| Commit message (Collapse) | Author | Age | Files | Lines |
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It used to be done in ir_to_mesa, and that was kind of a bad place.
I didn't change st_glsl_to_tgsi because there is some strange stuff
happening in the code that generates glDrawPixels shaders. It looked
like this would break horribly if I touched anything.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Track the calculated data in gl_shader_program instead of the
individual assembly shaders.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Rather than looking at the settings in individual assembly programs,
look at the settings in the top-level uniform values. The old code
was flawed because examining each shader stage in isolation could
allow inconsitent usage across stages (e.g., bind unit 0 to a
sampler2D in the vertex shader and sampler1DShadow in the fragment
shader).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously the fixed-function fragment shader was tracked as a
gl_program. This means that it shows up in the driver as a Mesa IR
program instead of as a GLSL IR program. If a driver doesn't generate
Mesa IR from the GLSL IR, that program is empty. If the program is
empty there is either no rendering or a GPU hang.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Poking directly at the backing resources works only by luck. Core
Mesa code should only know about the gl_uniform_storage structure.
Soon other code that looks at samplers will use the gl_uniform_storage
structures instead of the data in the gl_program.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Matt Turner <[email protected]>
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It looks like AC_PROG_SED was added in 2.59b, and wasn't in the
original 2.59 in the original 2.59. Presumably that's why, though
it could've been an oversight.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Matt Turner <[email protected]>
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The gen7_urb atom depends on CACHE_NEW_VS_PROG and CACHE_NEW_GS_PROG,
causing gen7_upload_urb() to be called when switching to a new VS
program.
In addition to partitioning the URB space between the VS and GS,
gen7_upload_urb() also allocated space for VS and PS push constants.
Unfortunately, this meant that whenever CACHE_NEW_VS was flagged, we'd
reallocate the space for the PS push constants. According to the BSpec,
after sending 3DSTATE_PUSH_CONSTANT_ALLOC_PS, we must reprogram
3DSTATE_CONSTANT_PS prior to the next 3DPRIMITIVE.
Since our URB allocation for push constants is entirely static, it makes
sense to split it out into its own atom that only subscribes to
BRW_NEW_CONTEXT. This avoids reallocating the space and trashing
constants.
Fixes a rendering artifact in Extreme Tuxracer, where instead of a snow
trail, you'd get a bright red streak (affectionately known as the
"bloody penguin bug").
This also explains why adding VS-related dirty bits to gen7_ps_state
made the problem disappear: it made 3DSTATE_CONSTANT_PS be emitted after
every 3DSTATE_PUSH_CONSTANT_ALLOC_PS packet.
NOTE: This is a candidate for the 7.11 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38868
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Both dri2_create_context_attribs and drisw_create_context_attribs call
dri2_convert_glx_attribs, expecting it to fill in *api on success.
However, when num_attribs == 0, it was returning true without setting
*api, causing the caller to use an uninitialized value.
Tested-by: Vadim Girlin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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svga_sampler_view contains a pointer to a pipe_resource (base class of
svga_texture) and svga_texture contains a pointer to an svga_sampler_view.
This circular dependency prevented the objects from ever being freed when
they pointed to each other. Make the svga_sampler_view::texture pointer
a "weak reference" (no reference counting) to break the dependency.
This is safe to do because the pipe_resource/texture always has a longer
lifespan than the sampler view so when svga_sampler_view stops referencing
the texture, the texture's refcount never hits zero.
Fixes a memory leak seen with google earth and other apps.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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This shouldn't happen, because the DDX should only load this driver if
IS_965. But better to do something defined in that case.
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Fixes piglit EXT_transform_feedback/buffer-usage.
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We were naively emitting each component at a time, even if we were
emitting the same value to multiple channels. Improves on a codegen
regression from the old VS to the new VS on some unigine shaders
(because we emit constant vecs/matrices as immediates instead of
loading them as push constants, so we had over 4x the instructions for
using them).
shader-db results:
Total instructions: 58594 -> 58540
11/870 programs affected (1.3%)
765 -> 711 instructions in affected programs (7.1% reduction)
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Useful when debugging to find the number of texture objects, shader
programs, etc.
