scoreboard. Emit the full workaround.
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Cc: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
I don't know if it was possible to trigger this bug -- we don't merge
saturates into the math instruction because we're bad at coalescing currently,
and there's nothing generating these with predicates. Still, let's avoid
future bugs when we do smarter codegen.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This was ridiculous. We were ignoring the inst->header.saturate flag in the
case of math and only math. On gen4, we would leave inst->header.saturate in
place if it happened to be set, which would end up being applied to the
implicit mov and thus trash the first argument. On gen6, we would overwrite
inst->header.saturate with the saturate flag from the argument, which was not
set appropriately in brw_vec4_emit.cpp, and was only not a bug due to our
incompetence at coalescing saturate moves.
By ripping the argument out and making saturate work just like all the other
brw_eu_emit.c code generation, we can avoid both these classes of bugs.
Fixes piglit fog-modes, and the new specific fs-saturate-exp2 case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=48628
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There was a chance for brw_wm_emit.c to screw up and pass (1 << 4) instead of
1, which would get converted to 0 when stored. Instead, use stdbool which
converts nonzero to true/1 like we want.
Otherwise, conditional rendering always takes the fallthrough "render it
anyway" case unless the application had itself done a check or wait on the
query.
Fixes intel oglconform's conditional_render advanced.nofbo.readpixels.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
I happened to notice this while looking at a blit pass in l4d2, which had an
optional push/pop around framebuffer srgb setting. It didn't matter in the
end, but the fix is sitting in my tree now.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
You can't practically have desktop OpenGL and OpenGL ES on the same system
without this. The benefits of not having it (e.g., a more compact dispatch
table) are irrelevant.
v2: Don't mark shared-glapi as experimental. Review suggestion by Chad.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
These are largely based on the src/mapi/glapi/tests. However,
shared-glapi provides less external visibility into the dispatch table,
so there is less to test. Also, shared-glapi does not implement
_glapi_get_proc_name, so that test was removed.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
When --enable-shared-glapi is used, all non-ABI entries in the table are
lies. Avoiding the use of glapitable.h avoids the lies. The only
entries used in this code are entries that are ABI. For these, the ABI
offset can be used directly.
Since this code is in src/glx, it can't use src/mesa/main/dispatch.h to
get the pretty names for these offsets.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
When --enable-shared-glapi is used, all non-ABI entries in the table are
lies. There are two completely separate code generation paths used to
assign dispatch offset. Neither has any clue about the other.
Unsurprisingly, the can't agree on what offsets to assign.
This adds a bunch of overhead to __glXNewIndirectAPI, but this function
is called at most once.
The test ExtensionNopDispatch was removed. There was just no way to
make this test work with the information provided in shared-glapi.
Since indirect_glx.c uses _glapi_get_proc_offset now, it was also
impossible to make the tests work without shared-glapi. So much pain.
This fixes indirect rendering with shared-glapi.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
This fixes 'make check' on with --enable-shared-glapi. This test cannot work
in that environment.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
The hardware seems to use the length of the PIPE_CONTROL command to
indicate whether the write is 64-bits or 32-bits. Which makes sense
for immediate writes.
Daniel discovered this by writing a pattern into the query object bo
and noticing that the high 32-bits were left intact, even on those
pipe control writes that seemingly worked.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
The hardware seems to use the length of the PIPE_CONTROL command to
indicate whether the write is 64-bits or 32-bits. Which makes sense
for immediate writes.
Daniel discovered this by writing a pattern into the query object bo
and noticing that the high 32-bits were left intact, even on those
pipe control writes that seemingly worked.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
This consolidates the complexity in one place, which is important
because it's about to get even more complicated.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
PIPE_CONTROL has variable length, depending upon generation and whether
we want to do 32-bit or 64-bit data writes. Make it explicit, rather
than hiding a length of 4 in the #define for _3DSTATE_PIPE_CONTROL.
Generated by s/3DSTATE_PIPE_CONTROL/3DSTATE_PIPE_CONTROL | (4 - 2)/g.
This is equivalent since the #define used to have | 2 in it. A grep
through the sources shows that all instances have been converted, so
it's safe to remove the | 2 from the #define.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
Unlike the FS side in the previous commit, this does variable indexing just
fine, using the same code as we used for other variable-indexed pull
constants.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Variable array indexing isn't finished, because the lowering pass
turns it all into conditional moves of constant index accesses so I
can't test it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
I wanted to add the surface index as a variable value for UBO support,
and a reg seemed like the obvious way to go. This exposes more of the
information to CSE, which we'll probably want to apply to pull
constant loads for UBOs eventually (you might access 4 floats in a
row, each of which would produce an oword block read of the same
block).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fixes piglit GL_ARB_uniform_buffer_object/dlist.
v2: Use the .ui fields instead of .i for type consistency (review by Brian
Paul)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The ARB spec lets you get away with the default block counting against the
blocks for combined size limits. The core spec says you need to be able to
support the maximum size of default block *and* the maximum size of each
uniform block. I see no reason that any driver would have a problem with
that.
Fixes gl 3.1/minmax (with an associated fix to the test)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We were only propagating it to the API when the variable was a matrix type,
but we were still tripping over it in lower_ubo_reference when it was set on a
vector.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We were getting the base offset of a vec2, not of a vec2[2] like the quoted
spec text says we should.
v2: Fix swapped then/else cases.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we were returning the index into the UniformBlocks of one of the
linked shaders, when it's supposed to be the program global index.
