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* glcpp/tests/glcpp-test: print only the test basenameEmil Velikov2017-03-281-2/+2
| | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests/glcpp-test: set srcdir/abs_builddir variablesEmil Velikov2017-03-281-8/+15
| | | | | | | | | | | | Current definitions work fine for the manual invokation of the script, although the whole script does not consider that one can run it OOT. The latter will be handled with latter patches, although it will be extensively using the two variables. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: 'echo' only folders which has generatorsEmil Velikov2017-03-281-1/+1
| | | | | | | | The current "let's print any folder which exists" is simply confusing. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: print only the test basedir/nameEmil Velikov2017-03-281-1/+1
| | | | | | | | | The relative/absolute path brings little to no benefit in being printed as testname. Trim it out. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: error if zero tests were executedEmil Velikov2017-03-281-0/+5
| | | | | | | | | We don't want to lie ourselves that 'everything is fine' when no tests were found/ran. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: pass glsl_test as argumentEmil Velikov2017-03-282-3/+8
| | | | | | | | | | | | Rather than hardcoding the binary location (which ends up wrong in a number of occasions) in the python script, pass it as argument. This allows us to remove a couple of dirname/basename workarounds that aimed to keep this working, and succeeded in the odd occasion. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: error out if we fail to generate any testsEmil Velikov2017-03-281-1/+12
| | | | | | | | v2: use -eq over a string comparison (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: correctly manage srcdir/builddirEmil Velikov2017-03-282-4/+19
| | | | | | | | | | | | | | | | | | At the moment we look for generator script(s) in builddir while they are in srcdir, and we proceed to generate the tests and expected output in srcdir, which is not allowed. To untangle: - look for the generator script in the correct place - generate the files in builddir, by extending create_test_cases.py to use --outdir With this in place the test passes `make check' for OOT builds - would that be as standalone or part of `make distcheck' Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimisation-test: ensure that compare_ir is availableEmil Velikov2017-03-281-0/+5
| | | | | | | | | | Bail out early if the script is not where we expect it to be. v2: use -f instead of -e. latter returns true on folder(s) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: correctly set compare_irEmil Velikov2017-03-281-6/+2
| | | | | | | | | Now that we have srcdir we can use it to correctly manage/point to the script. Effectively fixing OOT invokation of `make check'. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: add fallback srcdir/abs_builddir definesEmil Velikov2017-03-281-0/+13
| | | | | | | | | There is no robust way to detect either one, so simply hope for the best and warn just in case. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimisation-test: make sure that $PYTHON2 is set/availableEmil Velikov2017-03-281-0/+10
| | | | | | | | | | Otherwise we'll fail when invoking the script outside of "make check" v2: use -ne over a string comparison (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: print only the test basenameEmil Velikov2017-03-281-1/+1
| | | | | | | | | Spamming the log with the (in some cases extremely long) test location is of limited use. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: error if zero tests were executedEmil Velikov2017-03-281-0/+5
| | | | | | | | | We don't want to lie ourselves that 'everything is fine' when no tests were found/ran. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: correctly manage srcdir/builddirEmil Velikov2017-03-281-4/+8
| | | | | | | | | Before this commit, we would effectively fail to run any of the test in a OOT builds. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: add fallback srcdir/abs_builddir definesEmil Velikov2017-03-281-1/+14
| | | | | | | | | There is no robust way to detect either one, so simply hope for the best and warn just in case. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: error out if glsl_compiler is missingEmil Velikov2017-03-281-0/+5
| | | | | | | | | | ... or non-executable, in particular. v2: use test -x (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> (v1) Reviewed-by: Eric Engestrom <[email protected]>
* glsl: automake: export abs_builddir for the testsEmil Velikov2017-03-281-0/+1
| | | | | | | | | We're going to use them with the next commits to determine where to put the generated tests and/or built binaries. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests: automake: cleanup all artefacts during clean-localEmil Velikov2017-03-281-0/+6
| | | | | | | | | | | | | With later commits we'll fix the generators to produce the files in the correct location. That in itself will cause an issue since the files will be left dangling and make distcheck will fail. v2: Use -r only as needed (Eric) Cc: Matt Turner <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> (v1) Reviewed-by: Eric Engestrom <[email protected]>
* st/va: remove assert for single sliceNayan Deshmukh2017-03-281-1/+1
| | | | | | | | | we anyway allow for multiple slices v2: do not remove assert to check for buf->size Signed-off-by: Nayan Deshmukh <[email protected]> Reviewed-by: Christian König <[email protected]>
* radeonsi: use DMA for clears with unaligned sizeNicolai Hähnle2017-03-281-19/+27
