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* glx: Don't hard-code the name "libGL.so.1" in driOpenDriver (v3)Kyle Brenneman2015-10-022-1/+6
| | | | | | | | | | | | | | | | Add a macro GL_LIB_NAME to hold the filename that configure comes up with based on the --with-gl-lib-name and --enable-mangling options. In driOpenDriver, use the GL_LIB_NAME macro instead of hard-coding "libGL.so.1". v2: Add an #ifndef/#define for GL_LIB_NAME so that non-autoconf builds will work. v3: Fix the library filename in the Makefile. Signed-off-by: Kyle Brenneman <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Cc: "10.6 11.0" <[email protected]>
* mapi: Make _glapi_get_stub work with "gl" or "mgl" prefix.Kyle Brenneman2015-10-021-1/+1
| | | | | | | | | | | | | | | When USE_MGL_NAMESPACE is defined, _glapi_get_stub will check for the "m" prefix before trying to skip it, so that "glFoo" and "mglFoo" are equivalent. This should let it work with all the places where something calls _glapi_get_proc_offset with a hard-coded name that starts with the normal "gl" prefix. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55552 Signed-off-by: Kyle Brenneman <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Cc: "10.6 11.0" <[email protected]>
* glx: Fix build errors with --enable-mangling (v2)Kyle Brenneman2015-10-022-2/+12
| | | | | | | | | | | | | | | Rearranged the GLX_ALIAS macro in glextensions.h so that it will pick up the renames from glx_mangle.h. Fixed the alias attribute for glXGetProcAddress when USE_MGL_NAMESPACE is defined. v2: Add a comment clarifying why GLX_ALIAS needs two macros. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55552 Signed-off-by: Kyle Brenneman <[email protected]> Cc: "10.6 11.0" <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* glsl: validate binding qualifier on block membersTapani Pälli2015-10-021-0/+4
| | | | | | | | Fixes following Piglit test: member-invalid-binding-qualifier.frag Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: emit row_major matrix's SSBO stores only for components in writemaskSamuel Iglesias Gonsalvez2015-10-021-0/+6
| | | | | | | | | | | | | When writing to a column of a row-major matrix, each component of the vector is stored to non-consecutive memory addresses, so we generate one instruction per component. This patch skips the disabled components in the writemask, saving some store instructions plus avoid storing wrong data on each disabled component. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: error out if non-constant indexing of SSBO arrays with GLSL ESTapani Pälli2015-10-021-6/+8
| | | | | | | | Fixes a failing subtest in: ES31-CTS.shader_storage_buffer_object.negative-glsl-compileTime Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: Add abs input modifier to base for POW in ffvertex_progDaniel Scharrer2015-10-011-3/+14
| | | | | | | | | | | The result of POW for a negative base is undefined. Even when the result is multiplied by zero (which is the case here whenever the base is negative), the Inf and NaNs can propagate past that. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91342 Signed-off-by: Daniel Scharrer <[email protected]> Cc: "10.6 11.0" <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* i965/fs: Print reg and reg_offset separately for ATTR files.Kenneth Graunke2015-10-011-1/+1
| | | | | | | | Reading this output was really confusing. reg represents attribute slots; reg_offset is the x/y/z/w component (0..3) within a vec4 slot. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/nir: Refactor input/output lowering setup into helpers.Kenneth Graunke2015-10-011-20/+26
| | | | | | | | | | | | | | The code for input lowering is going to get significantly more complicated shortly, so I wanted to pull it out. Vertex shader inputs are handled nearly identically regardless of vec4/scalar mode, so I opted to not split that. I thought about having each function actually do the lowering, but one pass through nir_lower_io that handles all types (which weren't handled earlier) is probably more efficient. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* nir: Allow nir_lower_io() to only lower one type of variable.Kenneth Graunke2015-10-013-6/+20