Fixes piglit getactiveuniformsiv-uniform_block_index.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In between glGenBuffers() and glBindBuffer(), the buffer object points to this
dummy buffer with a name of 0, and a glBindBufferBase() would point to that.
It seems pretty clear, given that glBindBufferBase() only cares about the
current size of the buffer at render time, that it should bind up the buffer
that you passed in instead of pointing it at this useless dummy buffer.
However, what should glBindBufferRange() do? As of this patch, it will
promote the genned buffer to a proper buffer like it had been
glBindBuffer()ed, and then detect that the size is greater than the buffer's
current size of 0 and throw INVALID_VALUE. It seems like the most reasonable
answer here.
Note that this also changes the behavior of these two on non-glGenBuffers() bo
names. We haven't yet set up the error throwing for glBindBuffers() on gl
3.1+, and my assumption is that these two functions should inherit their
behavior on un-genned names from glBindBuffers().
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Reduce the impenetrable code in emit_ubo_loads() by 23 lines by keeping
the ir_variable as the variable part of the offset from handle_rvalue(),
and track the constant offsets from that with a plain old integer value,
avoiding a bunch of temporary variables in the array and struct handling.
Also, fix file description doxygen.
v3: Fix a row vs col typo, and fix spelling in a comment.
Reviewed-by: Eric Anholt <eric@anholt.net>
For the UBO lowering pass, I want to see the whole dereference chain for
replacing, not the innermost ir_dereference_variable.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Drivers will probably want to be able to take UBO references in a
shader like:
uniform ubo1 {
float a;
float b;
float c;
float d;
}
void main() {
gl_FragColor = vec4(a, b, c, d);
}
and generate a single aligned vec4 load out of the UBO. For intel,
this involves recognizing the shared offset of the aligned loads and
CSEing them out. Obviously that involves breaking things down to
loads from an offset from a particular UBO first. Thus, the driver
doesn't want to see
variable_ref(ir_variable("a")),
and even more so does it not want to see
array_ref(record_ref(variable_ref(ir_variable("a")),
"field1"), variable_ref(ir_variable("i"))).
where a.field1[i] is a row_major matrix.
Instead, we're going to make a lowering pass to break UBO references
down to expressions that are obvious to codegen, and amenable to
merging through CSE.
v2: Fix some partial thoughts in the ir_binop comment (review by Kenneth)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When converting var->location from pointing at the program's UniformBlocks to
pointing at the linked shader's UniformBlocks, I missed this change. It
usually worked out in the end because the two lists happen to be the same in
many testcases.
Fixes a valgrind complaint on
oglconform ubo-compile.cpp advanced.std140.2stage
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
As we get into supporting GL 3.x core, we come across more and more features
of the API that depend on the version number as opposed to just the extension
list. This will let us more sanely do version checks than "(VersionMajor == 3
&& VersionMinor >= 2) || VersionMajor >= 4".
v2: Fix a bad <= 30 check.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This turns on window system MSAA.
This patch changes the id of many GLX visuals and configs, but that
couldn't be prevented. I attempted to preserve the id's of extant configs
by appending the multisample configs to the end of the extant ones. But
somewhere, perhaps in the X server, the configs are reordered with
multisample configs interspersed among the singlesample ones.
Test results:
Tested with xonotic and `glxgears -samples 1` on Ivybridge.
No piglit regressions on Ivybridge.
On Sandybridge, passes 68/70 of oglconform's
winsys multisample tests. The two failing tests are:
multisample(advanced.pixelmap.depth)
multisample(advanced.pixelmap.depthCopyPixels)
These tests hang the gpu (on kernel 3.4.6) due to
a glDrawPixels/glReadPixels pair on an MSAA depth buffer. I don't expect
realworld apps to do that, so I'm not too concerned about the hang.
On Ivybridge, passes 69/70. The failing case is
multisample(advanced.line.changeWidth).
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This function felt sloppy, so this patch cleans it up a little bit.
- Rename `color` to `i`. It is not a color value, only an iterator int.
- Move `depth_bits[0] = 0` into the non-accum loop because that is where
it used. The accum loop later overwrites depth_bits[0].
- Rename `depth_factor` to `num_depth_stencil_bits`.
- Redefine `msaa_samples_array` as static const because it is never
modified. Rename to `singlesample_samples`.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
If either argument to driConcatConfigs(a, b) is null or the empty list,
then simply return the other argument as the resultant list.
All callers were accomplishing that same behavior anyway. And each caller
accopmplished it with the same pattern. So this patch moves that external
pattern into the function.
Reviewed-by: <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
DRI2 configs were constructed in intelInitScreen2. That function already
does too much, so move verbatim the code for creating configs to a new
function, intel_screen_make_configs.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add two new functions: intel_miptree_{map,unmap}_multisample, to which
intel_miptree_{map,unmap} dispatch. Only mapping flat, renderbuffer-like
miptrees are supported.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Move the opencoded construction and destruction of intel_miptree_map into
new functions, intel_miptree_attach_map and intel_miptree_release_map.
This patch prevents code duplication in a future commit that adds support
for mapping multisample miptrees.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Move the body of intel_miptree_map into a new function,
intel_miptree_map_singlesample. Now intel_miptree_map dispatches to the
new function. A future commit adds a multisample variant.
Ditto for intel_miptree_unmap.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add function intel_renderbuffer_set_needs_downsample. It is a no-op
except on multisample winsys buffers shared with DRI2.
Mark the needed downsamples with the new function at two locations:
- Immediately after drawing is complete.
