| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <[email protected]>
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This apparently causes hangs on Broadwell, so let's back it out for now.
I think there are other PIPE_CONTROL workarounds that we're missing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103787
(cherry picked from commit a01ba366e01b7d1cdfa6b0e6647536b10c0667ef)
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Otherwise, if the image is not bound to the start of the buffer, we're
going to be reading and writing its fast clear state in the wrong spot.
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
(cherry picked from commit a07f7b26198ce0f5c8799481a673754968ac5daf)
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Found by inspection
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Cc: [email protected]
(cherry picked from commit a6cc361e5fd2450249847d5ee8093d26ed7ff545)
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Number of dwords in MI_FLUSH_DW changed from 4 to 5 in gen8+.
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
(cherry picked from commit 1dc45d75bb3ff3085f7356b8ec658111529ff76d)
[Emil Velikov: trivial conflicts]
Signed-off-by: Emil Velikov <[email protected]>
Conflicts:
src/mesa/drivers/dri/i965/intel_blit.c
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Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
(cherry picked from commit 6165fda59b889de035b38d9a1a08ffe0da19e6a6)
Squashed with:
i965: Remove DWord length from MI_FLUSH_DW definition
Fixes: 6165fda59b8 ("i965: Program DWord Length in MI_FLUSH_DW")
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 822fd2341db49cbbe813114d2d0fc1b66de4807c)
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This build system is rather incomplete in the 17.3 branch, with multiple
bugs and user facing changes already addressed in master.
It's not shipped in the tarball and we don't want to receive bug reports
about 17.3, 18.0 is the release that I hope to have the meson build in
shape for.
Simply error() out, if anyone tries to use it.
Signed-off-by: Emil Velikov <[email protected]>
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This reverts commit e8c9e65185de3e821e1e482e77906d1d51efa3ec.
With the actual bug fixed (by commit 6ac2d1690192), this is not
necessary. I'm doubtful of its correctness in any case.
(cherry picked from commit a31d0382084c8aa860ffcef9b12592c5c44e192f)
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Fixes the following tests on CHV, BXT, and GLK:
KHR-GL46.shader_ballot_tests.ShaderBallotFunctionBallot
dEQP-VK.spirv_assembly.instruction.compute.uconvert.uint32_to_int64
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103115
(cherry picked from commit cfcfa0b9cd1b1d563a988b1250950057c4612ac9)
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The MOV instruction can extract bytes to words/double words, and
words/double words to quadwords, but not byte to quadwords.
For unsigned byte to quadword, we can read them as words and AND off the
high byte and extract to quadword in one instruction. For signed bytes,
we need to first sign extend to word and the sign extend that word to a
quadword.
Fixes the following test on CHV, BXT, and GLK:
KHR-GL46.shader_ballot_tests.ShaderBallotBitmasks
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103628
Reviewed-by: Jason Ekstrand <[email protected]>
(cherry picked from commit 6ac2d16901927013393f873a34c717ece5014c1a)
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103128
Fixes: cad959d90145 ("gallium: add LDEXP TGSI instruction and corresponding cap")
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit f3fa3b0d95c712c00318ca5601433bce1b82432d)
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When queryImage doesn't support __DRI_IMAGE_ATTRIB_FOURCC wayland clients
will die with a NULL derefence in wl_proxy_add_listener.
Attempt to provide a simple fallback to keep ancient systems working.
Fixes: 6595c699511 ("egl/wayland: Remove more surface specifics from
create_wl_buffer")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103519
Signed-off-by: Derek Foreman <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Daniel Stone <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
(cherry picked from commit 0db36caa192b129cb4f22d152f82f38fcf6f06d4)
Squashed with:
egl: fix var type
queryImage() takes an `int*`; compiler is warning about the
signed<->unsigned pointer mismatch.
Fixes: 0db36caa192b129cb4f2 "egl/wayland: Add a fallback when fourcc
query isn't supported"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Frank Binns <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Derek Foreman <[email protected]>
(cherry picked from commit ca95d7ad4e1b900eb3d559ed5bda0b96b232961d)
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Otherwise we leak it.
Fixes: eaa56eab6da "radv: initial support for shared semaphores (v2)"
Reviewed-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit 7c255788637b8fdfc31aca5f7891f39a110c5cb2)
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Otherwise we can leak the old syncobj.
