| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Anuj Phogat <[email protected]>
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This is a convenience function for *Texture*Parameter functions.
Reviewed-by: Anuj Phogat <[email protected]>
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Specification.
Beginning in the OpenGL 4.3 core specification, certain error handling has
changed. One example shown here is that INVALID_ENUM is thrown instead of
INVALID_OPERATION when a user attempts to set sampler parameters for a
multisample target.
Reviewed-by: Anuj Phogat <[email protected]>
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Specification.
Beginning in the OpenGL 4.3 core specification, some error handling has
changed (see OpenGL 4.5 core spec, 30.10.2014, Section 8.10 Texture
Parameters, pages 228-29). As an example, changing sampler states with a
multisample target throws INVALID_ENUM rather than INVALID_OPERATION.
Reviewed-by: Anuj Phogat <[email protected]>
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The following preparations were made in texstate.c and texstate.h to
better facilitate the BindTextureUnit function:
Dylan Noblesmith:
mesa: add _mesa_get_tex_unit()
mesa: factor out _mesa_max_tex_unit()
This is about to appear in a lot more places, so
reduce boilerplate copy paste.
add _mesa_get_tex_unit_err() checking getter function
Reduce boilerplate across files.
Laura Ekstrand:
Made note of why BindTextureUnit should throw GL_INVALID_OPERATION if the unit is out of range.
Added assert(unit > 0) to _mesa_get_tex_unit.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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main: Removed trailing whitespace in texstate.c.
main: Deleted trailing whitespaces in texobj.c.
main: Fixed whitespace errors in teximage.h and teximage.c.
Reviewed-by: Anuj Phogat <[email protected]>
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This reflects the new naming convention for software fallbacks. To avoid
confusion with ARB_DIRECT_STATE_ACCESS backend functions, software fallbacks
now have the form _mesa_[Driver function name]_sw.
Reviewed-by: Anuj Phogat <[email protected]>
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This reflects the new naming convention for software fallbacks. To avoid
confusion with ARB_DIRECT_STATE_ACCESS backend functions, software fallbacks
now have the form _mesa_[Driver function name]_sw.
Reviewed-by: Anuj Phogat <[email protected]>
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In order to implement ARB_DIRECT_STATE_ACCESS, many GL API functions must now
rely on a backend that both traditional and DSA functions can use. For
instance, _mesa_TexStorage2D and _mesa_TextureStorage2D both call a backend
function _mesa_texture_storage that takes a context and a texture object as
arguments. The backend is named _mesa_texture_storage so that Meta can call
it and avoid looking up the context and the texture object. However, backend
names often look very close to the names of software fallbacks (ie.
_mesa_alloc_texture_storage). For this reason, software fallbacks have been
renamed for clarity to have the form _mesa_[Driver function name]_sw.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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teximage.h.
Reviewed-by: Anuj Phogat <[email protected]>
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ARB_DIRECT_STATE_ACCESS permits the user to use TEXTURE_CUBE_MAP as a target.
Reviewed-by: Anuj Phogat <[email protected]>
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Most ARB_DIRECT_STATE_ACCESS functions take an object's ID and use it to look
up the object in its hash table. If the user passes a fake object ID (ie. a
non-generated name), the implementation should throw INVALID_OPERATION.
This is a convenience function for texture objects.
Reviewed-by: Anuj Phogat <[email protected]>
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main: Added ARB_direct_state_access to extensions.c as dummy_false.
Reviewed-by: Anuj Phogat <[email protected]>
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We never used ulVersion for proper version checks.
Most 3rd party drivers use version 1, but recently NVIDIA OpenGL driver
started using a different version number, so the handy trick of renaming
Mesa's ICDs as nvoglv32.dll on Windows machines with NVIDIA hardware for
quick testing of Mesa software renderers stopped working.
Reviewed-by: Brian Paul <[email protected]>
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warning.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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SKL+ overloads the SIMD4x2 SIMD mode to mean either SIMD8D or SIMD4x2
depending on bit 22 in the message header. If the bit is 0 or there is
no header we get SIMD8D. We always wand SIMD4x2 in vec4 and for fs pull
constants, so use a message header in those cases and set bit 22 there.
Based on an initial patch from Ken.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We can't (or don't know how to) turn this off. But it can end up being
stored to a higher reg # than what the shader uses, leading to
corruption.
Also we currently aren't clever enough to turn off frag_coord/frag_face
if the input is dead-code, so just fixup max_reg/max_half_reg. Re-org
this a bit so both vp and fp reg footprint fixup are called by a common
fxn used also by ir3_cmdline. Also add a few more output lines for
ir3_cmdline to make it easier to see what is going on.
Signed-off-by: Rob Clark <[email protected]>
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Handle TEMP[ADDR[]] src registers by generating a fanin to group array
elements, similarly to how texture fetch instructions work.
NOTE:
For all the scalar instructions generated for a single tgsi vector
operation which uses an array src (or possibly even uses the same array
as multiple srcs), re-use the same fanin node. Since a vector operation
operates on all components at the same time, it should never see more
than one version of the same array.