- After blitting.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Define a function, brw_blorp_blit_miptrees, that simply wraps
brw_blorp_blit_params + brw_blorp_exec with C calling conventions. This
enables intel_miptree.c, in a following commit, to perform blits with
blorp for the purpose of downsampling multisample miptrees.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Immediately after obtaining, with DRI2GetBuffersWithFormat, the DRM buffer
handle for a DRI2 buffer, we wrap that DRM buffer handle with a region and
a miptree. This patch additionally allocates an accompanying multisample
miptree if the DRI2 buffer is multisampled.
Since we do not yet advertise multisample GL configs, the code for
allocating the multisample miptree is currently inactive.
This patch adds the following fields to intel_mipmap_tree:
singlesample_mt
needs_downsample
and the following function stubs:
intel_miptree_downsample
intel_miptree_upsample
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Move the logic for creating the ancillary hiz and mcs miptress for winsys
and non-texture renderbuffers from intel_alloc_renderbuffer_storage to
intel_miptree_create_for_renderbuffer. Let's try to isolate complex
miptree logic to intel_mipmap_tree.c.
Without this refactor, code duplication would be required along the
intel_process_dri2_buffer codepath in order to create the mcs miptree.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add a new param, num_samples, to intel_create_renderbuffer and
intel_create_private_renderbuffer.
No multisample GL config is yet advertised, so the value of num_samples is
currently 0. For server-owned winsys buffers, gl_renderbuffer::NumSamples
is not yet used.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com> (v1)
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Rename quantize_num_samples to intel_quantize_num_samples and change the
first param from struct intel_context* to struct intel_screen*. The
function will later be used by intelCreateBuffer, which is not bound to
any context but is bound to a screen.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com> (v1)
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
The comment referred to intel_tex_image_map/unmap, but should more
accurately refer to intel_miptree_map/unmap.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Fixes uninitialized scalar field defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
v2: Note that GLSL 4.3 has not been started, and that
ARB_compute_shader has been started in Gallium drivers.
Signed-off-by: Jason Wood <sandain@hotmail.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
KHR extension name is reserved for Khronos ratified extensions, and there is
no such thing as EGL_KHR_surfaceless_{gles1,gles2,opengl}. Replace these
three extensions with EGL_KHR_surfaceless_context since that extension
actually exists.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Since support for swrast version 2 was added (f55d027a), it has also been
required. In swrast_driver_extensions, version 2 is set for __DRI_SWRAST
extension. Remove the spurious version checks sprinked through the code.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Previously an error would be generated if any attributes were specified when
creating a non-desktop OpenGL context. This was a mistake, and it will
prevent old drivers from working with new EGL libraries that add support for
the createContextAttribs interface. Instead, match the behavior of
EGL_KHR_create_context: allow versions that make sense, reject non-zero flags.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Commit f0cecd43d6 moved the VUE map computation to be only once, at
VS compile time. However, it did so in slightly the wrong place: it
made the one call to brw_vue_compute_map happen right before the
allocation of dummy slots for replaced point sprite coordinates, causing
a different VUE map to be generated (at least on Ironlake).
Fixes a regression in Piglit's point-sprite test on Ironlake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46489
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Consider a texture call such as:
textureLod(s, coordinate, log2(...))
First, we begin setting up the sampler message by loading the texture
coordinates into MRFs, starting with m2. Then, we realize we need the
LOD, and go to compute it with:
ir->lod_info.lod->accept(this);
On Gen4-5, this will generate a SEND instruction to compute log2(),
loading the operand into m2, and clobbering our texcoord.
Similar issues exist on Gen6+. For example, nested texture calls:
textureLod(s1, c1, texture(s2, c2).x)
Any texturing call where evaluating the subexpression trees for LOD or
shadow comparitor would generate SEND instructions could potentially
break. In some cases (like register spilling), we get lucky and avoid
the issue by using non-overlapping MRF regions. But we shouldn't count
on that.
Fixes four Piglit test regressions on Gen4-5:
- glsl-fs-shadow2DGradARB-{01,04,07,cumulative}
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52129
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
With the textureRect support and GL_CLAMP workarounds, it's grown
sufficiently that it deserves its own function. Separating it out
makes the original function much more readable.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Setting the texture offset bits in the message header involves very
specific hardware register descriptions. As such, I feel it's better
suited for the lower level "generate" layer that has direct access to
the weird register layouts, rather than at the fs_inst abstraction layer.
This also parallels the approach I took in the VS backend.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Use atom for sampler state. Does not provide new functionality
or fix any bug. Just a step toward full atom base r600g.
v2: Split seamless on r6xx/r7xx into it's own atom. Make sure it's
emited after sampler and with a pipeline flush before otherwise
it does not take effect.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
...to look like update_fragment_samplers() code, as with the previous
commit. The next step would be to merge the two functions.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Less code. And as with softpipe, if/when we consolidate the pipe_context
functions for binding sampler state, this will make the llvmpipe changes
trivial.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
The functions for setting samplers and sampler views for vertex,
fragment and geometry shaders were nearly identical. Now they
use shared code.
In the future, if the pipe_context functions for setting samplers
and sampler views for vert/frag/geom/compute are combined, this
will make updating the softpipe driver a snap.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Combine separate arrays for vertex/fragment/geometry samplers, etc into
one array indexed by PIPE_SHADER_x.
This allows us to collapse separate code for vertex/fragment/geometry
state into loops over the shader stage. More to come.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Fixes uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Merge the vertex/fragment versions of the cso_set/save/restore_samplers()
functions. Now we pass the shader stage (PIPE_SHADER_x) to the function
to indicate vertex/fragment/geometry samplers. For example:
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler);
This results in quite a bit of code reduction, fewer CSO functions and
support for geometry shaders.