Fixes: eaa56eab6da "radv: initial support for shared semaphores (v2)"
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit 917d3b43f2b206ccf036542aa1c39f1dbdd84f62)
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It turned out that with recent changes that call into dri3 from glFinish(),
it appears like different thread end up waiting for X events simultaneously,
causing deadlocks since they steal events from eachoter and update the dri3
counters behind eachothers backs.
This patch intends to improve on that. It allows at most one thread at a
time to wait on events for a single drawable. If another thread intends to
do the same, it's put to sleep until the first thread finishes waiting, and
then it rechecks counters and optionally retries the waiting. Threads that
poll for X events never pulls X events off the event queue if there are
other threads waiting for events on that drawable. Counters in the
dri3 drawable structure are protected by a mutex. Finally, the mutex we
introduce is never held while waiting for the X server to avoid
unnecessary stalls.
This does not make dri3 drawables completely thread-safe but at least it's a
first step.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102358
Fixes: d5ba75f8881 "st/dri2 Plumb the flush_swapbuffer functionality through to dri3"
Signed-off-by: Thomas Hellstrom <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
(cherry picked from commit 54a58b2856377e18ea6a42706bea0304a8d7845e)
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We renamed "Function Enable" to "Enable", which broke our detection
of whether shaders are enabled or not. So, we'd see a bunch of HS/DS
packets with program offsets of 0, and think that was a valid TCS/TES.
Fixes: c032cae9ff77e (genxml: Rename "Function Enable" to "Enable".)
Reviewed-by: Lionel Landwerlin <[email protected]>
(cherry picked from commit 9a0465b3a3a1a6e8beda7a59506c2e1a1aae776f)
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We want to emit invariant state at the start of a render batch. In the
past, this more or less happened: a new batch flagged BRW_NEW_CONTEXT
(because we don't have hardware contexts), which triggered the
brw_invariant_state atom. So, it would be emitted before any 3D
drawing. (Technically, there might be some BLT commands in the batch
because Gen4-5 have a single combined render/BLT ring, but that should
be harmless).
With the advent of BLORP, this broke. The first item in a batch might
be a BLORP operation, which bypasses the normal draw upload path. So,
we need to ensure invariant state happens first. To do that, we just
upload it when creating a new batch. On Gen6+ we'd need to worry about
whether it's a RENDER or BLT batch, but because we have a combined ring,
this approach should work fine on Gen4-5.
Seems to fix GPU hangs when playing hardware accelerated video with
mpv -hwdec=vaapi on Ironlake.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103529
Reviewed-by: Jason Ekstrand <[email protected]>
(cherry picked from commit 8f91aa35a54e127b68415376ef2b577ea8fc30f9)
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...and provide a better citation for the existing one.
v2:
- Apply the workaround to Gen8 too, as intended (caught by Topi).
- Restructure to add bits instead of an extra flush (based on a similar
patch by Rafael Antognolli).
Cc: [email protected]
Reviewed-by: Rafael Antognolli <[email protected]>
(cherry picked from commit 8d48671492412e04c18651a779cabacf30ed0afe)
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Speed up simd16 frontend (default) on avx/avx2 platforms;
fixes performance regression caused by switch to simdlib.
Reviewed-by: Bruce Cherniak <[email protected]>
Cc: [email protected]
(cherry picked from commit d8489517a572c7e5c5405ebf510db9d20b1e2591)
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Speed up avx512 platforms; fixes performance regression caused
by swithc to simdlib.
Reviewed-by: Bruce Cherniak <[email protected]>
Cc: [email protected]
(cherry picked from commit 439904847e9c2970494c18e8c47bd6c38c0ed8ab)
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We may access them as a texture using blorp regardless of whether or not
stencil texturing is enabled.
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
(cherry picked from commit 6830ba0d3be8df12572622839743c41b4f294825)
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We were already using PTE for all render targets in case one happened to
get scanned out. However, this still wasn't 100% correct because there
are still possibly cases where we may want to texture from an external
buffer even though we don't know the caching mode. This can happen, for
instance, on buffers imported from another GPU via prime.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101691
Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit d7a19d69ebc032ba7207fc97bc6f10d5bb35bb99)
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This makes our MOCS settings significantly more flexible.
Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit bc933d0e8462871e19328f66182c35543e334013)
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Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit deec84fd771876b5c0755293376df11bc95b473b)
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Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 4639cc716e89c69da41c7b54fa938457000fbd4c)
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As per radeonsi, the tess factor components for isolines
are reversed.
