| Commit message (Collapse) | Author | Age | Files | Lines |
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shared glapi was previously built without setting CFLAGS for
AM_CFLAGS and VISIBILITY_CFLAGS.
This resulted in symbols being exported that shouldn't be.
The x86 and sparc assembly versions of the dispatch table partially
mitigated this by using .hidden. Otherwise shared_dispatch_stub_*
were being exported.
Signed-off-by: Jonathan Gray <[email protected]>
Cc: "11.2 12.0 13.0" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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The original patch by Joanna added the function pointer and callback yet
things got only partially applied - the infra was added, but the
implementation was missing.
Cc: "12.0 13.0" <[email protected]>
Fixes: 690ead4a135 ("egl/wayland-egl: Fix for segfault in
dri2_wl_destroy_surface.")
Signed-off-by: Emil Velikov <[email protected]>
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Earlier commit reworked the header install rules, to ensure that the
correct ones are installed only as needed.
By doing so it dropped a wildcard which was effectively including the
wglext.h header in the tarball.
Add the header to the top-level noinst_HEADERS, since the it is not
meant to be installed (autoconf is not used on Windows plaforms).
Fixes: a89faa2022f ("autoconf: Make header install distinct for various
APIs (v2)")
Cc: "12.0 13.0" <[email protected]>
Cc: Chuck Atkins <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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block members
It is specific only to GLSL ES 3.1. From the spec, section 4.3.9
"Interface Blocks":
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types and the same sequence of member names, as well as
having the same qualification as specified in section 9.2 (“Matching
of Qualifiers“)."
But in GLSL ES 3.0 and 3.2, it is the opposite:
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types, precisions and the same sequence of member names,
as well as having the matching member-wise layout qualification as
defined in section 9.2 (“Matching of Qualifiers”)."
Fixes:
dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98243
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This fixes
dEQP-VK.pipeline.multisample.sampled_image*
These all render to multisampled image, and then
sample from it, so we must transition it correctly,
since we have a cmask and fmask this will cause
the correct transition.
Cc: "13.0" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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nvdisasm does not print a .S even though the bit is set.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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radeonsi also does the same thing. I suspect that this is likely to be a
no-op in reality, but it brings nouveau code closer to what the blob
produces. Plus it makes sense to not try to do auto-derivatives on this.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This allows the driver to signal that it can't handle random
interleaving of attributes across buffers. This is required for
ARB_transform_feedback3, and it's initialized to whatever the previous
value of PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME was except for nv50 where
it is disabled. Note that the proprietary drivers never expose
ARB_transform_feedback3 on any GT21x's (where nouveau previously did),
and after some effort I was unable to get it to work.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Getting stores to NIR regs to not generate new MOVs is tricky, since the
result we're trying to store into the NIR reg may have been from a
conditional update of a temp, or a series of packed writes. The easiest
solution seems to be to require that nir_store_dest()'s arg comes from an
SSA temp.
This causes us to put in a few more temporary MOVs in the NIR SSA dest
case, but copy propagation successfully cleans those up.
The shader-db change is modest:
total instructions in shared programs: 93774 -> 93598 (-0.19%)
instructions in affected programs: 14760 -> 14584 (-1.19%)
total estimated cycles in shared programs: 212135 -> 211946 (-0.09%)
estimated cycles in affected programs: 27005 -> 26816 (-0.70%)
but I was seeing patterns in some register-allocation failures in DEQP
tests that looked like the extra MOVs would increase maximum register
pressure in loops. Some debug code indicates that that's not the case,
though I'm still a bit confused by that result.
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One tiny hack is left in vc4_bufmgr.c for what kind of mapping we got so
that we can free it.
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Now we aren't limited to 256MB total allocated across a driver instance,
just 256MB at one time. We're still copying in and out, which should get
fixed.
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I would like to put a couple more things in here, so it's time to package
it up.
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Rather than having simulator mode changes scattered around vc4_bufmgr.c
and vc4_screen.c, make vc4_bufmgr.c just call a vc4_simulator_ioctl, which
then dispatches to a corresponding implementation.
This will give the simulator support a centralized place to do tricks like
storing most BOs directly in simulator memory rather than copying in and
out.
This leaves special casing of mmaping BOs and execution, because of the
winsys mapping.