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Fixes uninitialized scalar variable defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
The GL_OES_mapbuffer extension is supported by OpenGL ES 1 and ES 2 so return
GL_MAP_WRITE_BIT for both ES versions, not just ES 1.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Before, the GLSL parser was getting rebuilt every time that scons was
run. The problem was scons was expecting a glsl_parser.hpp file but
we were generating a glsl_parser.h file.
Signed-off-by: Brian Paul <brianp@vmware.com>
Windowed speed is of course way to slow, but fullscreen
works like a charm now.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Using the writemask in the sampler results in packet
VGPRS. For now just sample all components and let
llvm chose the right one.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The backend is multiplying the offset by the numbers of
elements anyway, so doing it twice just makes everything
crash.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The patch makes the SCons build with Intel Compiler successful.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Framebuffer blit needs to setup texture sampling with no reference to the
user's texturing state, and a sampler object lets us avoid a bunch of changes
to the user's state setup.
We don't bother caching the sampler object since we're changing parameters in
it based on the filtering option to glBlitFramebuffer().
Fixes piglit GL_ARB_sampler_objects/framebufferblit and rendering in l4d2 (our
setting of srgb decode wasn't being respected due to the user's sampler object
being active).
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Sampler objects can be used to shadow texture object state without
modifying original application state. Decompression path feels a bit
like path where caching shouldn't happen. But as everything else is
cached already I decided to cache sampler state too.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
To allow meta module to use sample objects mesa GL functions need to be
visible and linkable for meta module.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
swrast needs to pass sampler object into all texture fetching functions
to use correct sampling state when sampler object is bound to the unit.
The changes were made using half manual regular expression replace.
v2: Fix NULL deref in _swrast_choose_triangle(), because the _Current
values aren't set yet, so we need to look at our texObj2D. (anholt)
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
To allow meta acceleration operations to use sampler objects the
ARB_sampler_objects extension needs to be mandatory for all drivers.
Because the extension doesn't have any hardware dependencies it is
trivial to implement.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
CompareFailValue is part of Sampler state that needs to be read from
bound sampler object if present.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Fixed function fragment shader generator was incorrectly read texture
sampling state directly from texture object. To make sure that
ARB_sampler_object works correctly shader generator has to use the
bound sampler if one exist.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Preparation for the mandatory support of ARB_sampler_objects. I have tested
this patch with rv280 only.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
When I build tested radeon changes I noticed two warnings about format
size missmatch in 64bit. I decided to clean them to make relevant
compiler warnings easier to spot.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
ARB_sampler_objects is very simple software only extension to support. I want
to make it a mandatory extension for Mesa drivers to allow the meta module to
use it.
This patch add support for the extension to nouveau. It is completely untested
search and replace patch, except for flagging the texture state as needing to
be recomputed when a sampler object is present.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
sRGBDecode state is part of sampler object state but mesa was missing
handlers to access the state. This patch adds the support for required
state changes and queries.
GL_EXT_texture_sRGB_decode issue 4:
"4) Should we add forward-looking support for ARB_sampler_objects?
RESOLVED: YES
If ARB_sampler_objects exists in the implementation, the sampler
objects should also include this parameter per sampler."
Fixes piglit GL_ARB_sampler_objects/GL_EXT_texture_sRGB_decode.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
GL_DEPTH_TEXTURE_MODE isn't meant to be part of sampler state based on
compatibility profile specifications.
OpenGL specification 4.1 compatibility 20100725 3.9.2:
"... The values accepted in the pname parameter
are TEXTURE_WRAP_S, TEXTURE_WRAP_T, TEXTURE_WRAP_R, TEXTURE_MIN_-
FILTER, TEXTURE_MAG_FILTER, TEXTURE_BORDER_COLOR, TEXTURE_MIN_-
LOD, TEXTURE_MAX_LOD, TEXTURE_LOD_BIAS, TEXTURE_COMPARE_MODE, and
TEXTURE_COMPARE_FUNC. Texture state listed in table 6.25 but not listed here and
in the sampler state in table 6.26 is not part of the sampler state, and remains in the
texture object."
The list of states is in Table 6.24 "Textures (state per texture
object)" instead of 6.25 mentioned in the specification text.
Same can be found from 3.3 compatibility specification.
Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This patch allows GL_SAMPLES to be set to either 0 or 1 on i965
platforms that don't support MSAA (those prior to Gen6). Setting
GL_SAMPLES=1 has the same effect as setting it to 0 on these platforms
(because MSAA is unsupported), but is distinguishable via the GL API.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50165
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
EXT_framebuffer_multisample is a required subpart of
ARB_framebuffer_object, which means that we must support it even on
platforms that don't support MSAA. Fortunately
EXT_framebuffer_multisample allows for this by allowing GL_MAX_SAMPLES
to be set to 1.
This leads to a tricky quirk in the GL spec: since
GlRenderbufferStorageMultisamples() accepts any value for its
"samples" parameter up to and including GL_MAX_SAMPLES, that means
that on platforms that don't support MSAA, GL_SAMPLES is allowed to be
set to either 0 or 1. On platforms that do support MSAA, GL_SAMPLES=1
is not used; 0 means no MSAA, and 2 or higher means MSAA.
In other words, GL_SAMPLES needs to be interpreted as follows:
=0 no MSAA (possible on all platforms)
=1 no MSAA (only possible on platforms where MSAA unsupported)
>1 MSAA (only possible on platforms where MSAA supported)
This patch modifies all MSAA-related code to choose between
multisampling and single-sampling based on the condition (GL_SAMPLES >
1) instead of (GL_SAMPLES > 0) so that GL_SAMPLES=1 will be treated as
"no MSAA".
