| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Kenneth Graunke <[email protected]>
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Fixes a warning introduced by commit dcadd855.
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This will help avoid eliminating inputs/outputs needed by SSOs.
Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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(And add an unreachable() in one place that didn't have a default case)
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This setting is only used by glTexCoordPointer and related glEnable
calls. Since the preceeding commits removed all of those, it is not
necessary to save, reset to default, or restore this state.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Nothing left in meta does anything with the VBO binding, so we don't
need to save or restore it. The VAO binding is still modified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_meta_DrawTex
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_meta_DrawTex
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_meta_setup_vertex_objects
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The fixed-function attribute paths don't get the DSA treatment because
there are no DSA entry-points for fixed-function attributes. These
could have been added, but this is a temporary patch intended to make
later patches easier to review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Meta currently does this, but future changes will make this impossible.
Explicitly do it as a step in the patch series now to catch any possible
kinks.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_meta_setup_vertex_objects
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Instead of going through the GL API implementation functions, use the
lower-level functions. This means that we have to keep track of a
pointer to the gl_buffer_object and the gl_vertex_array_object.
This has two advantages. First, it avoids a bunch of CPU overhead in
looking up objects and validing API parameters. Second, and much more
importantly, it will allow us to stop calling _mesa_GenBuffers /
_mesa_CreateBuffers and pollute the buffer namespace (next patch).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Future patches will use the brw_context instead. Keeping this
non-functional change separate should make the function changes easier
to review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_enable_vertex_array_attrib
Pulls the parts of enable_vertex_array_attrib that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
_mesa_enable_vertex_array_attrib can also be used to enable
fixed-function arrays.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Pulls the parts of update_array_format that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This reverts commit a280e83d71bb046098ed5380cb053318f9e8cf8e.
It breaks INTEL_DEBUG=fs output. For example,
glsl-fs-discard-01.shader_test has 11 instructions but only prints 5.
Acked-by: Matt Turner <[email protected]>
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Coverity noticed that we were passing this by value, and it's 152 bytes.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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It's only called from C, it compiles as C, so just compile it as C.
Notice the missing extern "C" on the definition of the function, which
would screw things up if the prototype wasn't parsed before the
definition.
Reviewed-by: Ian Romanick <[email protected]>
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brw_inst.h is only for the brw_inst/brw_compact_inst functions.
Reviewed-by: Ian Romanick <[email protected]>
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It's never used.
Reviewed-by: Ian Romanick <[email protected]>
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We were including it in headers, which then caused it to be included in
tons of places it wasn't needed.
Reviewed-by: Ian Romanick <[email protected]>
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These functions' prototypes are marked with extern "C", which apparently
overrides a lack of extern "C" at the definition site if the prototype
has been seen first.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Added in commits 36fd65381 and 337dad8ce even though the existing
include was in view.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Now that backend_reg inherits from brw_reg, we have to be careful to
avoid the object slicing problem.
Reviewed-by: Francisco Jerez <[email protected]>
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In the next patch, I make backend_reg's inheritance from brw_reg
private, which confuses clang when it sees the type "struct brw_reg" in
the derived class constructors, thinking it is referring to the
privately inherited brw_reg:
brw_fs.cpp:366:23: error: 'brw_reg' is a private member of 'brw_reg'
fs_reg::fs_reg(struct brw_reg reg) :
^
brw_shader.h:39:22: note: constrained by private inheritance here
struct backend_reg : private brw_reg
^~~~~~~~~~~~~~~
brw_reg.h:232:8: note: member is declared here
struct brw_reg {
^
Avoid this by marking brw_reg with the scope resolution operator.
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In order to do this, we have to change the signature of the
backend_reg(brw_reg) constructor to take a reference to a brw_reg in
order to avoid unresolvable ambiguity about which constructor is
actually being called in the other modifications in this patch.
As far as I understand it, the rule in C++ is that if multiple
constructors are available for parent classes, the one closest to you in
the class heirarchy is closen, but if one of them didn't take a
reference, that screws things up.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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33339775565154040e0c4ea2e196217dccc08cdf added support for ASTC textures to
gallium. They don't have any helpers hooked up for software decoding, however,
so cannot support them in drivers relying on util code for decoding.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Removing the fake format helpers (1c7d0a6aa4f5cb38af7e281e1e5437cd1a20f781)
caused this to fail. These formats were never supported, but previously
they would have asserted in the generated jit functions (which, due to lack
of test cases for these formats, were never called) whereas we now assert when
trying to build the jit function. So, skip them completely.
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=93092
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Trivial. GL_ARB_fragment_layer_viewport support was added in 8c902a58
by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "11.1" <[email protected]>
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