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WGL_ARB_extensions_string states that wglGetExtensionsStringARB should
return NULL for invalid HDCs. And some applications rely on it.
Reviewed-By: "Keith Whitwell" <[email protected]>
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llvmpipe shouldn't be reporting native integer support.
Signed-off-by: Dave Airlie <[email protected]>
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It caused an X protocol error in some (rare) situations.
This is a follow-on to the previous commits which fixes a bug reported
by Wayne E. Robertz.
NOTE: This is a candidate for the 7.11 branch.
Reviewed-by: Adam Jackson <[email protected]>
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This is the same fix as the previous commit, except it's for the gallium
glx/xlib state tracker.
NOTE: This is a candidate for the 7.11 branch.
Reviewed-by: Adam Jackson <[email protected]>
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as we do in Fake_glXChooseVisual(). This registers the MesaGLX
extension on the display so we can clean up buffers, etc. when
the display connection is closed.
Fixes a bug reported by Wayne E. Robertz.
NOTE: This is a candidate for the 7.11 branch.
Reviewed-by: Adam Jackson <[email protected]>
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Prevent any state from carrying over to a new translation in cases
where we assume that data is still zero from initial calloc (these
would require us to do individual zeroing before translation which
would be more code).
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Again, not much testing nor peer review, but should be better than what's
now.
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Log an error in case we get an unknown format, not in case for XRGB32.
I botched the edit of Roberts patch.
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As suggested by Brian.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the shadow cube map sampling on softpipe.
Signed-off-by: Dave Airlie <[email protected]>
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This along with the TGSI support lets the piglit sampler-cube-shadow
test pass on softpipe.
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for shadow cubemap texture sampling instructions.
This is required for GL 3.0.
Signed-off-by: Dave Airlie <[email protected]>
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Not thoroughly tested nor reviewed. But should at least prevent the
assertion failure.
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When creating an EGLImage from a struct wl_buffer * this ensures
that we create an XRGB8888 image if the wayland buffer doesn't have an
alpha channel. To determine if a wl_buffer has a valid alpha channel
this patch adds an internal wayland_drm_buffer_has_alpha() function.
It's important to get the internal format for an EGLImage right so that
if a GL texture is later created from the image then the GL driver will
know if it should sample the alpha from the texture or flatten it to
a constant of 1.0.
This avoids needing fragment program workarounds in wayland compositors
to manually ignore the alpha component of textures created from wayland
buffers.
krh: Edited to use wl_buffer_get_format() instead of wl_buffer_has_alpha().
Reviewed-by: Kristian Høgsberg <[email protected]>
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No functional change. In the function
__indirect_glAreTexturesResident(), the variable cmdlen is only used
if USE_XCB is not defined. This patch avoids a compile warning in the
event that USE_XCB is defined.
v2: just move cmdlen declaration inside the #else part.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previous to this patch, we didn't do the limit check for
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS until the end of the
store_tfeedback_info() function, *after* storing all of the transform
feedback info in the gl_transform_feedback_info::Outputs array. This
meant that the limit check wouldn't prevent us from overflowing the
array and corrupting memory.
This patch moves the limit check to the top of tfeedback_decl::store()
so that there is no risk of overflowing the array. It also adds
assertions to verify that the checks for
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS and
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS are sufficient to avoid
array overflow.
Note: strictly speaking this patch isn't necessary, since the maximum
possible number of varyings is MAX_VARYING (16), whereas the size of
the Outputs array is MAX_PROGRAM_OUTPUTS (64), so it's impossible to
have enough varyings to overflow the array. However it seems prudent
to do the limit check before the array access in case these limits
change in the future.