Note that since GL_SAMPLES=1 implies GL_SAMPLE_BUFFERS=1, we can no
longer use GL_SAMPLE_BUFFERS to distinguish between MSAA and non-MSAA
rendering.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Nearly the whole function body was contained in the 'else' branch. The
'if' branch did one thing: return early with an error. Clean things up by
moving all the code out of the 'else' branch. Decreases max nesting level
from 4 to 3.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
After commit "intel: Convert to using private depth/stencil buffers", we
request from DRI2GetBuffersWithFormat only the front left and back left
buffers. We no longer request depth and stencil buffers.
Assert that in intelAllocateBuffer and remove the related dead code.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
These assignments caused CFLAGS specified on the configure line to
appear twice in the final CFLAGS. Removing them makes the behavior
reasonable -- USER_CFLAGS are appended at the end of CFLAGS, allowing
the builder to override flags added by configure.ac like
-fno-strict-aliasing.
Reviewed-by: Adam Jackson <ajax@redhat.com>
Even on s390{,x} where there's no video card, you still want this so GLX
protocol works.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Adam Jackson <ajax@redhat.com>
This reverts commit 5d5af7d359.
It turns out the issue this was supposed to fix merely counter-acted
a bug in the hardware driver that I wasn't aware of.
The resource_resolve is not supposed to do sRGB conversion, period.
(This would violate the requirement that source and destination must
be of the same format).
no point in emitting aux scissor values if we
a) never enable them
b) never set the actual values
plus it is enough to have that aux scissor enable reg (which we never set to
enable) in one place not two.
There were several problems with these functions (which are a remnant
of dri1 hyperz mostly - should bring it back somehow someday).
First, it would always do a swrast clear if the buffer to clear was a fbo.
Second, for buffers we wouldn't handle the clear (I guess aux/accum?) we
would actually still have tried to clear that later even when we already
cleared it with swrast.
This addresses one issue raised in bug #51658 discovered by Eugene St Leger.
The assert is bogus since there's no problem with texture width/height being
2048 (the width/height programmed is width/height minus one).
OTOH though the programmed size for scissor rect should be width/height
minus one too otherwise bad things may happen (as it is inclusive, and there's
not enough bits for more than a value of 2047).
SI does not support 64-bit immediates natively, but llvm will generate
i64 immediates when indexing loads and stores (since SI has 64-bit
pointers). The i64 indices will always be small enough to fit into
32-bits (i.e. the high 32 bits will always be all zeros), so we can
treat these index values as 32-bits.
In tablegen, if two patterns match, the one that comes first in the file
is given preference. We want the SMRD IMM pattern to be given
preference, because it encodes the pointer offset in its immediate
field, which saves us an add instruction.
I ended up having to add rallocing of the ast_type_qualifier in order
to avoid pulling in ast.h for glsl_parser_extras.h, because I wanted
to track an ast_type_qualifier in the state.
Fixes piglit ARB_uniform_buffer_object/row-major.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Yes, you get to say things like "layout(row_major, column_major)" and
get column major.
Part of fixing piglit ARB_uniform_buffer_object/row_major.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This is like a stripped-down version of glGetActiveUniform that just
returns the name, since the other return values (type and size) of
that function are now meant to be handled with
glGetActiveUniformsiv().
Fixes piglit ARB_uniform_buffer_object/getactiveuniformname
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The previous implementation required a flag in _mesa_glsl_parse_state
and line of code to initialize it for every version of the shading
language we intend to support. As we look to add 150, 330, 400, 410,
420, and beyond, this gets rather unwieldy.
This patch retains the switch statement (to reject, say, #version 111),
but removes all the bits. Code to check for ctx->API == API_OPENGL_CORE
could easily be added to the 110 and 120 cases to reject those.
v2: Use _mesa_is_desktop_gl to preserve the existing behavior in the
presence of the new API_OPENGL_CORE enumeration.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net> [v1]
Fixes some failures in getteximage-formats.
v2: Remove stray include, and drop extra test for encoding == GL_SRGB --
_mesa_get_srgb_format_linear() returns the same format if it wasn't SRGB.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=48120
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
NOTE: This is a candidate for the 8.0 branch.
It was using state->Const.GLSL_100ES, which is set if the driver
supports ARB_ES2_compatibility or we're in ES2 mode. Instead, it should
use state->language_version, as that represents the actual GLSL version
of the shader being compiled.
Since the correct logic is < 120 && !100, just make it == 110.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This will need to get refactored when we add support for core profiles
or forward-compatible contexts, but we may as well have it in the
meantime. This allows us to override the GLSL version and experiment.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Move installing osmesa.pc to drivers/osmesa, where it belongs better
This also restores the installation of gl.pc if we are building osmesa at the
same time as libGL, which was broken in commit 39785488 when the .pc
installation was converted to automake
v2:
Remove HAVE_OSMESA_DRIVER automake conditional, it's now pointless as we
will only be building in the drivers/osmesa directory if the condition it
checked was true.
