| Commit message (Collapse) | Author | Age | Files | Lines |
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Trying to track down the YUV EGLImage use-after-free, it helps to see what
the mystery objects are that are being refcounted.
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It would be broken if NULL was passed to it anyway, since it wouldn't
participate in screen->bo_handles management.
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Improves u_debug_refcount output.
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This is part of supporting YUV textures -- MMAL will be handing us a
single GEM BO with the planes at offsets within it, and MMAL-decided
stride.
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We were failing the retval == usage check at the end.
Fixes: f7604d8af521 ("st/dri: only expose config formats that are display targets")
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TS tiles map to a fixed amount of bytes in the color/depth surface,
so the blocksize of the format needs to be taken into account when
calculating the number of tiles to fill.
The simplest fix is to just use the layer stride, which is the surface
size in bytes.
Signed-off-by: Lucas Stach <[email protected]>
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Some of the 16bit formats misrender with missing tiles with the current
"2" state. As all the previously working formats also work with the "3"
state, just always use that one.
Signed-off-by: Lucas Stach <[email protected]>
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This feature has caused some trouble already. Add a debug switch to
allow users to quickly check if a specific issue is caused by this
feature.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Currently meson will generate a pkg-config that links to EGL_mesa (or
GLX_mesa), but this isn't correct, it should always link to EGL or GL.
Probably the "right" solution is to have glvnd itself provide the pkg
config files for GL and EGL, but that also means that glvnd needs to
provide many of the header files, which makes it a more involved job.
Fixes: a47c525f3281a27 ("meson: build glx")
Fixes: 035ec7a2bb2d5e4 ("meson: Add support for EGL glvnd")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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dri2_display_destroy() is called when platform specific display
initialisation fails. However, this would typically lead to a
segfault due to the dri2_egl_display vbtl not having been set up.
Fixes: 2db95482964 ("loader_dri3/glx/egl: Optionally use a blit
context for blitting operations")
Signed-off-by: Frank Binns <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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RGB9_E5 should be accepted by RenderbufferStorage if the
EXT_texture_shared_exponent is exposed. It is left to the
implementations to return GL_FRAMEBUFFER_UNSUPPORTED_EXT
when checking the framebuffer completeness if they do not
support rendering in this format.
Discussed in:
https://github.com/KhronosGroup/OpenGL-API/issues/32
This fixes KHR-GL45.internalformat.renderbuffer.rgb9_e5
v2: Added more info to the commit message (Antia)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Antia Puentes <[email protected]>
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Reduces size of struct etna_specs from 100 to 94 bytes.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Finally use an internal VAO to execute display list draws. Avoid
duplicate state validation for display list draws. Remove client arrays
previously used exclusively for display lists.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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VAOs will be used in the next change as immutable object across multiple
contexts. Only reference counting may write concurrently on the VAO. So,
make the reference count thread safe for those and only those VAO objects.
v3: Use bool/true/false for gl_vertex_array_object::SharedAndImmutable.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Finally use an internal VAO to execute immediate mode draws. Avoid
duplicate state validation for immediate mode draws. Remove client arrays
previously used exclusively for immediate mode draws.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Correct VBO_MATERIAL_SHIFT value.
The functions will be used next in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We will need the flush_vertices argument later in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Change vertex_attrib_binding() to _mesa_vertex_attrib_binding(), add a
flush_vertices argument, and make it publicly available.
The function will be needed later in the series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We will need the flush_vertices argument later in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Switch over to use the _DrawVAO for all the array type draws.
The _DrawVAO needs to be set before we enter _mesa_update_state, so move
setting the draw method in front of the first call to _mesa_update_state
which is in turn called from the *validate*Draw* calls. Using the
gl_vertex_array_object::_Enabled bitmask, gl_vertex_program_state::_VPMode
and gl_vertex_array_object::_AttributeMapMode we can already set
varying_vp_inputs before we call _mesa_update_state the first time.
Thus remove duplicate state validation.
v2: Update comments.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Provided the _DrawVAO and the derived state that is maintained if we have
the _DrawVAO set, implement a method to incrementally update the array of
gl_vertex_array input pointers.
v2: Add some more comments.
Rename _vbo_array_init to _vbo_init_inputs.
Rename vbo_context::arrays to vbo_context::draw_arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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During the patch series this VAO gets populated with either the currently
bound VAO or an internal VAO that will be used for immediate mode and
dlist rendering.
v2: More comments about the _DrawVAO, filter and enabled mask.
Rename _DrawVAOEnabled to _DrawVAOEnabledAttribs.
v3: Fix and move comment.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Is now unused.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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At those places where we used get_vp_mode() use
gl_vertex_program_state::_VPMode instead.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To get equivalent information than get_vp_mode(), track the vertex
processing mode in a per context variable at
gl_vertex_program_state::_VPMode.
