| Commit message (Collapse) | Author | Age | Files | Lines |
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From ARB_shader_storage_buffer_object:
"When using the ARB_program_interface_query extension to enumerate the
set of active buffer variables, only the first element of arrays (sized
or unsized) will be enumerated"
_mesa_program_resource_array_size() is used when getting the name (and
name length) of the active variables. When it is an unsized array,
we want to indicate it has one active element so the returned name
would have "[0]" at the end.
v2:
- Use array_stride > 0 and array_elements == 0 to detect unsized
arrays. Because of that, we don't need is_unsized_array flag
(Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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When the active variable is an array which is already a top-level
shader storage block member, don't return its array size and stride
when querying TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE
respectively.
Fixes the following 12 dEQP-GLES31 tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.column_major_mat3x4
v2:
- Fix check when the shader storage block is instanced
- Write auxiliary function to do the check.
v3:
- Check if full_instanced_name is NULL just after allocation (Ilia)
- Remove () from one strcmp() in the if statement (Ilia)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Use found_top_level_array_stride instead of found_top_level_array_size.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Patch adds missing type (used with NV_read_depth) so that it gets
handled correctly. This fixes errors seen with following CTS test:
ES3-CTS.gtf.GL3Tests.packed_pixels.packed_pixels
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "11.0" <[email protected]>
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Before, we were unconditionally assigning the TargetIndex field in
_mesa_BindTexture(), even if it was already set properly. Now we
initialize TargetIndex wherever we initialize the Target field, in
_mesa_initialize_texture_object(), finish_texture_init(), etc.
v2: also update the meta_copy_image code. In make_view() the
view_tex_obj->Target field was set, but not the TargetIndex field.
Also, remove a second, redundant assignment to view_tex_obj->Target.
Add sanity check assertions too.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Callers of create_texture() will either pass target=0 or a validated
GL texture target enum so no need to do another error check inside
the loop.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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We can now link the unit tests against just libi965_compiler.la. This
lets us drop a lot of DRI driver dependencies, but we still pull in all
of libmesa and more.
This also provides a few standalone users of libi965_compiler.la, which
will help us accidentally using i965_dri.so functions from the compiler.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This introduces a new libtool helper library, libi965_compiler.la. This
library is moderately self-contained, but still needs to link to all of
libmesa.la among other things.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_get_shader_time_index() is all tangled up in brw_context state and
we can't call it from the compiler. Thanks the Jasons recent
refactoring, we can just get the index and pass to the emit functions
instead.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We call this from the compiler so move it to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This function computes the next power of two, but at least 1024. We can
do that by bitwise or'ing in 1023 and calling util_next_power_of_two().
We use brw_get_scratch_size() from the compiler so we need it out of
brw_program.c. We could move it to brw_shader.cpp, but let's make it a
small inline function instead.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_program.c won't be part of the compiler library, but we need
brw_mark_surface_used() in the compiler. Move to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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The initial motivation for this patch was to avoid calling
brw_cs_prog_local_id_payload_dwords() in gen7_cs_state.c from the
compiler. This commit ends up refactoring things a bit more so as to
split out the logic to build the local id payload to brw_fs.cpp. This
moves the payload building closer to the compiler code that uses the
payload layout and makes it available to other users of the compiler.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We need the debug flag parsing and INTEL_DEBUG in the compiler, but we
don't want the dependency on bufmgr (libdrm_intel) in there. Move to
intel_screen.c.
There are now only two lines left in brw_process_intel_debug_variable(),
but we keep it in intel_debug.h to avoid having to expose
'debug_control' as a global variable.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use intel_debug.c in code that doesn't link to dri common.
v2: Remove unnecessary stddef.h include (Topi), use util/debug.h
in all DRI driver and remove driParseDebugString() (Iago).
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We move these calls one level up into the codegen functions.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Previously the name of the nir shader was being freed prematurely during
nir_sweep. Since 756613ed35d the name was later being used to generate
filenames for the optimiser debug output and these would end up with
garbage from the dangling pointer.
Co-authored-by: Neil Roberts <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
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Comit d48ac9306619 addressed this for VS, but we forgot to do the same for
URB writes generated by the gen6 GS.
Reviewed-by: Kenneth Graunke <[email protected]>
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That should make tracking where we do spills and pull loads a bit easier.
Reviewed-by: Kenneth Graunke <[email protected]>
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So they do not conflict with our (un)spills (MRF 21..23) or our
URB writes (MRF 1..15)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.