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The loop is scanning until the original max_ip (size of the BO), but we
want to not examine any code after the PROG_END's delay slots. There was
a block trying to do that, except that we had some early continue
statements if the signal wasn't a PROG_END or a BRANCH.
The failure mode would be that a valid shader is rejected because some
undefined memory after the PROG_END slots is parsed as a branch and the
rest of its setup is illegal. I haven't seen this in the wild, but
valgrind was complaining and the new userland simulator code started
triggering it.
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "13.0" <[email protected]>
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Vulkan has a multi-arch problem... The idea behind the Vulkan loader is
that you have a little json file on your disk that tells the loader where
to find drivers. The loader looks for these json files in standard
locations, and then goes and loads the my_driver.so's that they specify.
This allows you as a driver implementer to put their driver wherever on the
disk they want so long as the ICD points in the right place.
For a multi-arch system, however, you may have multiple libvulkan_intel.so
files installed that the loader needs to pick depending on architecture.
Since the ICD file format does not specify any architecture information,
you can't tell the loader where to find the 32-bit version vs. the 64-bit
version. The way that packagers have been dealing with this is to place
libvulkan_intel.so in the top level lib directory and provide just a name
(and no path) to the loader. It will then use the regular system search
paths and find the correct driver. While this solution works fine for
distro-installed Vulkan drivers, it doesn't work so well for user-installed
drivers because they may put it in /opt or $HOME/.local or some other more
exotic location. In this case, you can't use an ICD json file with just a
library name because it doesn't know where to find it; you also have to add
that to your library lookup path via LD_LIBRARY_PATH or similar.
This patch handles both use-cases by taking advantage of the fact that the
loader dlopen()s each of the drivers and, if one dlopen() calls fails, it
silently continues on to open other drivers. By suffixing the icd file, we
can provide two different json files: intel_icd.x86_64.json and
intel_icd.i686.json with different paths. Since dlopen() will only succeed
on the libvulkan_intel.so of the right arch, the loader will happily ignore
the others and load that one. This allows us to properly handle multi-arch
while still providing a full path so user installs will work fine.
I tested this on my Fedora 25 machine with 32 and 64-bit builds of our
Vulkan driver installed and 32 and 64-bit builds of crucible. It seems to
work just fine.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "13.0" <[email protected]>
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A constant value of float type is not necessarily a ConstantFP: it could also
be a constant expression that for some reason hasn't been folded.
This fixes a regression in GL45-CTS.arrays_of_arrays_gl.InteractionFunctionCalls2
that was introduced by commit 3ec9975555d1cc5365413ad9062f412904f944a3.
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commits 1af0641db345209c076e9b1ba4dca7524541671a and
a6ad49cbbd599aec054d0a3163fff5ad724f2b18.
st/mesa adjusts the rasterizer state for us now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This reverts commit 85e9bbc14d93fa7166c9ae075ee7ae29a8313e3f. The
previous commit should help with the scons build failure caused by the
original commit.
Cc: [email protected]
Reviewed-by: Dylan Baker <[email protected]>
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category.
These two GLES 3.2 entry points were being defined in the category of
the ARB_ES3_2_compatibility and KHR_blend_equation_advanced extensions
respectively instead of in the ES3.2 category. Defining them in the
ES3.2 category makes sure that the gl_procs.py generator emits
declarations in the glprocs.h header file for the unsuffixed GLES-only
entry points that PrimitiveBoundingBoxARB and BlendBarrierKHR
respectively alias. This should avoid a compilation failure during
scons builds in combination with "mapi: export all GLES 3.2 functions
in libGLESv2.so".
Cc: [email protected]
Reviewed-by: Dylan Baker <[email protected]>
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Fix build error with clang.
Compiling src/compiler/glsl/link_varyings.cpp ...
In file included from src/compiler/glsl/link_varyings.cpp:33:
In file included from src/compiler/glsl/glsl_symbol_table.h:34:
In file included from src/compiler/glsl/ir.h:33:
In file included from src/compiler/glsl_types.h:29:
/usr/include/string.h:518:12: error: exception specification in declaration does not match previous declaration
extern int ffs (int __i) __THROW __attribute__ ((__const__));
^
src/util/bitscan.h:51:13: note: expanded from macro 'ffs'
^
src/util/bitscan.h:96:18: note: previous declaration is here
const int i = ffs(*mask) - 1;
^
src/util/bitscan.h:51:13: note: expanded from macro 'ffs'
^
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97952
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Long story short, 3D and CP are aliased on Fermi and initializing
compute after pushing the MS sample coordinate offsets seems to
corrupt 3D state for weird reasons.
