| Commit message (Collapse) | Author | Age | Files | Lines |
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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We've previously had identical naming between vertex and texture
formats, so it mostly made sense to define these together.
However, upcoming patches are going to transition the driver over to
using updated texture header definitions using NVIDIA's naming, and this
will no longer be the case.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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This enables ARB_shader_image_load_store and ARB_shader_image_size when
the backend claims support for these. It will also implicitly enable the
image component of ARB_shader_texture_image_samples.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Make them akin to shader buffers, with no refcounting/etc. Just used to
pass data about the bound image in ->set_shader_images.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This can happen with 0-sized buffers.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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Silences the following GCC warning:
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c: In function 'qir_schedule_instructions':
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c:578:16: warning: missing braces around initializer [-Wmissing-braces]
struct schedule_state state = { 0 };
^
Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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Variable was previously always set to true. Accordingly, the later
assert() served no active purpose.
Found with GCC warning and code inspection:
mesa/src/gallium/drivers/vc4/vc4_qpu_emit.c: In function'vc4_generate_code':
mesa/src/gallium/drivers/vc4/vc4_qpu_emit.c:315:22: warning: variable 'handled_qinst_cond' set but not used [-Wunused-but-set-variable]
bool handled_qinst_cond = true;
^
Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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The two consumers want to know that the destination will be exactly the
source, which is not true if we might not set the destination.
Signed-off-by: Eric Anholt <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93339
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Signed-off-by: Ilia Mirkin <[email protected]>
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This fixes a number of dEQP tests, such as:
dEQP-GLES31.functional.program_interface_query.buffer_limited_query.resource_query
It was expecting the length to be set even in the bufSize == 0 case.
Also _mesa_get_program_resourceiv does some error checking on the
resource which should probably happen even in the bufSize == 0 case as
well although there's no dEQP test for that.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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v2: Forgot to squash in the comment removal
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Mark Janes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Without the check, unsuccessful xcb_dri2_get_buffers_reply(...) causes
segmentation fault in dri2_get_buffers.
Signed-off-by: Matt Roper <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "11.0 11.1" <[email protected]
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We already have this logic in the gallium/util functions so
lets reduce some entropy while here.
V.2:
Apply change to nv50 also as suggested by Samuel Pitoiset.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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brw_draw_upload.c uploads VertexID/InstanceID first, then DrawID.
So we need to assign the attribute mapping in that order as well.
Fixes the following Pigit tests with the vec4 backend:
- arb_shader_draw_parameters-drawid vertexid
- arb_shader_draw_parameters-drawid-indirect basevertex
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Fixes piglit arb_texture_view-sampling-2d-array-as-2d-layer regression.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94134
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
There was no bounds checking ensuring we don't overflow. Passing in a
shader with too many uniforms would cause writes to extend into other
fields, such as sh->NumImages.
Later linker checks already handle reporting an error when there are too
many images, so just avoid corrupting structures here.
This rearranges the logic a bit to look more like the sampler case.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Tested-by: Jordan Justen <[email protected]>
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GL_ARB_texture_multisample and GLES 3.1 expect the initial value to be
GL_TRUE. This fixes
dEQP-GLES31.functional.state_query.texture_level.texture_2d_multisample_array.fixed_sample_locations_integer
and a few related tests.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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SPIR-V has a concept of a function type that's used fairly heavily. We
could special-case function types in SPIR-V -> NIR but it's easier if we
just add support to glsl_types.
Reviewed-by: Jordan Justen <[email protected]>
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