This aims to replace get_vp_mode() as seen in the vbo module.
But instead of the get_vp_mode() implementation which only gives correct
answers past calling _mesa_update_state() this context variable is
immediately tracked when the vertex processing state is modified. The
correctness of this value is asserted on state validation.
With this in place we should be able to untangle the dependency with
varying_vp_inputs and state invalidation.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We don't want filtering for integer textures, same as depth/stencil.
Fixes: KHR-GL45.direct_state_access.renderbuffers_storage_multisample
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Karol Herbst <[email protected]>
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We need to mark the range as valid, and validate the resource using a
helper to ensure that the buffer status is marked properly.
Fixes some CTS pipeline stats query tests, and
KHR-GL45.direct_state_access.queries_functional
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Karol Herbst <[email protected]>
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Two things were off:
- valid range was not updated, which could affect waiting for future
maps
- fencing was done manually instead of using the *_resource_validate
helper, which resulted in a missed dirty buffer flag being set
Fixes: KHR-GL45.direct_state_access.buffers_clear
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Karol Herbst <[email protected]>
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Fixes: 458468c136e "i965: Expose OA counters via INTEL_performance_query"
Signed-off-by: Lionel Landwerlin <[email protected]>
Cc: <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Somewhere along the way the Makefile changes got lost ...
Fixes: 4db78f3a6b "radv: Put supported extensions in a struct."
Acked-by: Dave Airlie <[email protected]>
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This implements strict checking for the entrypoint ProcAddr
functions.
- InstanceProcAddr with instance = NULL, only returns the 3 allowed
entrypoints.
- DeviceProcAddr does not return any instance entrypoints.
- InstanceProcAddr does not return non-supported or disabled
instance entrypoints.
- DeviceProcAddr does not return non-supported or disabled device
entrypoints.
- InstanceProcAddr still returns non-supported device entrypoints.
Reviewed-by: Dave Airlie <[email protected]>
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With a big inspiration from anv as always ...
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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The MSVC version we (at VMware) primarily care about from now on is
2015.
See https://ci.appveyor.com/project/jrfonseca/mesa/build/46
We can drop support for building with 2013 in a future commit. I'm not
aware of significant changes in C99/C11 support from MSVC 2013 to 2015,
but there's no point in continuing supporting old MSVC versions when
nobody cares.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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fpow is now lowered at NIR level.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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There is no fpow in hardware, so it's always lowered somewhere,
but it appears that lowering at NIR level is better. Figured while
comparing compute shaders between RadeonSI and RADV.
Polaris10:
Totals from affected shaders:
SGPRS: 18936 -> 18904 (-0.17 %)
VGPRS: 12240 -> 12220 (-0.16 %)
Spilled SGPRs: 2809 -> 2809 (0.00 %)
Code Size: 718116 -> 719848 (0.24 %) bytes
Max Waves: 1409 -> 1410 (0.07 %)
Vega10:
Totals from affected shaders:
SGPRS: 18392 -> 18392 (0.00 %)
VGPRS: 12008 -> 11920 (-0.73 %)
Spilled SGPRs: 3001 -> 2981 (-0.67 %)
Code Size: 777444 -> 778788 (0.17 %) bytes
Max Waves: 1503 -> 1504 (0.07 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Similar for the 4 case.
Suggested by Bas.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Otherwise the code size increases because the original fexp2()
instructions can't be deleted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This disables persistence accross wavefronts.
F1 2017 and Wolfenstein 2 appear to use some coherent images
but this patch doesn't seem to change anything.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes a segfault exposed by a29d63ecf7 which occurs when swr is
used on an unsupported architecture.
v2: re-work to place logic in xmesa_init_display
Signed-off-by: Chuck Atkins <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: [email protected]
Cc: George Kyriazis <[email protected]>
Cc: Bruce Cherniak <[email protected]>
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We were only resolving the first.
v2:
- Do not require that the number of layers on dst and src are an
exact match, it is okay if the dst has more layers so long as
it has at least the same that we are going to resolve.
- Do not always resolve array_len layers, we should resolve
only from base_array_layer to array_len.
v3:
- v2 was assuming that array_len represented the total number of
layers in the image, but it represents the number of layers
starting at the base array ayer.
v4:
- The number of layers to resolve should be taken from the
framebuffer (Nanley).
Fixes new CTS tests for multisampled layered rendering:
dEQP-VK.renderpass.multisample_resolve.layers_*
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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The setTexBuffer2 hook from GLX is used to implement glxBindTexImageEXT
which has tighter restrictions than just "it's shared". In particular,
it says that any rendering to the image while it is bound causes the
contents to become undefined.