I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.
Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:
ES31-CTS.program_interface_query.separate-programs-vertex
ES31-CTS.program_interface_query.separate-programs-fragment
Signed-off-by: Tapani Pälli <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
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The EXT_texture_format_BGRA8888 extension (which mesa supports
unconditionally) adds a new format and internal format called GL_BGRA_EXT.
Previously, this was not really handled at all in
_mesa_ex3_error_check_format_and_type. When the checks were tightened in
commit f15a7f3c, we accidentally tightened things too far and GL_BGRA_EXT
would always cause an error to be thrown.
There were two primary issues here. First, is that
_mesa_es3_effective_internal_format_for_format_and_type didn't handle the
GL_BGRA_EXT format. Second is that it blindly uses _mesa_base_tex_format
which returns GL_RGBA for GL_BGRA_EXT. This commit fixes both of these
issues as well as adds explicit checks that GL_BGRA_EXT is only ever used
with GL_BGRA_EXT and GL_UNSIGNED_BYTE.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92265
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.0" <[email protected]>
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This reverts commit b69cfbdf18fa64606a76761b20bc268f4ac731e5.
This isn't quite baked yet. Seems that despite building the ES piglits,
none of them got executed.
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Fixes a regression that broke EGL since
commit 858f2f2ae6d72f338fdd6d544b0c733814e22724
Author: Emil Velikov <[email protected]>
Date: Sun Sep 13 12:25:27 2015 +0100
egl/dri2: ease srgb __DRIconfig conditionals
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Broken by one of the cleanups: 0d46c3bc9d09b376d74f7399e1a2d1b0a923640b
Not applicable to stable.
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Version 3: Simplify the code comment, word wrap commit description.
Version 2: Return GL_FALSE if ARB_shadow is unsupported instead of
pretending to store the value as suggested by Brian Paul.
This fixes a GL error warning on r200 in Wine.
The GL_ARB_sampler_objects extension does not specify a dependency on
GL_ARB_shadow or GL_ARB_depth_texture for setting the depth texture
compare mode and function. Silently ignore attempts to change these
settings. They won't matter without a depth texture being assigned
anyway.
Reviewed-by: Brian Paul <[email protected]>
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The svga3d device requires constant buffers to be a multiple of 16 bytes
in size. OpenGL UBOs may not fit that restriction. As a work-around,
round the size up if possible, else round down.
Note that this patch only effects UBO constant buffers (index 1 or higher),
not the 0th/default constant buffer.
Fixes the game Grim Fandango Remastered. VMware bug 1510130.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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No driver changes needed for softpipe/llvmpipe - things just work.
v2: Whitespace fixes.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Boyan Ding <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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One can simplify the if-else chain, by declaring the driconfigs as a
two sized array, whist using srgb as a index to the correct entry.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Move all the enums but CONTEXT_FLAGS. The spec seems quite explicit
about the latter (wrt OpenGL ES)
"In OpenGL ES versions prior to and including ES 3.1 there is no
CONTEXT_FLAGS state and therefore the CONTEXT_FLAG_DEBUG_BIT cannot
be queried."
v2 [Emil Velikov] Rebase.
v3 [Emil Veliokv] Drop the CONTEXT_FLAGS hunk - not applicable for GLES
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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v2 [Emil Velikov]
- Rebase.
- Correct version in gles11 dispatch_sanity.
- Move the extension enable to a separate patch.
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Varad Gautam <[email protected]>
Suggested-by: Emil Velikov <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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commit c2c2e9a (egl: implement EGL_KHR_gl_colorspace (v2)) leaves
_EGLConfig->SurfaceType set incorrectly before calling _eglLinkConfig(),
and the bad value is passed around to platform_android. set it to zero
as earlier.
v2: Set SurfaceType to 0, rather than surface_type (Suggested by Emil)
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91596
Signed-off-by: Varad Gautam <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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I started seeing a lot of situations on nv30 where fence emission
wouldn't fit into the previous buffer (causing assertions). This ensures
that whenever checking for space, we always leave a bit of extra room
for the fence emission commands. Adjusts the nv30 and nvc0 fence
emission logic to bypass the space checking as well.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Samuel Pitoiset <[email protected]>
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Similar to 9ffc1049ca (freedreno/ir3: use nir two-sided-color lowering).
No piglit regression.
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We validate per draw call, and need to free the shader per draw call, too.
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