| | | | | | | | | We may want to use different type_size functions for (e.g.) inputs vs. uniforms. Passing in -1 for mode ignores this, handling all modes as before. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa: fix incorrect error in _mesa_BindTextureUnit()Brian Paul2015-10-011-1/+2
| | | | | | | | | | If the texture object exists, but the Name field is zero, it means the object was created but never bound to a target. Trying to bind it in _mesa_BindTextureUnit() should generate GL_INVALID_OPERATION. Fixes piglit's arb_direct_state_access-bind-texture-unit test. Reviewed-by: Tapani Pälli <[email protected]>
* mesa: remove _mesa_get_tex_unit_err() and fix error handlingBrian Paul2015-10-012-20/+7
| | | | | | | | | | | | | | This helper was only called from _mesa_BindTextureUnit(). It's simpler to just inline it. The error check / code / message in the helper was incorrect. It was written for glBindTextures(), not glBindTextureUnit(). The correct error for a bad texture unit number is GL_INVALID_VALUE. The error message now reports the unit number rather than a GL_TEXTUREi enum. Fixes a failure in piglit's arb_direct_state_access-bind-texture-unit test. Reviewed-by: Tapani Pälli <[email protected]>
* mesa: consolidate texture binding codeBrian Paul2015-10-011-121/+79
| | | | | | | | | Before, we were doing the actual _mesa_reference_texobj() call and ctx->Driver.BindTexture() and misc housekeeping in three different places. This consolidates the common code in a new bind_texture() function. Reviewed-by: Tapani Pälli <[email protected]>
* mesa: fix indentation in _mesa_create_nameless_texture()Brian Paul2015-10-011-9/+9
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* st/mesa: clean up #includes in st_draw.cBrian Paul2015-10-011-2/+2
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in sampler.cppBrian Paul2015-10-011-6/+5
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in ir_to_mesa.cppBrian Paul2015-10-011-12/+10
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in uniforms.hBrian Paul2015-10-011-3/+3
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in uniform_query.cppBrian Paul2015-10-011-7/+6
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in pipelineobj.cBrian Paul2015-10-011-3/+3
| | | | Reviewed-by: Tapani Pälli <[email protected]>
* mesa: clean up #includes in ff_fragment_shader.cppBrian Paul2015-10-011-12/+10
| | | | | | Get rid of "../glsl/" paths. Sort alphabetically. Reviewed-by: Tapani Pälli <[email protected]>
* main: Fix block index when mixing UBO and SSBO blocksIago Toral Quiroga2015-10-011-3/+2
| | | | | | | | | | | Since we store both in UniformBlocks, we can't just compute the index by subtracting the array address start, we need to count the number of buffers of the approriate type. v2: - Just fall back to calc_resource_index (Tapani) Reviewed-by: Tapani Pälli <[email protected]>
* mesa: use strtok_s for strtok_r on windowsTapani Pälli2015-10-011-0/+3
| | | | | | | | | | https://msdn.microsoft.com/en-us/library/ftsafwz3.aspx v2: use _WIN32 instead of _MSC_VER (Brian Paul) Signed-off-by: Tapani Pälli <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92183 Reviewed-by: Brian Paul <[email protected]>
* meta: Handle array textures in scaled MSAA blitsIan Romanick2015-09-301-15/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | The old code had some significant problems with respect to sampler2DArray textures. The biggest problem was that some of the code would use vec3 for the texture coordinate type, and other parts of the code would use vec2. The resulting shader would not even compile. Since there were not tests for this path, nobody noticed. The input to the fragment shader is always treated as a vec3. If the source data is only vec2, the vertex puller will supply 0 for the .z component. The texture coordinate passed to the fragment shader is always a vec2 that comes from the .xy part of the vertex shader input. The layer, taken from the .z of the vertex shader input is passed separately as a flat integer. If the generated fragment shader does not use the layer integer, the GLSL linker will eliminate all the dead code in the vertex shader. Fixes the new piglit tests "blit-scaled samples=2 with gl_texture_2d_multisample_array", etc. on i965. Note for stable maintainer: This patch may depend on 46037237, and that patch should be safe for stable. