| Commit message (Collapse) | Author | Age | Files | Lines |
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This contains the evergreen support.
Support is possible on rv670 upwards and the code in here
should work, but it doesn't and I haven't debugged it to
figure out why.
Beyond just adding support for the cube map array sampling,
r600 resinfo isn't conformant with the GL specification,
which states the number of layers should be returned for
the textureSize, so we have to track in an external
constant buffer the layers for each sampler if we need
them in the shader.
v2: only update the sampler constants if the sampler views have changed,
as suggested by Marek.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Pointed out by Marek on irc,
no committing after beer!
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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draw_delete_geometry_shader() seems to be the real one.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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util_pack_z_stencil was being unconditionally invoked for all formats,
causing an assertion failure for Z32_FLOAT_S8X24_UINT.
NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Alpha is also 1 for formats like R32G32_FLOAT.
NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We must multiply the factor against the destination, not the source.
NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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For drivers with native integer / SM4 support this is just an hindrance.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Not fully tested.
Based on diagrams from
http://msdn.microsoft.com/en-us/library/windows/desktop/bb205124.aspx#Primitive_Adjacency
v2: Fix based on Brian's feedback.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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should fix http://bugs.freedesktop.org/56906
Signed-off-by: Dave Airlie <[email protected]>
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The GL_POINT_BIT state attribute GL_POINT_SPRITE_COORD_ORIGIN
is only supported on OpenGL-2.0 or later. Prevent glPopAttrib()
from trying to restore it on OpenGL-1.4 implementations which
support GL_ARB_POINT_SPRITE, as otherwise the sequence...
glPushAttrib(GL_POINT_BIT);
glPopAttrib();
throws an GL_INVALID_ENUM error in glPopAttrib().
See also commit f778174ea1e431a7113f12c12beb4aba9e825a9f
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Since cf438f5375e242, we store actual integers for the attribute data.
We just need to reinterpret the GLfloat array as a GLint/GLuint array
so we can read the proper data.
Fixes oglconform's glsl-vertex-attrib/basic.VertexAttribI[1234][u]i
subtests (after fixing an unrelated bug in those test cases).
v2: Use the COPY_4V macro to be concise.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> [v1]
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"Deleete" all the extra letters!
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Fixes resource leak defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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just mention softpipe is done, r600g will come soon.
Signed-off-by: Dave Airlie <[email protected]>
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This adds cube array support to the blitter.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to the softpipe texture sampler and tgsi exec.
In order to handle the extra input to the texture sampling,
I've had to expand the interfaces to take a c1 value for storing
the texture compare value for the TEX2 case.
v1.1: add comments (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds mesa state tracker support for the new extension,
along with glsl->tgsi conversion to use the new opcodes
where appropriate.
v2: fix assert found running textureSize tests.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the texture target and capability along
with 3 new opcodes required to support this extension.
As this extension requires some texture opcodes with samp + 5 args,
we need to use another src register, this is only required
for TEX, TXL and TXB opcodes to implement this spec.
TEX2 is required for shadow cube map arrays
TXL2 is required for cube map array sampler + explicit lod
TXB2 is required for cube map array sampler + lod bias
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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fdo9833 piglit test caught this.
Signed-off-by: Dave Airlie <[email protected]>
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This adds all the new builtins + the new sampler types,
and hooks them up if the extension is supported.
v2: fix missing signatures for grad/lod
fix missing textureSize clarifications
fix compare vs starts with usage
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the mesa core + texture + fbo support for the
texture cube map array extension.
v2:
add comment to _mesa_num_tex_faces related to cube map arrays (Brian)
drop wrong comment cut-n-paste (Brian)
fix / 6 maximum check issue (Kenneth)
coalsece some array case statements (Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the bit + extension name.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the ARB_texture_cube_map_array enums.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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While developing cube map array support I found that we didn't
support this properly, also piglit didn't test for it at all.
I've submitted a test to piglit to check for this, and this
fixes explicit lod and lod bias with cube maps.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Dave Airlie <[email protected]>
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For cube map arrays I'll need another driver private constant
buffer, and looking forward to UBOs. So clean up with some
defines, that can be modified when adding cube map array and ubos
later.
Signed-off-by: Dave Airlie <[email protected]>
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We were successfully freeing our compile data at context destroy, but until
then we were allocating a new store every compile without freeing it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56019
Reviewed-by: Kenneth Graunke <[email protected]>
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It is common for complicated shaders, particularly code-generated ones, to
have a big array of uniforms or attributes, and a prologue in the shader that
dereferences from the big array to more informatively-named local variables.
Then there will be some small control flow operation (like a ? : statement),
and then use of those informatively-named variables. We were emitting extra
MOVs in these cases, because copy propagation couldn't reach across control
flow.
Instead, implement dataflow analysis on the output of the first copy
propagation pass and re-run it to propagate those extra MOVs out.
On one future Steam release, reduces VS+FS instruction count from 42837 to
41437. No statistically significant performance difference (n=48), though, at
least at the low resolution I'm running it at.
shader-db results:
total instructions in shared programs: 722170 -> 702545 (-2.72%)
instructions in affected programs: 260618 -> 240993 (-7.53%)
Some shaders do get hurt by up to 2 instructions, because a choice to copy
propagate instead of coalesce or something like that results in a dead write
sticking around. Given that we already have instances of those instructions
in the affected programs (particularly unigine), we should just improve dead
code elimination to fix the problem.