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Eric Anholt <eric@anholt.net>
This patch fixes this build failure with Intel Compiler.
src/gallium/auxiliary/util/u_format_tests.c(903): error: floating-point operation result is out of range
{PIPE_FORMAT_R16_FLOAT, PACKED_1x16(0xffff), PACKED_1x16(0x7c01), UNPACKED_1x1( NAN, 0.0, 0.0, 1.0)},
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Now that ir_quadop_vector exists, ir_last_binop and ir_last_opcode are
no longer the same. Only one place currently uses this enumeration, and
already handles ir_quadop_vector correctly.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Olivier Galibert <galibert@pobox.com>
It's more convenient to use shortcuts like glsl_type::bvec2_type than
the longwinded glsl_type::get_instance(GLSL_TYPE_BOOL, 2, 1).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Olivier Galibert <galibert@pobox.com>
The hardware supports this format with no known quirks, so we may as
well enable it.
Alpha blending is not supported until Sandybridge, but as far as I can
tell, OpenGL doesn't require alpha blending on SNORM formats. Plus, we
already expose R8G8B8A8_SNORM which has a similar restriction.
Fixes 6 piglit texwrap-2D-*SNORM* cases,
gl-3.1/required-sized-texture-formats, and 10 oglconform snorm-textures
subcases
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: fix tiling for small pitches, that finally makes
glxgears and readPixSanity work
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The format member of pipe_surface may differ from that of the
pipe_resource, which is used to communicate, for instance, whether
sRGB encode should be enabled in the resolve operation or not.
Fixes resolve to sRGB surfaces in mesa/st when GL_FRAMEBUFFER_SRGB
is disabled.
Reviewed-by: Brian Paul <brianp@vmware.com>
sRGBEnabled should affect both textures and renderbuffers, so we need
to check/update the pipe_surface format for both.
Fixes, for instance, rendering appearing too bright in wine applications
using sRGB multisample renderbuffers.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Brian Paul <brianp@vmware.com>
Remove the check for pixel transfer ops. If any RGB/depth scale/bias
is in effect, it'll be applied in the glTexImage step.
If drawing stencil pixels we need to disable pixel transfer so that
alpha scale/bias are not applied to the stencil data.
These issues were spotted by Roland.
Fixes Blender performance issues reported in
http://bugs.freedesktop.org/show_bug.cgi?id=47375
NOTE: This is a candidate for the 8.0 branch.
Tested-by: Barto <mister.freeman@laposte.net>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
No functional change. This patch modifies intel_miptree_alloc_mcs to
allocate the 4x MCS buffer using MESA_FORMAT_R8 instead of
MESA_FORMAT_A8. In principle it doesn't matter, since we only access
the buffer using MCS-specific hardware mechanisms, so all that's
important is to use a format with the correct size. However,
MESA_FORMAT_A8 has enough unusual behaviours that it seems prudent to
avoid it.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
It seems reset is not required for setting the max_wm_threads to 80
on gen6 GT2.
Increases performance in the Counter-Strike: Source video stress test
by 7.18% (n=5).
Signed-off-by: Zou Nan hai <nanhai.zou@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Matt Turner <mattst88@gmail.com>
Acked-by: Eric Anholt <eric@anholt.net>
The VCC register is tricky because the SALU views it as 64-bit, but the
VALU views it as 1-bit. In order to deal with this we've added some
special bitcast and binary operations to help convert from the 64-bit
SALU view to the 1-bit VALU view and vice versa.
If you want to change your compiler arguments, just set CFLAGS/CXXFLAGS.
Having Mesa have this separate variable is a great way to have your arguments
not thoroughly propagated to all compiler invocations.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In all current uses, it was appended to CFLAGS, which already had -m32. If
you want to do some other flag supplied to compiler invocations, there's
CFLAGS/CXXFLAGS.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
No functional change. This patch modifies brw_blorp_blit.cpp to use
the ROUND_DOWN_TO macro instead of open-coded bit manipulations, for
clarity.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The emit->key.fkey info is only valid if we're generating a fragment shader.
We should not look at it if we're generating a vertex shader.
When generating a vertex shader, the value of emit->key.fkey.num_textures was
garbage and the loop over num_textures would read invalid data. At best
this would cause us to emit an unused constant. At worse, we could segfault.
Just by dumb luck, fkey.num_textures was usually a smallish integer.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Recently more files were removed from control to be auto-generated
in the dricore library. Android build was not able to locate the
new files if they were not created beforehand.
LOCAL_SRC_FILES includes some of those files and Android.gen.mk
re-defines this variable by filtering out the auto-generated files.
Unfortunately for this variable it is not the same to have the SRCDIR
variable defined as the current directory.
By re-defining SRCDIR for the autotools build the Android build system
is happy again and the new files were actually removed from the sources
to use the auto generated versions.
Also patch d5c1801a01 was partially reverted as the files
can not be compiled to the LOCAL_PATH, instead they should live on the
intermediates folder so that a clean can wipe them out.
v3: [chad] Fix the definition of SRCDIR in libdricore/Makefile.am.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Signed-off-by: Daniel Charles <daniel.charles@intel.com>
XGetImage() will generate a BadMatch error if the source window isn't
visible. When that happens, create a new XImage. Fixes piglit 'select'
test failures with swrast/xlib driver.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Always allocate space for the inverse matrix in _math_matrix_ctr()
since we were always calling _math_matrix_alloc_inv() anyway.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When computing a matrix inverse, if the determinant is too small we could hit
a divide by zero. There's a check to prevent this (we basically give up on
computing the inverse and return the identity matrix.) This patch loosens
this test to fix a lighting bug reported by Lars Henning Wendt.
v2: use abs(det) to handle negative values
NOTE: This is a candidate for the 8.0 branch.
