| Commit message (Collapse) | Author | Age | Files | Lines |
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Feedback from Khronos is that 'invariant' should be allowed on block
members for desktop OpenGL. Fix piglit regression added by fe1e89a0:
invariant-qualifier-in-out-block-01.vert
v2:
- Allow it for in/out blocks in OpenGL ES too, so when OES_shader_io_blocks
is supported we don't need to do any change (Timothy)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89330
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I think this was just missed; Curro and I were probably writing
code simultaneously and forgot to combine them at the end.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When uploading state for the compute pipeline, we don't want to
look at VS/TCS/TES/GS/FS programs, as they might be stale, and
aren't relevant anyway. Likewise, the render pipeline shouldn't
look at CS.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93790
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Broken by this cleanup: 3dc1cb0cc7605a2f3128311f5a6052f740fc7b0d
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We really need to stop pulling information directly out of shaders for
state setup. For one thing, if we want any sort of an on-disk shader
cache, having all of this metadata in one place is going to be crucial.
Also, passing it all through prog_data cleans up the compiler <-> state
setup API substantially.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's extremely FS specific so the fact that we have a stage check in the
middle of it is rather bogus. While were here, we rename
setup_payload_gen4 and setup_payload_gen6 to make it obvious that they are
both FS specific.
Reviewed-by: Kenneth Graunke <[email protected]>
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This 'words' parameter is there since 2011 but it has never been used.
While we are at it, get rid of the extern declaration.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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We already check for opaque types so don't recheck for atomics
and images.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Commit c98deb18d5836f in 2010 disallowed embedded struct definitions
in ES. Then in 2013 d9bb8b7b56ce65b disallowed it for everything but
GLSL 1.10.
Commit c98deb18d5836f seemed the cleanest way to do the check so its
been extended to cover GL and the other version has been removed.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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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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We no longer need to build any part of Mesa with Windows SDK 7.0.7600 or
MSVC 2008. MSVC 2013 will be the oldest we support.
In practice this means people are now free to declare variables in the
middle of blocks, on the whole Mesa tree.
Care should still be taken with variable length arrays and void pointer
arithmetic.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Hella-acked-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The indirect dispatch registers were whitelisted in command parser
version 5. (Version 5 is available as of Linux 4.4)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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to allow LinkShader to free the GLSL IR.
Reviewed-by: Ian Romanick <[email protected]>
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Broken by one of my cleanups. Spotted by luck.
Radeonsi doesn't care, because all shader create callbacks go to the same
function.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
v2: adjust the comment in the amdgpu winsys
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Reviewed-by: Nicolai Hähnle <[email protected]>
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si_shader_ctx -> ctx
type * ptr -> type *ptr
si_shader_context *shader -> si_shader_context *ctx
Reviewed-by: Nicolai Hähnle <[email protected]>
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Buffers don't contain r600_texture.
Broken by 7aedbbacae6d3ec3d06735fff2eb66:
"radeonsi: put image, fmask, and sampler descriptors into one array"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94091
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit e49dd21bcbabdb330620d48f5915828cfd5eb983)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 7bcd827806b0816d61122ba3d37dd40178d96d98)
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When NIR was originally drafted, there was no easy way to determine if
something was constant or not. The result was that we had lots of
special-casing for constant values such as this. Now that load_const
instructions are SSA-only, it's really easy to find constants and this
isn't really needed anymore.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This fixes two issues. First, we had a use-after-free in the case where
the instruction got deleted and we tried to return mov->dest.write_mask.
Second, in the case where we are doing a self-mov of a register, we delete
those channels that are moved to themselves from the write-mask. This
means that those channels aren't reported as being handled even though they
are. We now stash off the write-mask before remove unneeded channels so
that they still get reported as handled.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94073
Reviewed-by: Matt Turner <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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v2: remove semantic index == 0 checks
add the else statement to remove shadowing of args
v3: fix fbo-alphatest-nocolor regression
Reviewed-by: Nicolai Hähnle <[email protected]> (v2)
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This fixes an assertion failure in [at least] one of the Unreal Engine Linux
demo/games that uses DXT1 compression. Specifically, the "Vehicle Game".
At some point, the game ends up trying to blit mip level whose size is 2x2,
which is smaller than a DXT1 block. As a result, the assertion in the blit path
is triggered. It should be safe to simply make sure we align the width and
height, which is sadly an example of compression being less efficient.
NOTE: The demo seems to work fine without the assert, and therefore release
builds of mesa wouldn't stumble over this. Perhaps there is some unnoticeable
corruption, but I had trouble spotting it.
Thanks to Jason for looking at my backtrace and figuring out what was going on.
v2: Use NPOT alignment to make sure ASTC is handled properly (Ilia)
Remove comment about how this doesn't fix other bugs, because it does.
Cc: "11.0 11.1" <[email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93358
Signed-off-by: Ben Widawsky <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Fixes piglit 'object-namespace-pollution glGetTexImage-compressed
renderbuffer' test.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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of GL API handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Nothing left in meta does anything with the RBO binding, so we don't
need to save or restore it. The FBO binding is still modified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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and _mesa_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Pulls the parts of renderbuffer_storage that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This function previously was only used in fbobject.c and contained a
bunch of API validation. Split the function into
framebuffer_renderbuffer that is static and contains the validation, and
_mesa_framebuffer_renderbuffer that is suitable for calling from
elsewhere in Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The texture slot is expanded to 16 dwords containing 2 descriptors.
Those can be:
- Image and fmask, or
- Image and sampler state
By carefully choosing the locations, we can put all three into one slot,
with the fmask and sampler state being mutually exclusive.
This improves shaders in 2 ways:
- 2 user SGPRs are unused, shaders can use them as temporary registers now
- each pair of descriptors is always on the same cache line
v2: cosmetic changes: add back v8i32, don't load a sampler state & fmask
at the same time
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: Clarify the relation between num_tiles_pipes and GB_TILE_MODE and the fix
needed for Tahiti as suggested by Marek.
Signed-off-by: Alexandre Demers <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This avoids a possible NULL dereference because ureg_create() might
return a NULL pointer.
Spotted by coverity.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows building Freedreno with clang
Signed-off-by: Bernhard Rosenkränzer <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Two things were broken here:
- The depth/stencil surface dimensions were broken for MSAA.
- Sample count was programmed incorrectly.
Result was the depth resolve didn't work correctly on MSAA surfaces, and
so sampling the surface later produced garbage.
Fixes the new piglit test arb_texture_multisample-sample-depth, and
various artifacts in 'tesseract' with msaa=4 glineardepth=0.
Fixes freedesktop bug #76396.
Not observed any piglit regressions on Haswell.
v2: Just set brw_hiz_op_params::dst.num_samples rather than adding a
helper function (Ken).
Signed-off-by: Chris Forbes <[email protected]>
v3: moved the alignment needed for hiz+msaa to brw_blorp.cpp, as
suggested by Chad Versace (Alejandro Piñeiro on behalf of Chris
Forbes)
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The assertion is inside a condition mandating num_samples > 1 and
therefore the first half of the constraint is always met. The
second half in turn would only be applicable for single sampled
case and moreover it is trying to falsely check against surface
type instead of format.
Subsequent patches will introduce proper support for the lossless
compression and dropping this here makes the patches a little
simpler.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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