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Cc: Topi Pohjolainen <[email protected]> Cc: Jordan Justen <[email protected]> Cc: "10.6 11.0" <[email protected]>
* i965/miptree: Add PRM references for most struct members (v2)Chad Versace2015-09-301-25/+154
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add comments that link the driver's miptree structures to the hardware structures documented in the PRM. This provides sorely needed orientation to developers new to the miptree code. And for miptree veterans, this clarifies some of the more obscure miptree data. For each driver struct field that closely corresponds to a hardware struct field, add a PRM reference to that hardware field's name. For example, struct intel_mipmap_tree { ... /** * @brief One of GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, etc. * * @see RENDER_SURFACE_STATE.SurfaceType * @see RENDER_SURFACE_STATE.SurfaceArray * @see 3DSTATE_DEPTH_BUFFER.SurfaceType */ GLenum target; ... }; Also annotate the INTEL_MSAA_LAYOUT_* enums with the name of the PRM sections that documents the layout. v2: Replace "2D subimage" with "slice", and define what a "slice" is. For Ben. Reviewed-by: Anuj Phogat <[email protected]> (v1) Reviewed-by: Ben Widawsky <[email protected]> (v1)
* i965/miptree: Rename align_w,align_h -> halign,valignChad Versace2015-09-309-52/+62
| | | | | | | | | | | | | | | | | | | The values of intel_mipmap_tree::align_w and ::align_h correspond to the hardware enums HALIGN_* and VALIGN_*. See the confusion? align_h != HALIGN align_h == VALIGN Reduce the confusion by renaming the variables to match the hardware enum names: git ls-files | xargs sed -i -e 's/align_w/halign/g' \ -e 's/align_h/valign/g' Suggested-by: Kenneth Graunke <[email protected]> Acked-by: Ben Widawsky <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* i965/miptree: Rename intel_miptree_map::mt -> ::linear_mt (v2)Chad Versace2015-09-302-15/+17
| | | | | | | | | | | Because that's what it is. It's an untiled, *linear* miptree. v2: - Add space after /*. - Use one comment per function argument. Reviewed-by: Anuj Phogat <[email protected]> Acked-by: Ben Widawsky <[email protected]>
* i965/miptree: Fix comments for map modeChad Versace2015-09-301-1/+1
| | | | | | | | | The comment for intel_miptree_map::mode claimed that it was a bitmask of GL_MAP_{READ,WRITE,INVALIDATE}_BIT. In reality, the bitmask may include any of {GL,BRW}_MAP_*_BIT. Reviewed-by: Anuj Phogat <[email protected]> Acked-by: Ben Widawsky <[email protected]>
* i965/miptree: More comments for BRW_MAP_DIRECT_BIT (v2)Chad Versace2015-09-301-1/+3
| | | | | | | | Clarify that this bit extends the set of GL_MAP_*_BIT enums. Also fix typo of "temporary". Reviewed-by: Anuj Phogat <[email protected]> Acked-by: Ben Widawsky <[email protected]>
* i965: Remove duplicate copy of is_scalar_shader_stage().Kenneth Graunke2015-09-301-31/+20
| | | | | | | | | | | Jason open coded this in 60befc63 when cleaning up some ugly code; using our existing helper tidies it up a bit more. v2: Drop inline (suggested by Matt). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i915: Remember to call intel_prepare_render() before blittingVille Syrjälä2015-09-301-0/+5
| | | | | | | | | | | | | | | | | Bring over the following fix from i965: commit fb3d62fe3d4fc40ba4ad9804d8b6f451316c9ae2 Author: Kenneth Graunke <[email protected]> Date: Tue Aug 6 14:36:09 2013 -0700 i965: Remember to call intel_prepare_render() before blitting. Fixes a crash in the following piglit tests: bin/fbo-sys-blit -auto bin/fbo-sys-sub-blit -auto Signed-off-by: Ville Syrjälä <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Cc: "11.0" <[email protected]>