I still don't have the faintest clue what is going on, but
this seems to only affect Fermi generation. A possible fix
could be to use two different channels, one for 3D and one
for CP.
This fixes a bunch of regressions pinpointed by piglit.
Fixes: "nvc0: fix up image support for allowing multiple samples"
Cc: "13.0" <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This makes shader-db reports results for compute shaders.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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I have some OCD...
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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We got a couple for products that exist on ark.intel.com, so let's just
put them in now.
Signed-off-by: Ben Widawsky <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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If the attribute type is changing, we would have found that earlier in
the ATTR_UNION() macro and would have called vbo_exec_fixup_vertex().
So move the assignment into that function so we don't do it every time.
No Piglit regressions.
Reviewed-by: Charmaine Lee <[email protected]>
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Use a better name.
Reviewed-by: Charmaine Lee <[email protected]>
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Not called from any other file.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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radeonsi needs these.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes spec/arb_tessellation_shader/execution/dvec[23]-vs-tcs-tes, among
others.
Cc: "12.0 13.0" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Even when enabled, primitive restart has no effect when the restart index
is larger than the representable values in the index buffer.
Fixes GL45-CTS.gtf31.GL3Tests.primitive_restart.primitive_restart_upconvert
for radeonsi VI.
v2: add an explanatory comment
Cc: "12.0 13.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Fixes a regression introduced by commit 777dcf81b.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98307
Reviewed-by: Marek Olšák <[email protected]>
Cc: 13.0 <[email protected]>
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Use a full writemask in this case. This is relevant e.g. when a function
has an inout argument which is an array of structs.
v2: use C-style comment (Timothy Arceri)
Reviewed-by: Marek Olšák <[email protected]> (v1)
Cc: 13.0 <[email protected]>
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Set the type of the left-hand side to the same as the right-hand side,
so that when the base type is double, the writemask of the MOV instruction
is properly fixed up.
Reviewed-by: Marek Olšák <[email protected]>
Cc: 13.0 <[email protected]>
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After the changes in comit 5b2675093e863a52, we moved this check to the
linker, but the spec expects this to be checked at compile-time. There are
dEQP tests that expect an error at compile time and the spec seems to confirm
that expectation:
"Except for the last declared member of a shader storage block (section 4.3.9
“Interface Blocks”), the size of an array must be declared (explicitly sized)
before it is indexed with anything other than an integral constant expression.
The size of any array must be declared before passing it as an argument to a
function. Violation of any of these rules result in compile-time errors. It
is legal to declare an array without a size (unsized) and then later
redeclare the same name as an array of the same type and specify a size, or
index it only with integral constant expressions (implicitly sized)."
Commit 5b2675093e863a52 tries to take care of the case where we have implicitly
sized arrays in SSBOs and it does so by checking the max_array_access field
in ir_variable during linking. In this patch we change the approach: we look
for indirect access on SSBO arrays, and when we find one, we emit a
compile-time error if the accessed member is not the last in the SSBO
definition.
There is a corner case that the specs do not address directly though and that
dEQP checks for: the case of an unsized array in an SSBO definition that is
not defined last but is never used in the shader code either. The following
dEQP tests expect a compile-time error in this scenario:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
However, since the unsized array is never used it is never indexed with a
non-constant expression, so by the spec quotation above, it should be valid and
the tests are probably incorrect.
Reviewed-by: Nicolai Hähnle <[email protected]>
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With ARB_gpu_shader5, texture offsets can be any source, including TEMPs
and IN's. Make sure to process them as regular sources so that we pick
up masks, etc.
This should fix some CTS tests that feed offsets directly to
textureGatherOffset, and we were not picking up the input use, thus not
advertising it in the shader header.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dave Airlie <[email protected]>
Cc: 12.0 13.0 <[email protected]>
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The state tracker tries to attach the info to the wrong shader. This is
easy enough to protect against.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: 12.0 13.0 <[email protected]>
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Fixes: 1720bbd353d87412754f ("anv/wsi: split image alloc/free out to separate fns.")
Cc: "13.0" <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I can't see this being used anywhere.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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