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I've no idea why there isn't a piglit that triggers this behaviour,
but while enabling TBOs for softpipe and r600g, I noticed all the
integer tests failed. I tracked it back to the TXF returning a float
when it should be returning an int. This fixed it and I haven't
seen any regressions in a full piglit run on softpipe.
http://bugs.freedesktop.org/55010
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Alex Deucher <alexander.deucher at amd.com>
Reviewed-by: Tom Stellard <thomas.stellard at amd.com>
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Fixes side effect in assertion defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If a frame callback is not destroyed when destroying a surface, its
handler function will be invoked if the surface was destroyed after the
callback was requested but before it was invoked, causing a write on
free:ed memory.
This can happen if eglDestroySurface() is called shortly after
eglSwapBuffers().
Note: This is a candidate for stable branches.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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These were only used for geometry shader support back in the days before
the new GLSL compiler. Future geometry shader support will not use
these.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes a uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
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This got broken in commit 0a523a8820e8a2549ac1c7887eb1892b228af44b.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55856
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The new code-generated version of _mesa_create_exec_table() populates
the entire dispatch table (except for dynamic functions) by itself; it
no longer calls separate functions to initialize parts of the dispatch
table. This patch removes those no-longer-needed functions.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch adjusts makefiles to cause src/mesa/main/api_exec.c to be
generated using src/mapi/glapi/gen/gl_genexec.py. There should be no
functional change.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This script generates the file api_exec.c, which contains just the
function _mesa_create_exec_table(), based on the XML files in
src/mapi/glapi/gen.
The following XML attributes, in particular, are used:
- "es1" indicates functions that should be available in ES1 contexts.
- "es2" indicates functions that should be available in ES2/ES3
contexts.
- "exec" indicates which Mesa function should be dispatched to. E.g.
if the GL function is glFoo(), then:
- exec="mesa" (the default) dispatches to _mesa_Foo().
- exec="check" dispatches to _check_Foo().
- exec="es" dispatches to _es_Foo().
- exec="loopback" dispatches to loopback_Foo().
- exec="skip" or exec="dynamic" causes this function to be skipped;
either it is not yet supported ("skip"), or its dispatch table
entry will be dynamically populated based on GL state ("dynamic").
- "desktop" indicates functions that should be available in desktop GL
(non-ES) contexts.
- "deprecated" indicates functions that should not be available in
core contexts.
- "mesa_name" indicates functions whose implementation in Mesa has a
different suffix than the corresponding GL function name.
The generated code looks roughly like this (showing just a single
statement in each block for brevity):
struct _glapi_table *
_mesa_create_exec_table(struct gl_context *ctx)
{
struct _glapi_table *exec;
exec = _mesa_alloc_dispatch_table(_gloffset_COUNT);
if (exec == NULL)
return NULL;
if (_mesa_is_desktop_gl(ctx)) {
SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) {
SET_BeginQueryARB(exec, _mesa_BeginQueryARB);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) {
SET_GetPointerv(exec, _mesa_GetPointerv);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) {
SET_ActiveTextureARB(exec, _mesa_ActiveTextureARB);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2) {
SET_AttachShader(exec, _mesa_AttachShader);
/* other functions not shown */
}
if (ctx->API == API_OPENGL) {
SET_Accum(exec, _mesa_Accum);
/* other functions not shown */
}
if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
SET_AlphaFunc(exec, _mesa_AlphaFunc);
/* other functions not shown */
}
if (ctx->API == API_OPENGLES) {
SET_AlphaFuncxOES(exec, _es_AlphaFuncx);
/* other functions not shown */
}
return exec;
}
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch updates gl_XML.py to parse the new XML attributes "exec",
"desktop", "deprecated", and "mesa_name", which will be needed to code
generate _mesa_create_exec_table().
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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gl_XML.py's gl_function class keeps track of an entry_point_api_map
property that tracks, for each set of aliased functions, which ES1 or
ES2 version the given function name first appeared in.
This patch aggregates that information together across aliased
functions, into an easier-to-use api_map property.
Future patches will use this information when code generating
_mesa_create_exec_table(), to determine which set of dispatch table
entries should be populated based on the API.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some of the functions that we store in the dispatch table are declared
as non-static in their .c files and are inserted into the dispatch
table directly by _mesa_create_exec_table(). Other functions are
declared as static, and are inserted into the dispatch table by a
dedicated function that lives in the same .c file
(e.g. _mesa_loopback_init_api_table() in api_loopback.c).
This patch makes all of these functions non-static, and creates
appropriate prototypes for them, so that in future patches we can
populate the entire dispatch table using a single code-generated
function.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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When the XML lists one or more GL api functions as aliases for another
GL function, the mesa function that implements the functionality is
usually named after the canonical version of the function (the one
that is the target of the aliases). For example, FogCoordd is listed
as an alias of FogCoorddEXT, and the Mesa function implementing the
functionality is called loopback_FogCoorddEXT.
However, there are exceptions. For example, Enablei is listed as an
alias of EnableIndexedEXT, but the Mesa function implementing the
functionality is called _mesa_EnableIndexed.
To account for these anomalies, this patch annotates the XML with
"mesa_name" attributes, which describe how to adjust the function name
to find the corresponding Mesa function.
For example:
<function name="EnableIndexedEXT" mesa_name="-EXT">...</function>
<function name="IsProgramNV" mesa_name="-NV+ARB">...</function>
means that EnableIndexedEXT is implemented by a Mesa function called
_mesa_EnableIndexed, and IsProgramNV is implemented by a Mesa function
called _mesa_IsProgramARB.
Future patches will use this annotation when code generating
_mesa_create_exec_table(), to determine the name of the Mesa function
that should be stored in each dispatch table entry.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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