Tested-by: Lars Henning Wendt <lars.henning.wendt@gris.tu-darmstadt.de>
The sendc instruction causes the fragment shader thread to wait for
any dependent threads (i.e. threads rendering to overlapping pixels)
to complete before sending the message. We need to use sendc on the
first render target write in order to guarantee that fragment shader
outputs are written to the render target in the correct order.
Previously, we only used the "sendc" instruction when writing to
binding table index 0. This did the right thing for fragment shaders,
because our fragment shader back-ends always issue their first render
target write to binding table index 0. However, it did the wrong
thing for blorp, which performs its render target writes to binding
table index 1.
A more robust solution is to use sendc for all render target writes.
This should not produce any performance penalty, since after the first
sendc, all of the dependent threads will have completed.
For more information about sendc, see the Ivy Bridge PRM, Vol4 Part3
p218 (sendc - Conditional Send Message), and p54 (TDR Registers).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
A lot of code was still differentiating between between winsys and
user fbos by testing the fbo's name against zero. This converts
everything in the i915 and 965 drivers over to use _mesa_is_user_fbo()
and _mesa_is_winsys_fbo().
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
A lot of code was still differentiating between between winsys and
user fbos by testing the fbo's name against zero. This converts
everything in core mesa, the state tracker, and src/mesa/program over
to use _mesa_is_user_fbo() and _mesa_is_winsys_fbo().
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The OpenGL(R) ES Shading Language
Version 1.00 Revision 17 (12 May, 2009)
> 4.6.1 The Invariant Qualifier
> ... To force all output variables to be invariant, use the pragma
> #pragma STDGL invariant(all)
Signed-off-by: Oliver McFadden <oliver.mcfadden@linux.intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We already provided these files on 'make install', but only created a
'libglapi.so' in the top-level lib/ convenience folder. We used to
create all three, but at some point in the build system churn, it broke.
Various applications (like the ES2 conformance suite) seem to link
against libglapi.so.0, so without these links, setting LD_LIBRARY_PATH
and LIBGL_DRIVERS_PATH can lead to using /usr/lib/libglapi.so.0 with
/home/whatever/libGL.so, which leads to API calls getting routed
incorrectly (i.e. glCompileShader -> _mesa_LinkProgramARB), which leads
to rage problems.
Preserve developer sanity...install links.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Ever since ctx->NativeIntegers was set, the conversion flag has been
PARAM_NO_CONVERT.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Since osmesa now has been converted to Makefile.am, an appropriate install: rule
is generated to install the shared libary, so we no longer need to do that in
src/mesa/Makefile.old
This leaves nothing in src/mesa/Makefile.old but the tags: rule, so move that to
Makefile.am and remove Makefile.old
Also, nothing now uses OSMESA_LIB_GLOB anymore, so remove it
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Commit 6c6803f28d removed xm_image.[ch], and removed
xm_image.c, but not xm_image.h from the Makefile, this was subsequently carried over
into Makefile.am
Remove xm_image.h from Makfile.am. This allows 'make dist' to succeed, even if it
doesn't do anything useful
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
"Use -no-undefined to assure libtool that the library has no
unresolved symbols at link time, so that libtool will build a shared
library on platforms require that all symbols are resolved when the
library is linked."
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
"Use -no-undefined to assure libtool that the library has no
unresolved symbols at link time, so that libtool will build a shared
library on platforms require that all symbols are resolved when the
library is linked."
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
MCS buffers use 32 bits per pixel in 8x MSAA, and 8 bits per pixel in
4x MSAA. This patch adjusts the format we use to allocate the buffer
so that enough memory is set aside for 8x MSAA.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The code to emit 3DSTATE_SAMPLE_MASK was already correct for 8x
MSAA--this patch just removes an assertion that would have prevented
it from being used for 8x MSAA.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This patch updates the blorp functions encode_msaa() and decode_msaa()
to properly handle the encoding of IMS MSAA buffers when
num_samples=8.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
When operating in persample dispatch mode, the blorp engine would
previously assume that subspan N always represented sample N (this is
correct assuming 4x MSAA and a 16-wide dispatch). In order to support
8x MSAA, we must compute which sample is associated with each subspan,
using the "Starting Sample Pair Index" field in the thread payload.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When rendering to an IMS MSAA surface on Gen7, blorp sets up the
rendering pipeline as though it were rendering to a single-sampled
surface; accordingly it must adjust the size of the primitive it sends
down the pipeline to account for the interleaving of samples in an IMS
surface.
This patch modifies the size adjustment code to properly handle 8x
MSAA, which makes room for the extra samples by using an interleaving
pattern that is twice as wide as 4x MSAA.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This patch adds a num_samples argument to the blorp function
manual_blend(), allowing it to be told how many samples need to be
blended together. Previously it assumed 4x MSAA, since that was all
we supported.
We also bump up LOG2_MAX_BLEND_SAMPLES from 2 to 3, so that
manual_blend() will be able to handle 8x MSAA.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When the client program uses glDrawBuffer() or glDrawBuffers() to
select more than one color buffer for drawing into, and then performs
a blit, we need to blit into every single enabled draw buffer.
+2 oglconforms.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50407
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This patch rearranges the order of steps performed by a blorp blit
from this:
- Sync up state of window system buffers.
- Find buffers.
- Find miptrees.
- Make sure buffer formats match.
- Handle mirroring.
- Make sure width and height match.
- Handle clipping/scissoring.
- Account for window system origin conventions.
- Do depth resolves, if applicable.
- Do the blit.
- Record the need for a future HiZ resolve, if applicable.
To this:
- Sync up state of window system buffers.
- Handle mirroring.
- Make sure width and height match.