* i915: Fix texcoord vs. varying collision in fragment programsVille Syrjälä2015-09-302-26/+71
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | i915 fragment programs utilize the texture coordinate registers for both texture coordinates and varyings. Unfortunately the code doesn't check if the same index might be in use for both. It just naively uses the index to pick a texture unit, which could lead to collisions. Add an extra mapping step to allocate non conflicting texture units for both uses. The issue can be reproduced with a pair of simple shaders like these: attribute vec4 in_mod; varying vec4 mod; void main() { mod = in_mod; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } varying vec4 mod; uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex, vec2(gl_TexCoord[0])) * mod; } Fixes many piglit tests on i915: glsl-link-varyings-2 glsl-orangebook-ch06-bump interpolation-none-gl_frontcolor-smooth-fixed interpolation-none-gl_frontcolor-smooth-none interpolation-none-gl_frontcolor-smooth-vertex interpolation-none-gl_frontsecondarycolor-smooth-fixed interpolation-none-gl_frontsecondarycolor-smooth-vertex interpolation-none-gl_frontsecondarycolor-smooth-none interpolation-none-other-flat-fixed interpolation-none-other-flat-none interpolation-none-other-flat-vertex interpolation-none-other-smooth-fixed interpolation-none-other-smooth-none interpolation-none-other-smooth-vertex v2 [idr]: Minor formatting tweaks. Signed-off-by: Ville Syrjälä <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Cc: "11.0" <[email protected]>
* i830: Fix collision between I830_UPLOAD_RASTER_RULES and I830_UPLOAD_TEX(0)Ville Syrjälä2015-09-301-4/+4
| | | | | | | | | | | | | | I830_UPLOAD_RASTER_RULES and I830_UPLOAD_TEX(0) are trying to occupy the same bit. Move the texture bits upwards a bit to make room for I830_UPLOAD_RASTER_RULES. Now the driver will actually upload the raster rules which is rather important to get the provoking vertex right. Fixes the appearance of glxgears teeth on gen2. Signed-off-by: Ville Syrjälä <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Cc: "10.6 11.0" <[email protected]>
* i965/cs: Upload UBO/SSBO surfacesJordan Justen2015-09-304-1/+30
| | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: Fix format specifier warning in mesa_DispatchComputeIndirect()Rhys Kidd2015-09-301-1/+1
| | | | | | | | | | | | | | | | | | Commit 1665d29ee3125743fd6daf3c43fc715f543d5669 introduced an incorrect format specifier that operates on GLintptr indirect within the function _mesa_DispatchComputeIndirect(). This patch mitigates the introduced GCC warning: src/mesa/main/compute.c: In function '_mesa_DispatchComputeIndirect': src/mesa/main/compute.c:53:7: warning: format '%d' expects argument of type 'int', but argument 3 has type 'GLintptr' [-Wformat=] _mesa_debug(ctx, "glDispatchComputeIndirect(%d)\n", indirect); ^ v2: Amend for Boyan Ding <[email protected]> feedback. Signed-off-by: Rhys Kidd <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: Get rid of prog_data compare functionsJason Ekstrand2015-09-3011-135/+1
| | | | | | They are no longer used. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/state_cache: Remove the aux_compare fieldsJason Ekstrand2015-09-302-11/+0
| | | | | | | They haven't been used since 1bba29ed403e735ba0bf04ed8aa2e571884fcaaf so there's no good reason to keep them around. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/copy_image: Fix a copy+past errorJason Ekstrand2015-09-301-1/+1
| | | | | Reported-by: Ilia Mirkin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Remove early release of DRI2 miptreeChris Wilson2015-09-301-1/+0