| | | | | | | | | | Only a small tail needs to be uploaded manually. This is only partly a performance measure (apps are expected to use aligned access). Mostly it is preparation for sparse buffers, which the old code would incorrectly have attempted to map directly. Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: CP DMA clear supports unaligned destination addressesNicolai Hähnle2017-03-281-1/+2
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: remove the early-out for SDMA in si_clear_bufferNicolai Hähnle2017-03-281-22/+21
| | | | | | | This allows the next patches to be simple while still being able to make use of SDMA even in some unusual cases. Reviewed-by: Marek Olšák <[email protected]>
* radv: move shader stages calculation to pipeline.Dave Airlie2017-03-283-9/+10
| | | | | | | | With tess this becomes a bit more complex. so move to pipeline for now. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: move pa_cl_vs_out_cntl calculation to pipelineDave Airlie2017-03-283-17/+32
| | | | | | | This also takes the side band setting code from radeonsi. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: move calculating fragment shader i/os to pipeline.Dave Airlie2017-03-283-63/+77
| | | | | | | There is no need to calculate this on each command submit. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: move shader_z_format calculation to pipeline.Dave Airlie2017-03-283-4/+8
| | | | | | | No need to recalculate this every time. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: move db_shader_control calculation to pipeline.Dave Airlie2017-03-283-16/+20
| | | | | | | There is no need to recalculate this every time. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: move vgt_gs_mode value to pipeline.Dave Airlie2017-03-283-27/+30
| | | | | | | No need to recalculate this everytime. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: add parameter to emit_waitcnt.Dave Airlie2017-03-281-3/+8
| | | | | | | | This is just a precursor for tess support, which needs to pass different values here. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: rework vertex/export shader output handlingDave Airlie2017-03-284-70/+86
| | | | | | | | | In order to faciliate adding tess support, split the vs/es output info into a separate block, so we make it easier to have the tess shaders export the same info. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: fix ia_multi_vgt_param for instanced vs indirect draw.Dave Airlie2017-03-283-13/+15
| | | | | | | | The logic was different than radeonsi, fix it up before adding tess support. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: handle NULL multisample state.Dave Airlie2017-03-281-8/+12
| | | | | | | | If rasterization is disabled, we can get a NULL multisample state. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: flush DB cache before and after HTILE decompress.Bas Nieuwenhuizen2017-03-281-0/+6
| | | | | | | | | | | It reads @ writes the DB cache, and we haven't flushed dst caches yet, so DB cache may be stale. Also the user might be shader read (and probably is), so also flush after. Signed-off-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Dave Airlie <[email protected]> CC: <[email protected]> Fixes: f4e499ec791 ("radv: add initial non-conformant radv vulkan driver")
* i965: Delete tile resource mode codeAnuj Phogat2017-03-275-267/+35
| | | | | | | | | | | Yf/Ys tiling never got used in i965 due to not delivering the expected performance benefits. So, this patch is deleting this dead code in favor of adding it later in ISL when we actually find it useful. ISL can then share this code between vulkan and GL. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Delete fast copy blit codeAnuj Phogat2017-03-272-185/+48
| | | | | | | | | | | | | | | Fast copy blit was primarily added to support Yf/Ys detiling. But, Yf/Ys tiling never got used in i965 due to not delivering the expected performance benefits. Also, replacing legacy blits with fast copy blit didn't help the benchmarking numbers. This is probably due to a h/w restriction that says "start pixel for Fast Copy blit should be on an OWord boundary". This restriction causes many blit operations to skip fast copy blit and use legacy blits. So, this patch is deleting this dead code in favor of adding it later when we actually find it useful. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Require Kernel 3.6 for Gen4-5 platforms.Kenneth Graunke2017-03-272-3/+3
| | | | | | | | | | | | | | We've already required Kernel 3.6 on Gen6+ since Mesa 9.2 (May 2013, commit 92d2f5acfadea672417b6785710c9e8b7f605e41). It seems reasonable to require it for Gen4-5 as well, bumping the requirement from 2.6.39. This is necessary for glClientWaitSync with a timeout to work, which is a feature we expose on Gen4-5. Without it, we would fall back to an infinite wait, which is pretty bad. See kernel commit 172cf15d18889313bf2c3bfb81fcea08369274ef in 3.6+. Reviewed-by: Matt Turner <[email protected]>
* glsl: fix spelling of embedded in commentTimothy Arceri2017-03-281-1/+1
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* glsl: fix lower jumps for returns when loop is inside an ifTimothy Arceri2017-03-281-5/+12
| | | | | | | | | | | | | | | | | Previously we would just escape the loop and move everything following the loop inside the if to the else branch of a new if with a return flag conditional. However everything outside the if the loop was nested in would still get executed. Adding a new return to the then branch of the new if fixes this and we just let a follow pass clean it up if needed. Fixes: tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test Cc: "13.0 17.0" <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* radv: don't emit no color formats. (v3)Dave Airlie2017-03-281-2/+19