Reviewed-by: Ian Romanick <[email protected]>
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On drivers that set gl_shader_compiler_options::LowerClipDistance (for
example i965), we need to handle transform feedback of gl_ClipDistance
specially, to account for the fact that the hardware represents it as
an array of vec4's rather than an array of floats.
The previous way this was accounted for (translating the request for
gl_ClipDistance[n] to a request for a component of
gl_ClipDistanceMESA[n/4]) doesn't work when performing transform
feedback on the whole unsubscripted array, because we need to keep
track of the size of the gl_ClipDistance array prior to the lowering
pass. So I replaced it with a boolean is_clip_distance_mesa, which
switches on the special logic that is needed to handle the lowered
version of gl_ClipDistance.
Fixes Piglit tests "EXT_transform_feedback/builtin-varyings
gl_ClipDistance[{1,2,3,5,6,7}]-no-subscript".
Reviewed-by: Eric Anholt <[email protected]>
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The function tfeedback_decl::num_components() was not correctly
accounting for transform feedback of whole arrays and gl_ClipDistance.
The bug was hard to notice in tests, because it only affected the
checks for MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS and
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS.
This patch fixes the computation, and adds an assertion to verify
num_components() even when MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
and MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS are not exceeded.
The assertion requires keeping track of components_so_far in
tfeedback_decl::store(); this will be useful in a future patch to fix
non-multiple-of-4-sized gl_ClipDistance.
Reviewed-by: Eric Anholt <[email protected]>
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This just fixes up the enables for native integers and EXT_texture_integer
support in st/mesa.
It also set the MaxClipPlanes to 8.
We should consider exposing caps for MCP vs MCD, but since core
mesa doesn't care yet maybe we can wait for now.
v2: use 32-bit formats as per Marek's mail.
v3: add calim's fix for INT_DIV_TO_MUL_RCP disabling.
Signed-off-by: Dave Airlie <[email protected]>
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It doesn't look like the GLSL compiler will produce sign op
for an unsigned anyways (seems insane anyways).
Signed-off-by: Dave Airlie <[email protected]>
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This adds integer version of SSG that GLSL 1.30 can produce.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This enables fragment clamping in softpipe, it passes more
tests than it did previously with no regressions, There are still
a couple of failures in the SNORM types to investigate.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a number of texelFetch swizzle tests, and consoldiates
the swizzle handling in a new function.
Signed-off-by: Dave Airlie <[email protected]>
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Thanks to Wubbbi on #dri-devel for pointing it out.
Signed-off-by: Dave Airlie <[email protected]>
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Add support for using the clipdistance instead of clip plane.
Passes all piglit clipdistance tests.
v2: fixup some comments from Brian in review.
Signed-off-by: Dave Airlie <[email protected]>
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Just add support to the scanner to count the number of clip distances.
Signed-off-by: Dave Airlie <[email protected]>
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softpipe always clipped using the position vector, however for unclipped
vertices it stored the position in window coordinates, however when position
and clipping are separated, we need to store the clip-space position and
the clip-space vertex clip, so we can interpolate both separately.
This means we have to take the clip space position and store it to use later.
This allows softpipe to pass all the clip-vertex piglit tests.
v2: fix llvm draw regression, the structure being passed into llvm needed
updating, remove some hardcoded ints that should have been enums while there.
Signed-off-by: Dave Airlie <[email protected]>
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This required changing the system value semantics, so we stored
a system value per vertex, instance id is the only other system
value we currently support, so I span it across the channels.
This passes the 3 vertexid-* piglit tests + lots of instanceid tests.
Signed-off-by: Dave Airlie <[email protected]>
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If draw isn't using llvm we can support vertex texture and integers,
These will be fixed up later, but for now allow this check to happen
at run-time.
v2: since 3e22c7a25321554a32fa6254485912fd53deff3a we can ask draw for a non-llvm
context. Just track if ask and set the vars accordingly. This probably isn't perfect but should cover the cases we care about.
v3: use debug option, restructure to store in screen, as suggested by Jakob.
Signed-off-by: Dave Airlie <[email protected]>
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