Fixes: tests/spec/arb_tessellation_shader/execution/isoline.shader_test
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit f3f8615d76b20ad66466b172a600e06b9a833729)
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r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.
This fixes a bunch of tessellation piglits.
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 50330d7115f0d5050ec3cfe6bca2b0136222e097)
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Without this, trying to create a GLX_RGBA_FLOAT_TYPE_ARB context would
fail, because GLX_RGBA_TYPE would be a mismatch with the fbconfig.
Cc: [email protected]
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
(cherry picked from commit 257edb5b9aedc9fc5d5c13eb2f48a0c11d15456f)
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This is perfectly legal in GL 3.0+.
Fixes piglit/glx-create-context-current-no-framebuffer.
Cc: [email protected]
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
(cherry picked from commit 033cfb17db85b38bc012d74f30f6c92cddf85216)
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Gather operations in both GLSL and SPIR-V require a sampler. Fixes
gathers returning garbage when using separate texture/samplers (on AMD,
was using an invalid sampler descriptor).
Signed-off-by: Alex Smith <[email protected]>
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
(cherry picked from commit 4122d008466cef47eaa3f958924618060f4e4330)
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We should use the result type of the OpSampledImage opcode, rather than
the type of the underlying image/samplers.
This resolves an issue when using separate images and shadow samplers
with glslang. Example:
layout (...) uniform samplerShadow s0;
layout (...) uniform texture2D res0;
...
float result = textureLod(sampler2DShadow(res0, s0), uv, 0);
For this, for the combined OpSampledImage, the type of the base image
was being used (which does not have the Depth flag set, whereas the
result type does), therefore it was not being recognised as a shadow
sampler. This led to the wrong LLVM intrinsics being emitted by RADV.
Signed-off-by: Alex Smith <[email protected]>
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
(cherry picked from commit e9eb3c4753e4f56b03d16d8d6f71d49f1e7b97db)
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Signed-off-by: Emil Velikov <[email protected]>
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Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.
Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eliminated.
The problem affects a big number of applications using Cocos2D engine
and other GLES implementations accept this, this poses a serious
application compatibility issue.
Starting from GLSL ES 3.0, declarations with conflicting precision
qualifiers are explicitly prohibited. However GLSL ES 1.00 does not
clearly specify the behavior, except that
"Uniforms are defined to behave as if they are using the same storage in
the vertex and fragment processors and may be implemented this way.
If uniforms are used in both the vertex and fragment shaders, developers
should be warned if the precisions are different. Conversion of
precision should never be implicit."
The word "used" is not clear in this context and might refer to
1) declared (same as GLES 3.x)
2) referred after post-processing, or
3) linked after all optimizations are done.
Looking at existing applications, 2) or 3) seems to be widely adopted.
To avoid compatibility issues, turn the error into a warning if GLSL ES
version is lower than 3.0 and the data is dead in at least one of the
shaders.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 0886be093fb871b0b6169718277e0f4d18df3ea7)
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The L3 configuration code already considers the TCS and TES programs,
but failed to listen for TCS/TES program changes.
This was somehow missing.
Fixes: e9644cb1f96ccf7e ("i965: Consider tessellation in get_pipeline_state_l3_weights.")
Reviewed-by: Francisco Jerez <[email protected]>
(cherry picked from commit b8d42cccd053e32ca048645ea7e6f901366e286d)
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These flags are set for C sources, but not C++. This causes symbol
visibility leaks from the C++ parts of the Intel compiler.
Fixes: 700bebb958e93f4d ("i965: Move the back-end compiler to src/intel/compiler")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
(cherry picked from commit 854455498c0370e959c0bb25680641e05faea3e2)
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13b303ff9265b89bdd9100e32f905e9cdadfad81 added the actual enums but
didn't remove the already existing XXXX ones. (And also duplicated
the "fragment" names instead of using the "vertex" names.)
Fixes: 13b303ff9265b89bdd91 "docs: Update the list of used MESA GL enums."
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit dd38a4ee0d0b6b7addb341fe327c245bf64903e5)
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... as can happen with various types like mat4, or else we'll smash the
stack writing past the end of components_local[].
Fixes: 5a0d3e1129b7 ("nir: Print the components referenced for split or
packed shader in/outs.")