| | | | | | | | | | | | | | | If we had no rasterization, we'd emit SPI color format as all 0's the hw dislikes this, add the workaround from radeonsi. Found while debugging tessellation v2: handle at pipeline stage, we have to handle it after we process the fragment shader. (Bas) v3: simplify even further, remove old fallback. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* mesa/tests: Link main-test with CLOCK_LIB.Vinson Lee2017-03-271-1/+2
| | | | | | | | | | Fix 'make check' linking error with glibc < 2.17. CXXLD main-test ../../../../src/mesa/.libs/libmesa.a(libmesautil_la-u_queue.o): In function `u_thread_get_time_nano': src/util/../../src/util/u_thread.h:84: undefined reference to `clock_gettime' Signed-off-by: Vinson Lee <[email protected]>
* i965/fs: Don't emit SEL instructions for type-converting MOVs.Matt Turner2017-03-271-0/+2
| | | | | | | | | | SEL can only convert between a few integer types, which we basically never do. Fixes fs/vs-double-uniform-array-direct-indirect-non-uniform-control-flow Cc: [email protected] Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Acked-by: Francisco Jerez <[email protected]>
* anv/blorp: Fix a crash in CmdClearColorImageXu Randy2017-03-271-2/+2
| | | | | | | | | | | | | We should use anv_get_layerCount() to access layerCount of VkImageSub- resourceRange in anv_CmdClearColorImage and anv_CmdClearDepthStencil- Image, which handles the VK_REMAINING_ARRAY_LAYERS (~0) case. Test: Sample multithreadcmdbuf from LunarG can run without crash Signed-off-by: Xu Randy <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Cc: "13.0 17.0" <[email protected]>
* mesa: simplify code around 'variable_data' in marshal.cBrian Paul2017-03-271-12/+7
| | | | | | | Remove needless pointer increments, unneeded vars, etc. Untested. Plus, fix a couple comments. Reviewed-by: Timothy Arceri <[email protected]>
* st/mesa: move duplicated st_ws_framebuffer() function into header fileBrian Paul2017-03-273-28/+18
| | | | Reviewed-by: Marek Olšák <[email protected]>
* glsl: Interface Block instances don't need linking validationAndres Gomez2017-03-271-5/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From page 45 (page 52 of the PDF) of the GLSL ES 3.00 v.6 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match. From page 51 (page 57 of the PDF) of the GLSL 4.30 v.8 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match." Therefore, no cross linking validation is needed for the instance name of an Interface Block. This patch will make that no link error will be reported on a program like this: "# VS layout(binding = 1) Block1 { vec4 color; } uni_block; ... # FS layout(binding = 2) Block2 { vec4 color; } uni_block; ..." Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: UBOs and SSBOs must match the binding qualifier tooAndres Gomez2017-03-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From page 140 (page 147 of the PDF) of the GLSL ES 3.10 v.4 spec: " 9.2 Matching of Qualifiers The following tables summarize the requirements for matching of qualifiers. It applies whenever there are two or more matching variables in a shader interface. Notes: 1. Yes means the qualifiers must match. ... 9.2.1 Linked Shaders | Qualifier | Qualifier | in/out | Default | uniform | buffer| | Class | | | Uniforms | Block | Block | ... | Layout | binding | N/A | Yes | Yes | Yes |" From page 93 (page 110 of the PDF) of the GL 4.2 (Core Profile) spec: " 2.11.7 Uniform Variables ... Uniform Blocks ... When a named uniform block is declared by multiple shaders in a program, it must be declared identically in each shader. The uniforms within the block must be declared with the same names and types, and in the same order. If a program contains multiple shaders with different declarations for the same named uniform block differs between shader, the program will fail to link." From page 129 (page 150 of the PDF) of the GL 4.3 (Core Profile) spec: " 7.8 Shader Buffer Variables and Shader Storage Blocks ... When a named shader storage block is declared by multiple shaders in a program, it must be declared identically in each shader. The buffer variables within the block must be declared with the same names, types, qualification, and declaration order. If a program contains multiple shaders with different declarations for the same named shader storage block, the program will fail to link." Therefore, if the binding qualifier differs between two linked Uniform or Shader Storage Blocks of the same name, a link error should happen. This patch will make that a link error will be reported on a program like this: "# VS layout(binding = 1) Block { vec4 color; } uni_block1; ... # FS layout(binding = 2) Block { vec4 color; } uni_block2; ..." Signed-off-by: Andres Gomez <[email protected]> Cc: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: on UBO/SSBOs link error reset the number of active blocks to 0Andres Gomez2017-03-271-0/+6
| | | | | | | | | | | | | While it's legal to have an active blocks count > 0 on link failure. Unless we actually assign memory for the blocks array we can end up segfaulting in calls such as glUniformBlockBinding(). To avoid having to NULL check these api calls we simply reset the block count to 0 if the array was not created. Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* anv: enable sampling from fast-cleared images on SKLSamuel Iglesias Gonsálvez2017-03-271-2/+2
| | | | | | | | A resolve is not needed on Skylake in this case. We were forcing a resolve because we set the input_aux_usage to ISL_AUX_USAGE_NONE. Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* glsl, st/shader_cache: check the whole sha1 for zeroGrazvydas Ignotas2017-03-272-2/+4
| | | | | | | | | | | | The checks were only looking at the first byte, while the intention seems to be to check if the whole sha1 is zero. This prevented all shaders with first byte zero in their sha1 from being saved. This shaves around a second from Deus Ex load time on a hot cache. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>