| | | | | | | | | | | | | | | intel_update_winsys_renderbuffer_miptree() will release the existing miptree when wrapping a new DRI2 buffer, so we can remove the early release and so prevent a NULL mt dereference should importing the new DRI2 name fail for any reason. (Reusing the old DRI2 name will result in the rendering going astray, to a stale buffer, and not shown on the screen, but it allows us to issue a warning and not crash much later in innocent code.) Signed-off-by: Chris Wilson <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86281 Reviewed-by: Martin Peres <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* glsl: assert base_alignment > 0 for recordsSamuel Iglesias Gonsalvez2015-09-301-0/+1
| | | | | | | | | | | From GLSL 1.50 spec, section 4.1.8 "Structures": "Structures must have at least one member declaration." So the base_alignment should be higher than zero. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* util: use strnlen() in strndup() implementationsSamuel Iglesias Gonsalvez2015-09-302-8/+2
| | | | | | | | | If the string being copied is not NULL-terminated the result of strlen() is undefined. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Neil Roberts <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* i965/vec4/nir: add nir_intrinsic_memory_barrier supportSamuel Iglesias Gonsalvez2015-09-301-0/+9
| | | | | | | | | | | | | Fix OpenGL ES 3.1 conformance tests: advanced-readWrite-case1-vsfs and advanced-matrix-vsfs. v2: - Fix SHADER_OPCODE_MEMORY_FENCE emission and the allocation of 'tmp' (Francisco). Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Tested-by: Tapani Pälli <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: apply shader storage block member rules when adding program resourcesSamuel Iglesias Gonsalvez2015-09-301-0/+58
| | | | | | | | | | | | | | | | From ARB_program_interface_query: "For an active shader storage block member declared as an array, an entry will be generated only for the first array element, regardless of its type. For arrays of aggregate types, the enumeration rules are applied recursively for the single enumerated array element." v2: - Simplify 'if' conditions and return true if it is not a buffer variable, because these rules only apply to buffer variables (Timothy). Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: Don't set dest in SSBO store glsl_to_nir conversionJordan Justen2015-09-291-1/+0
| | | | | | | | | This matches the function signature created in lower_ubo_reference_visitor::ssbo_store which has a void return. Suggested-by: Jason Ekstrand <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* nir: Use a system value for gl_PrimitiveIDIn.Kenneth Graunke2015-09-295-2/+21
| | | | | | | | | | | | | | | | At least on Intel hardware, gl_PrimitiveIDIn comes in as a special part of the payload rather than a normal input. This is typically what we use system values for. Dave and Ilia also agree that a system value would be nicer. At some point, we should change it at the GLSL IR level as well. But that requires changing most of the drivers. For now, let's at least make NIR do the right thing, which is easy. v2: Add a comment about not creating a temporary (suggested by Iago). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* st/mesa: try PIPE_BIND_RENDER_TARGET when choosing float texture formatsBrian Paul2015-09-291-1/+5
| | | | | | | | | | | | | For 8-bit RGB(A) texture formats we set the PIPE_BIND_RENDER_TARGET flag to try to get a hardware format which also supports rendering (for FBO textures). Do the same thing for floating point formats. This allows the Redway3D Flat demo to run. Cc: 10.6 11.0 <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* st/mesa: add some debugging code in st_ChooseTextureFormat()Brian Paul2015-09-291-1/+17
| | | | | | | I've temporarily added code like this many times. Wrap it in a conditional that can be enabled when needed. Reviewed-by: Marek Olšák <[email protected]>
* mesa: clean up #includes in shaderapi.cBrian Paul2015-09-291-5/+5
| | | | Reviewed-by: Matt Turner <[email protected]>
* mesa: clean up the #includes in shader_query.cppBrian Paul2015-09-291-7/+7
| | | | Reviewed-by: Matt Turner <[email protected]>
* mesa: remove an extern "C" wrapper in shader_query.cppBrian Paul2015-09-291-3/+1
| | | | | | The shaderapi.h header already has the extern "C" wrapper. Reviewed-by: Matt Turner <[email protected]>