The GLX_EXT_texture_from_pixmap extension provides us with an acquire
and release in the form of glXBindTexImageEXT and glXReleaseTexImageEXT.
The extension spec says,
"Rendering to the drawable while it is bound to a texture will leave
the contents of the texture in an undefined state. However, no
synchronization between rendering and texturing is done by GLX. It
is the application's responsibility to implement any synchronization
required."
From the EGL 1.4 spec for eglBindTexImage:
"After eglBindTexImage is called, the specified surface is no longer
available for reading or writing. Any read operation, such as
glReadPixels or eglCopyBuffers, which reads values from any of the
surface’s color buffers or ancillary buffers will produce
indeterminate results. In addition, draw operations that are done
to the surface before its color buffer is released from the texture
produce indeterminate results
In other words, between the bind and release calls, we effectively own
those pixels and can assume, so long as we don't crash, that no one else
is reading from/writing to the surface. The GLX and EGL implementations
call the setTexBuffer2 and releaseTexBuffer function pointers that the
driver can hook.
In theory, this means that, between BindTexImage and ReleaseTexImage, we
own the pixels and it should be safe to track aux usage so we
can avoid redundant resolves so long as we start off with the right
assumption at the start of the bind/release pair.
In practice, however, X11 has slightly different expectations. It's
expected that the server may be drawing to the image at the same time as
the compositor is texturing from it. In that case, the worst expected
outcome should be tearing or partial rendering and not random corruption
like we see when rendering races with scanout with CCS. Fortunately,
the GEM rules about texture/render dependencies save us here. If X11
submits work to write to a pixmap after the compositor has submitted
work to texture from it, GEM inserts a dependency between the compositor
and X11. If X11 is using a high-priority context, this will cause the
compositor to get a temporarily boosted priority while the batch from
X11 is waiting on it. This means that we will never have an actual race
between X11 and the compositor so no corruption can happen.
Unfortunately, however, this means that X11 will likely be rendering to it
between the compositor's BindTexImage and ReleaseTexImage calls. If we
want to avoid strange issues, we need to be a bit careful about
resolves because we can't really transition it away from the "default"
aux usage. The only case where this would practically be a problem is
with image_load_store where we have to do a full resolve in order to use
the image via the data port. Even there it would only be a problem if
batches were split such that X11's rendering happens between the resolve
and the use of it as a storage image. However, the chances of this
happening are very slim so we just emit a warning and hope for the best.
This commit adds a new helper intel_miptree_finish_external which resets
all aux state to whatever ISL says is the right worst-case "default" for
the given modifier. It feels a little awkward to call it "finish"
because it's actually an acquire from the perspective of the driver, but
it matches the semantics of the other prepare/finish functions. This
new helper gets called in intelSetTexBuffer2 instead of make_shareable.
We also add an intelReleaseTexBuffer (we passed NULL to releaseTexBuffer
before) and call intel_miptree_prepare_external in it. This probably
does nothing most of the time but it means that the prepare/finish calls
are properly matched.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The old code made a new miptree that referenced the same BO as the
renderbuffer and just trusted in the memory aliasing to work. There are
only two ways in which the new miptree is liable to differ from the one
in the renderbuffer and neither of them matter:
1) It may have a different target. The only targets that we can ever
see in intelSetTexBuffer2 are GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
and the difference between the two doesn't matter as far as the
miptree is concerned; genX(update_sampler_state) only looks at the
gl_texture_object and not the miptree when determining whether or
not to use normalized coordinates.
2) It may have a very slightly different format. Again, this doesn't
matter because we've supported texture views for quite some time so
we always look at the gl_texture_object format instead of the
miptree format for hardware setup anyway.
On the other hand, because we were recreating the miptree, we were using
intel_miptree_create_for_bo which doesn't understand modifiers. We
really want this function to work without doing a resolve so long as you
have modifiers so we need to fix that.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This function is used to determine when we need to re-allocate a
miptree. Since we do nothing different in miptree allocation for
sRGB vs. linear, loosening this should be safe and may lead to less
copying and reallocating in some odd cases.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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We're about to start letting the intel_obj->_Format be the "real"
texture format. For depth/stencil textures, this may be a combined
depth stencil format. For ETC2 on gen7 and earlier, this will be the
actual ETC2 format. This makes a bit more GL sense but means we have to
be careful in state upload.
Reviewed-by: Chad Versace <[email protected]>
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Both KHR_blend_equation_advanced and ARB_bindless_texture provide
layout qualifiers, and are exposed in compatibility contexts. We
need to parse the layout qualifier as a token in order for those
to work, but forgot to extend this check.
ARB_shader_image_load_store would need a similar treatment, but we
don't expose that in legacy OpenGL contexts.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105161
Reviewed-by: Iago Toral Quiroga <[email protected]>
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