Reviewed-by: Jason Ekstrand <[email protected]>
(cherry picked from commit 77a63d190a9bd6bcb6d6d8eb9bc734c0b18ee0e3)
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Fixes: 94d669b0d2f ("glsl: enforce fragment shader input restrictions in
GLSL ES 3.10")
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
(cherry picked from commit a6932faae1074445210d392a80b94fdac147b255)
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Unused since original import of VC5.
Fixes: ade416d0236 ("broadcom: Add VC5 NIR compiler.")
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
(cherry picked from commit 4f29ed38f3c415a5a44d730cea1fc6fc9723f62d)
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Targets such as omx and va can work w/o anything X related. Mandate the
xcb* dependencies only when the X11 platform is selected.
Reported-by: Lukas Rusak <[email protected]>
Fixes: 63e11ac2b5c ("configure: error out if building VA w/o supported
platform")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Tested-by: Lukas Rusak <[email protected]> (v1)
(cherry picked from commit 85a017230cacd0661570421c8e5b0619e512d33d)
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Currently we error out when building GLVND w/o GLX.
That was the original premice before we had EGL. As the commit says,
that error should be reworked to honour both - do so.
v2: Drop noop *);; (Eric)
Reported-by: Lukas Rusak <[email protected]>
Fixes: ce562f9e3fa ("EGL: Implement the libglvnd interface for EGL (v3)")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Tested-by: Lukas Rusak <[email protected]> (v1)
(cherry picked from commit b4967561c035182b64d3ae0f474d4ef281535ce1)
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Commit 05fc62d89f5 sets the variable, yet it forgot the update the
existing reference to append (instead of assign).
Thus as-is the expat library was discarded from the link chain when
building with Android.
Fixes: 05fc62d89f5 ("automake: intel: move expat handling where it's
used")
Cc: Hongxu Jia <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
(cherry picked from commit ba414dba4f1bf354cc9494fd76e3e28b489f13a1)
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Fixes: 379b24a40d3d "i965: make use of nir linking"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103537
Reviewed-by: Iago Toral Quiroga <[email protected]>
(cherry picked from commit a9000cb860242d2d0308aec3e8fc20148a2c5eec)
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Fixes:
make[2]: Leaving directory '/home/local/mesa/mesa-17.4.0-devel/_build/sub/src'
make[2]: *** No rule to make target '../../../src/git_sha1.h.in', needed by 'git_sha1.h'. Stop.
Makefile:660: recipe for target 'all-recursive' failed
Fixes: 16be271c6ee618e79c7d "git_sha1_gen: use git_sha1.h.in on all build systems"
Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit e17e8934f9e4b008bdfb4f9abd8ed4faa604c7d9)
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The GL spec will soon be revised to clarify that a buffer binding for
a transform feedback buffer is only required if a variable is actually
defined to use the buffer binding point. Previously a declaration for
the default transform buffer would make it require a binding even if
nothing was declared to use the default buffer.
Affects:
KHR-GL44/45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL44/45.enhanced_layouts.xfb_stride_of_empty_list_and_api
Reviewed-by: Nicolai Hähnle <[email protected]>
Cc: [email protected]
(cherry picked from commit 4dc8458cd13154daa48bd97c3f8393daf02aa351)
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This patch is mostly a patch done by Ilia Mirkin.
It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.
v2: fix locations for TCS/TES/GS inputs and outputs (Ilia)
CC: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit d5a641106baae2122cc3f09b4a755077d902ee88)
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Previously, if we were linking a vec4 VS with a SIMD8/16 FS, we wouldn't
lower indirects on the fragment shader which is wrong. Instead of using
a single indirect mask, take advantage of our new little helper.
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
Cc: [email protected]
(cherry picked from commit 951a5dc4cc29da996b54ae63eeba1915a3a65b4a)
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When I introduced gl_shader_program_data one of the intentions was to
fix a bug where a failed linking attempt freed data required by a
currently active program. However I seem to have failed to finish
hooking up the final steps required to have the data hang around.
Here we create a fresh instance of gl_shader_program_data every
time we link. gl_program has a reference to gl_shader_program_data
so it will be freed once the program is no longer active.
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102177
(cherry picked from commit 6a72eba755fea15a0d97abb913a6315d9d32e274)
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Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 9c33533586476693a197b7179552d140d54f23f2)
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This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit cf05bb506a075c9e3b8a3c374b928ff0367c49b2)
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