| Commit message (Collapse) | Author | Age | Files | Lines |
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No functional change intended.
Reviewed-by: Marek Olšák <[email protected]>
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MSVC replaces the "F" in "255.0F" with the macro argument which leads
to an error. s/F/FLT/ to avoid that.
It turns out we weren't using this macro at all on MSVC until the
recent "mesa: Drop USE_IEEE define." change.
Reviewed-by: Roland Scheidegger <[email protected]>
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This patch fixes a build error on DragonFly.
CC libpipe_loader_la-pipe_loader_drm.lo
pipe_loader_drm.c: In function 'pipe_loader_drm_probe':
pipe_loader_drm.c:207:10: error: implicit declaration of function 'close' [-Werror=implicit-function-declaration]
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Apparently guardband clipping doesn't work like we thought: objects
entirely outside fthe guardband are trivially rejected, regardless of
their relation to the viewport. Normally, the guardband is larger than
the viewport, so this is not a problem. However, when the viewport is
larger than the guardband, this means that we would discard primitives
which were wholly outside of the guardband, but still visible.
We always program the guardband to 8K x 8K to enforce the restriction
that the screenspace bounding box of a single triangle must be no more
than 8K x 8K. So, if the viewport is larger than that, we need to
disable guardband clipping.
Fixes ES3 conformance tests:
- framebuffer_blit_functionality_negative_height_blit
- framebuffer_blit_functionality_negative_width_blit
- framebuffer_blit_functionality_negative_dimensions_blit
- framebuffer_blit_functionality_magnifying_blit
- framebuffer_blit_functionality_multisampled_to_singlesampled_blit
v2: Mention the acronym expansion for TA/TR/MC in the comments.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Fixes the (new) piglit tests gles-3.0-drawarrays-vertexid,
gl-3.0-multidrawarrays-vertexid, and gl-3.2-basevertex-vertexid.
Fixes gles3conform failure in:
ES3-CTS.gtf.GL3Tests.transform_feedback.transform_feedback_vertex_id
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80247
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have the data available, we need to expose it to the
shaders. We can reuse the same vertex element that we use for
gl_VertexID, but we need to back it by an actual vertex buffer.
A hardware restriction requires that vertex attributes coming from a
buffer (STORE_SRC) must come before any other types (i.e. STORE_0).
So, we have to make gl_BaseVertex be the .x component of the vertex
attribute. This means moving gl_VertexID to a different component.
I chose to move gl_VertexID and gl_InstanceID to the .z and .w
components, respectively, to make room for gl_BaseInstance in the .y
component (which would also come from a buffer, and therefore be
STORE_SRC).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We'll need to emit another VERTEX_BUFFER_STATE for gl_BaseVertex;
pulling this into a helper function will save us from having to deal
with cross-generation differences in that code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will be used for GL_ARB_shader_draw_parameters, as well as fixing
gl_VertexID, which is supposed to include gl_BaseVertex's value.
For indirect draws, we simply point at the indirect buffer; for normal
draws, we upload the value via the upload buffer.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The lower_vertex_id pass converts uses of the gl_VertexID system value
to the gl_BaseVertex and gl_VertexIDMESA system values. Since
gl_VertexID is no longer accessed, it would not be considered active.
Of course, it should be, since the shader uses gl_VertexID.
v2: Move the var->name dereference past the var != NULL check.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is more efficient.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Converts gl_VertexID to (gl_VertexIDMESA + gl_BaseVertex). gl_VertexIDMESA
is backed by SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, and gl_BaseVertex is backed
by SYSTEM_VALUE_BASE_VERTEX.
v2: Put the enum in struct gl_constants and propoerly resolve the scope
in C++ code. Fix suggested by Marek.
v3: Reabase on Matt's foreach_in_list changes (was using foreach_list).
v4 (Ken): Use a systemvalue instead of a uniform because
STATE_BASE_VERTEX has been removed.
v5: Use a boolean to select lowering, and only allow one lowering
method. Suggested by Ken.
v6 (Ken): Replace strcmp against literal "gl_BaseVertex"/"gl_VertexID"
with SYSTEM_VALUE enum checks, for efficiency.
v7: Rebase on context constant initialization work.
Signed-off-by: Ian Romanick <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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The next patch will use this function in a different file.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This system value represents the basevertex value passed to
glDrawElementsBaseVertex and related functions.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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There exists hardware, such as i965, that does not implement the OpenGL
semantic for gl_VertexID. Instead, that hardware does not include the
value of basevertex in the gl_VertexID value.
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE is the system value that represents
this semantic.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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v2: Additions to the documentation for SYSTEM_VALUE_VERTEX_ID. Quote
the GL_ARB_shader_draw_parameters spec and mention DirectX SV_VertexID.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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181581280bd430d122d416e308c1de82db82da04 changed the way the
llvm-config version is read from sed to grep and introduced
a requirement for gnu grep extension that treats BREs as EREs.
Avoid this by calling egrep instead of grep which should be
able to handle EREs everywhere.
This allows Mesa to build on OpenBSD again.
Reviewed-by: Tom Stellard <[email protected]>
Signed-off-by: Jonathan Gray <[email protected]>
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This doesn't quite make depth-tex-compare work, presumably because we're
not hitting equality with itof(sample) * 1.0/0xffffff in the 0xffffff
case. arb_fragment_program_shadow tests pass, though, as well as a bunch
of other shadow-related stuff.
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Fixes depth-tex-modes.
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I'm going to be putting some bitfields into the struct as well.
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We potentially need to be careful that use of a value stored in r4 isn't
copy-propagated (or something) across another r4 write. That doesn't
appear to happen currently, and this makes the dataflow more obvious. It
also opens up not unpacking the r4 value, which will be useful for depth
textures.