- Handle clipping/scissoring.
- Account for window system origin conventions.
- Find buffers.
- Make sure buffer formats match.
- Find miptrees.
- Do depth resolves, if applicable.
- Do the blit.
- Record the need for a future HiZ resolve, if applicable.
The steps are the same, but they are now performed in an order that
will make it possible to implement correct DrawBuffers support. Note
that the last four steps are now in a separate function
(do_blorp_blit), since they will need to be executed repeatedly when
DrawBuffers support is added.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Previously, the blorp engine would fall back to swrast if the source
or destination of a blit had no associated miptree. This was
unnecessary, since _mesa_BlitFramebufferEXT() already takes care of
making the blit silently succeed if there are no buffers bound, so the
fallback paths could never actually happen in practice.
Removing these fallback paths will simplify the implementation of
correct DrawBuffers support in blorp.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This patch modifies the order of operations in the blorp engine so
that clipping and scissoring are performed before adjusting the
coordinates to account for the difference in origin convention between
window system buffers and framebuffer objects. Previously, we would
do clipping and scissoring after adjusting for origin conventions, so
we would get scissoring wrong in window system buffers.
Fixes Piglit test "fbo-scissor-blit window".
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
When checking that the source and destination dimensions match, we
don't need to store the width and height in variables; doing so just
risks confusion since right after the check, we do clipping and
scissoring, which may alter the width and height.
No functional change.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
On Gen6, multisampled null render targets don't seem to work
properly--they cause the GPU to hang. So, as a workaround, we render
into a dummy color buffer.
Fortunately this situation (multisampled rendering without a color
buffer) is rare, and we don't have to waste too much memory, because
we can give the workaround buffer a very small pitch.
Fixes piglit test "EXT_framebuffer_multisample/no-color {2,4}
depth-computed *" on Gen6.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
The HW docs say that the width and height of null render targets need
to match the width and height of the corresponding depth and/or
stencil buffers, and that they need to be marked as Y-tiled. Although
leaving these values at 0 doesn't seem to cause any ill effects, it
seems wise to follow the documented requirements.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Previously, we used the number of samples in draw buffer 0 to
determine whether to set up the 3D pipeline for multisampling. Using
the visual is cleaner, and has the benefit of working properly when
there is no color buffer.
Fixes all piglit tests "EXT_framebuffer_multisample/no-color" on Gen7.
On Gen6, the "depth-computed" variants of these tests still fail; this
will be addresed in a later patch.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This patch ensures that Visual.samples and Visual.sampleBuffers are
set correctly even in the case where there is no color buffer.
Previously, these values would retain their default value of 0 in this
circumstance, even if the depth or stencil buffer was multisampled.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Mesa misses a few checks when compiling on a uclibc system
which cause it to fall back on glibc-ism. This patch
addresses those issues.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Anthony G. Basile <blueness@gentoo.org>
The kernel streamout support was supposed to get into 3.3 along
the tiling change and thus use the same kernel version bump of
2.13 to report userspace that streamout register were supported.
This is not what happen. So as streamout kernel support did not
bump the kernel driver version, rely on kernel 2.14 version bump
to know if streamout is enabled or not. Which means you need at
least 3.4 kernel.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
The error was being set on the non-error path, rather
than the error path.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
For 'non-legacy' contexts we will want to generate an error
if an uninstalled function is called.
The effect of this change will be that we can avoid installing
legacy functions, and they will then generate an error as
needed for deprecated functions in GL >= 3.1.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Commit 2d4b77c7 (automake: Convert src/mesa/drivers/x11/Makefile to
automake, 2012-06-12) dropped the old Makefile, which used GL_LIB, and
replaced it with a Makefile.am hard-coding the name "GL". This broke
handling of --enable-mangling and --with-gl-lib-name options which
depend on GL_LIB to specify the GL library name.
Use "@GL_LIB@" in src/mesa/drivers/x11/Makefile.am to configure the
library name. Also use this approach to simplify src/glx/Makefile.am
and drop the HAVE_MANGLED_GL conditional. While at it, fix the
compatibility link we create in "lib" for the software-only driver to
use version GL_MAJOR instead of hard-coding "1".
Reviewed-by: Dan Nicholson <dbn.lists@gmail.com>
This fixes the piglit EXT_framebuffer_multisample/bitmap tests.
Note that we must not rely on ctx->DrawBuffer when flushing the cache, because
that's already updated with a new framebuffer. We want to draw into the old
framebuffer where glBitmap was called.
Reviewed-by: Brian Paul <brianp@vmware.com>
Testing shows that the standard JIT engine retrofited with AVX support is quite
stable and as capable to handle AVX instructions as MC-JIT is.
And the old JIT is much more memory efficient, as we don't need to
allocate one engine instance per shader, as we do for MC-JIT due to its
incompleteness.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
When X is running it is neccesary for pipe_loader to authenticate with
DRM, in order to be able to use the device.
This makes it possible to run OpenCL programs while X is running.
v2:
- Fix C++ style comments
- Drop Xlib-xcb dependency
- Close the X connection when done
- Split auth code into separate function
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Calling glDeleteShader() should mark shaders as pending for deletion,
but shouldn't decrement the refcount every time. Otherwise, repeated
glDeleteShader() is not safe.
This is particularly bad since glDeleteProgram() frees shaders: if you
first call glDeleteShader() on the shaders attached to the program (thus
decrementing the refcount), then called glDeleteProgram(), it would try
to free them again (decrementing the refcount another time), causing
a refcount > 0 assertion to fail.
Similar to commit d950a778.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
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