Signed-off-by: Rob Clark <[email protected]>
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To use fanin's to group registers in an array, we can potentially have a
much larger array of registers. Rather than continuing to bump up the
array size, just make it dynamically allocated when the instruction is
created.
Signed-off-by: Rob Clark <[email protected]>
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Group inputs/outputs, in addition to fanin/fanout, as they must also
exist in sequential scalar registers. This lets us simplify RA by
working in terms of neighbor groups.
NOTE: has the slight problem that it can't optimize out mov's for things
like:
MOV OUT[n], IN[m]
To avoid this, instead of trying to figure out what mov's we can
eliminate, we first remove all mov's prior to grouping, and then
re-insert mov's as needed while grouping inputs/outputs/fanins.
Eventually we'd prefer the frontend to not insert extra mov's in the
first place (so we don't have to bother removing them). This is the
plan for an eventual NIR based frontend, so separate out the instr
grouping (which will still be needed for NIR frontend) from the mov
elimination (which won't).
Signed-off-by: Rob Clark <[email protected]>
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For temp arrays, a 32bit mask won't be sufficient.. but otoh we don't
need to support an arbitrary mask. So for this case use a simple size
field rather than a bitmask.
Signed-off-by: Rob Clark <[email protected]>
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Slight bit of refactoring that will be needed for indirect gpr
addressing (TEMP[ADDR[]]).
Signed-off-by: Rob Clark <[email protected]>
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Unnecessary and overly complicated. And gets in the way for temp arrays
(TEMP[ADDR[]]).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We probably could be more clever elsewhere and mask out components that
are not used. But either way, legalize should realize that there is
also a write-after-write hazard with texture sample instructions.
Signed-off-by: Rob Clark <[email protected]>
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Old compiler doesn't have ir3_block's.. so we need a special path. This
hack can be dropped when ir3_compiler_old is retired.
Signed-off-by: Rob Clark <[email protected]>
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NOTE IN[] and OUT[] don't need (have?) ArrayID's.. and TEMP[] can
optionally have them. So we implicitly assume that ArrayID==0 always
exists for each file. This is why array_max[file] is never less than
zero.
You can tell from indirect_files(_read/written) if the legacy array-
id zero was actually used.
Signed-off-by: Rob Clark <[email protected]>
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At least temporarily, I need to fallback to old compiler still for
relative dest (for freedreno), but I can do relative src temp. Only
a temporary situation, but seems easy/reasonable for tgsi-scan to
track this.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This reverts commit 9141d8855555e45a057970e78969e1518ad3617d.
It broke OpenCL.
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We were invalidating si_screen:tm by calling
r600_destroy_common_screen() which frees the si_screen object. This
caused the driver to crash in LLVMDisposeTargetMachine() since we
were passing it an invalid pointer.
https://bugs.freedesktop.org/show_bug.cgi?id=88170
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It doesn't work on Windows because of STDCALL calling convention -- it's
the callee responsibility to pop the arguments, and the number of
arguments vary with the prototype --, so the stack pointer ends up getting
corrupted.
This is just a non-invasive stop-gap fix. A proper fix would be more
elaborate, and require either:
- a variation of __glapi_noop_table which sets GL_INVALID_OPERATION
error
- stop using APIENTRY on all internal _mesa_* functions.
Tested with piglit gl-1.0-beginend-coverage (it now fails instead of
crashing).
VMware PR1350505
Reviewed-by: Brian Paul <[email protected]>
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To catch mismatches in cdecl vs stdcall calling convention. See code
comment for more detailed explanation.
Tested with piglit gl-1.0-beginend-coverage (it now also crashes on
debug builds.)
VMware PR1350505.
Reviewed-by: Brian Paul <[email protected]>
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v2: complete rewrite
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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This fixes a case where a transform feedback buffer is fed back as an index
buffer, because SURFACE_SYNC must be after VS_PARTIAL_FLUSH.
Reviewed-by: Michel Dänzer <[email protected]>
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This is easier to read and will work better with shader image stores.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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- we don't usually need to flush TC L2
- we should flush KCACHE
(not really an issue now since we always flush KCACHE when updating
descriptors, but it could be a problem if we used CE, which doesn't
require flushing KCACHE)
- add an explicit VS_PARTIAL_FLUSH flag
Reviewed-by: Michel Dänzer <[email protected]>
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So that TC L2 doesn't need to be flushed.
The only problem is with index buffers, which don't use TC.
A simple solution is added that flushes TC L2 before a draw call (TC_L2_dirty).
Reviewed-by: Michel Dänzer <[email protected]>
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This allows not flushing TC L2 on CIK later.
Reviewed-by: Michel Dänzer <[email protected]>
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It's causing problems, because we mix uncached CP DMA with cached WRITE_DATA
when updating the same memory.
The solution for SI is to use uncached access here, because CP DMA doesn't
support cached access.
CIK will be handled in the next patch.
Reviewed-by: Michel Dänzer <[email protected]>
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That's either framebuffer caches or caches for shader resources.
The motivation is that framebuffer caches need to be flushed very rarely
here.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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