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SF doesn't have a src[1].
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It's part of the key so that you can tell which r4 value is being read.
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This lets the kernel know that such BOs can be pinned outside of the CPU
accessible part of VRAM.
Reviewed-by: Marek Olšák <[email protected]>
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Since software primitive-restart emulation is going to be removed (and
anyways, mostly seemed to be crash prone in combination with
u_primconvert and oddball scenarios (like PIPE_PRIM_POLYGON with only a
single vertex), might as well do it in hardware (which fortunately
didn't turn out to be too hard to figure out).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Triggered by shaders like:
FRAG
PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
DCL OUT[0], COLOR
DCL CONST[0]
DCL TEMP[0..2], LOCAL
0: IF CONST[0].xxxx :0
1: MOV TEMP[0], TEMP[1]
2: ELSE :0
3: MOV TEMP[0], TEMP[2]
4: ENDIF
5: MOV OUT[0], TEMP[0]
6: END
not really a sane shader, although driver segfaulting is probably
not the appropriate response.
Signed-off-by: Rob Clark <[email protected]>
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We currently aren't too clever about dealing with running out of
cmdstream buffer space. Since we use a single buffer for both drawing
and tiling commands, we need to ensure there is enough space at the tail
of the cmdstream buffer to fit the tiling commands.
Until we get more clever, the easy solution is a threshold to trigger
flushing rendering even if the application does not trigger flush (swap,
changing render target, etc). This way we at least don't crash for apps
that do several thousand draw calls (like some piglit tests do).
Signed-off-by: Rob Clark <[email protected]>
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Most of the things the new compiler still has trouble with basically
amount to cp stage removing too many copies. But without the cp stage,
the shaders the new compiler produces are still better (perf and
correctness) than the old compiler. So a simple thing to do until I
have more time to work on it is first trying falling back to new
compiler without cp, before finally falling back to old compiler.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Excess conversions considered harmful.
Recently Matt reworked the boolean uniform handling to use the value of
UniformBooleanTrue, rather than integer 1, when uploading uniforms:
mesa: Upload boolean uniforms using UniformBooleanTrue.
glsl: Use UniformBooleanTrue value for uniform initializers.
Marek then set the default to 1.0f for drivers without native integer
support:
mesa: set UniformBooleanTrue = 1.0f by default
However, ir_to_mesa was assuming a value of integer 1, and arranging for
it to be converted to 1.0f on upload. Since Marek's commit, we were
uploading 1.0f = 0x3f800000 which was being interpreted as the integer
value 1065353216 and converted to float as 1.06535322E9, which broke
assumptions in ir_to_mesa that "true" was exactly 1.0f.
+13 Piglits on classic swrast (fs-bool-less-compare-true,
{vs,fs}-op-not-bool-using-if, glsl-1.20/execution/uniform-initializer).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83573
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Mesa already defines _GNU_SOURCE for glibc based systems and defining
_GNU_SOURCE will break the Mesa build on other systems such as OpenBSD.
_GNU_SOURCE only seems to be included in llvm-config output when
LLVM is built via autoconf and not when it is built by cmake.
Cc: "10.2 10.3" <[email protected]>
Signed-off-by: Jonathan Gray <[email protected]>
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Let's handle LIBGL_DEBUG env. variable in Mesa in a consistent way.
Fixes: https://bugzilla.novell.com/show_bug.cgi?id=895730
Signed-off-by: Stefan Dirsch <[email protected]>
Reviewed-by: Courtney Goeltzenleuchter <[email protected]>
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Superseded by HAVE_LOADER_GALLIUM. The latter has a *DRM* brethren
making the whose easier on which one to keep.
Signed-off-by: Emil Velikov <[email protected]>
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With the gallium megadrivers we've converted most ST to optionally
use either statically linked in or shared pipe-drivers.
The hardcoded switch forgot to conditionally enable the build of the
shared pipe-drivers which resulted in them being constantly build.
Cc: "10.3" <[email protected]>
Cc: James Ausmus <[email protected]>
Reported-by: James Ausmus <[email protected]>
Tested-by: James Ausmus <[email protected]>
Bugzilla: https://code.google.com/p/chromium/issues/detail?id=412089
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Just drop the conditional and simplify our build. This means that
it'll build every time, but it does not require any dependencies nor
does it take that long to compile 200 lines of boilerplate code.
Signed-off-by: Emil Velikov <[email protected]>
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The variable was unused and gave false information. The need for nonnull
winsys currently does not relate as it used to. Nowadays one can mix and
match more freely with plenty of winsys' to make your head spin.
Signed-off-by: Emil Velikov <[email protected]>
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With recent commit we removed the NEED_NONNULL_WINSYS checks when
selecting the hardware (inc svga) winsys. svga has only one winsys
that explicitly requires libdrm (via it's bundled version of
vmwgfx_drm.h) but configure.ac never really checks for it.
Add the check early to prevent people from shooting themselves when
they select the driver but lack libdrm.
$ ./autogen.sh --disable-dri --disable-egl --disable-gallium-llvm
--with-dri-drivers=swrast --with-gallium-drivers=svga,swrast
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82539
Cc: "10.2 10.3" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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The rest of stencil handling isn't done yet, but it documents an extra
cl_u8(0) and helps make it obvious why we don't need to format clear_depth
the same way the depth/stencil buffer is formatted.
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After implementing depth stores, it looks like this is the way things
actually are, according to hiz-depth-read-fbo-d24-s0's probes.
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For now it still requires the color buffer to be present -- we're relying
on the store of color buffer contents to end the frame, and we have to do
something with color buffers in the rendering config packet.
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These only get used for full buffer dumps, which we don't support yet
anyway.
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It was useful on i965, but it's even more useful for debugging tiled
renderers.
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