| Commit message (Collapse) | Author | Age | Files | Lines |
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Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we gave our internal clear/blit shaders actual GL handles
and stored them in the shader/program hash table. We used ordinary
GL API entrypoints to work with them.
We thought this shouldn't be a problem because GL doesn't allow
applications to invent their own names for shaders or programs.
GL allocates all names via glCreateShader and glCreateProgram.
However, having them in the hash table is a bit risky: if a broken
application guesses the name of our shaders or programs, it could
alter them, potentially screwing up future meta operations.
Also, test cases can observe the programs in the hash table. Running
a single dEQP process that executes the following test list:
dEQP-GLES3.functional.negative_api.buffer.clear
dEQP-GLES3.functional.negative_api.shader.compile_shader
dEQP-GLES3.functional.negative_api.shader.delete_shader
would result in the last two tests breaking. The compile_shader test
calls glCompileShader(9) straight away, and since it hasn't even created
any shaders or programs, it expects to get a GL_INVALID_VALUE error
because there's no such name. However, because the clear test ran
first, it created Meta programs, so an object named "9" did exist.
This patch reworks Meta to work with gl_shader and gl_shader_program
pointers directly. These internal programs have bogus names, and are
never stored in the hash tables, so they're invisible to applications.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94485
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Texture is already allocated before calling this meta function. So,
the value of 'allocate_storage' passed to the function is always false.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
This also fixes another latent bug in meta. In a multithreaded,
multicontext application, one thread can delete an object that is bound
in another thread. That object continues to exist until it is unbound
(i.e., its refcount drops to zero). Meta unbinds objects all over the
place. As a result, the rebind in _mesa_meta_end could fail because the
object vanished!
See https://bugs.freedesktop.org/show_bug.cgi?id=92363#c8.
Using _mesa_reference_<object type> to save and restore the objects
prevents the refcount from going to zero.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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a GL API handle
Also change the name of the function to
_mesa_meta_framebuffer_texture_image. The function is basically a
wrapper around _mesa_framebuffer_texture (which is used to implement
glFramebufferTexture1D and friends), so it makes sense for it's name to
be similar to that.
The next patch will clean _mesa_meta_framebuffer_texture_image up
considerably.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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object handle
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 RBO binding, so we don't
need to save or restore it. The FBO binding is still modified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_texture_parameteriv is used because (the more obvious)
_mesa_texture_parameteri just stuffs the parameter in an array and calls
_mesa_texture_parameteriv. This just cuts out the middleman.
As a side bonus we no longer need check that ARB_stencil_texturing is
supported. The test doesn't allow non-supporting implementations to
avoid any work, and it's redundant with the value-changed test.
Fix bug #93717 because the state restore commands at the bottom of
_mesa_meta_GenerateMipmap no longer depend on the bound state.
Fixes piglit arb_direct_state_access-generatetexturemipmap with the
changes recently sent to the piglit mailing list. See the bugzilla
entry for more info.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93717
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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To silence a compiler warning about a const/non-const mismatch.
Reviewed-by: Ian Romanick <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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API object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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GL API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
v2: Add a comment explaining why samp_obj_save is set to NULL in
_mesa_meta_fb_tex_blit_begin. This came out of review feedback from
Jason.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This requires tracking the sampler object using the gl_sampler_object*
instead of the object name.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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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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_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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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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Make API context and version checks done by the helper functions pass
unconditionally while meta is in progress. This transparently makes
extension checks solely dependent on struct gl_extensions while in meta.
v2: Use an 8-bit data type instead of a GLuint
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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v2: Fix the x_scale in the shader. Remove the doubts in the commit
message.
Reviewed-by: Anuj Phogat <[email protected]>
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Previously, core Mesa's _mesa_CopyImageSubData() created temporary textures
to wrap renderbuffer sources/destinations. This caused a bit of a mess in
the Mesa/gallium state tracker because we had to basically undo that
wrapping.
Instead, change ctx->Driver.CopyImageSubData() to take both gl_renderbuffer
and gl_texture_image src/dst pointers (one being null, the other non-null)
so the driver can handle renderbuffer vs. texture as needed.
For the i965 driver, we basically moved the code that wrapped textures
around renderbuffers from copyimage.c down into the met and driver code.
The old code in copyimage.c also made some questionable calls to
_mesa_BindTexture(), etc. which weren't undone at the end.
v2 (Jason Ekstrand): Rework the intel bits
v3 (Brian Paul): Update the temporary st_CopyImageSubData() function.
Reviewed-by: Topi Pohjolainen <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
Tested-by: Nick Sarnie <[email protected]>
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The new driver hook has x/y/zoffset and width/height/depth parameters
for the new glGetTextureSubImage() function.
The meta code and gallium state tracker are updated to handle the
new parameters.
Callers to Driver.GetTexSubImage() pass in offsets=0 and sizes equal
to the whole texture size.
v2: update i965 driver code, s/GLint/GLsizei/ in GetTexSubImage hook
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: fix depth, total_depth mix-up in meta.h, per Laura Ekstrand.
Reviewed-by: Anuj Phogat <[email protected]>
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In preparation for glBlitNamedFramebuffer, the DD table function
BlitFramebuffer needs to accept two arbitrary framebuffer objects rather
than assuming ctx->ReadBuffer and ctx->DrawBuffer.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When color buffers alone are concerned the depth is not needed.
No regression on BDW where meta blit is used instead of blorp. I
also disabled blorp temporarily for fbo-blits on IVB and saw no
regressions there either.
I also compared several graphics benchmarks on BDW and saw neither
regressions or improvements.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Currently all blit programs are unconditionally compiled with
gl_FragDepth.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Neil Roberts <[email protected]>
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This meta path, designed for use with PBO's, creates a temporary texture
out of the PBO and uses BlitFramebuffers to do the actual texture upload.
v2 Jason Ekstrand <[email protected]>:
- Add support for handling simple packing options
v3 Jason Ekstrand <[email protected]>:
- Refactor to split out the texture-from-pbo code
- Rename to _mesa_meta_pbo_TexSubImage
Reviewed-by: Neil Roberts <[email protected]>
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...so that it can be inlined in the two places that call it.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: No difference proven at 95.0% confidence (n=120)
64-bit: Difference at 95.0% confidence 1.24042% +/- 0.382277% (n=40)
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Restore clip control to the default state if MESA_META_VIEWPORT
or MESA_META_DEPTH_TEST is requested.
v3:
Handle clip control state with MESA_META_TRANSFORM.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Extension enables doing a multisample buffer resolve and buffer
scaling using a single glBlitFrameBuffer() call. Currently, we
have this extension implemented in BLORP which is only used by
SNB and IVB. This patch implements the extension in meta path
which makes it available to Broadwell.
Implementation features:
- Supports scaled resolves of 2X, 4X and 8X multisample buffers.
- Avoids unnecessary shader compilations by storing the pre compiled
shaders for each supported sample count.
- Uses bilinear filtering for both GL_SCALED_RESOLVE_FASTEST_EXT and
GL_SCALED_RESOLVE_NICEST_EXT filter options. This is an allowed
behavior in the extension's spec.
- I tried doing bicubic filtering for GL_SCALED_RESOLVE_NICEST_EXT
filter. It made the edges in the image look little smoother but
the image gets blurred causing no overall quality improvement.
For now I have dropped the idea of doing different filtering for
nicest filter.
V2:
- Minor changes to simplify the fragment shader.
- Refactor the code to move i965 specific sample_map computation out
of Meta. We now use ctx->Const.SampleMap{2,4,8}x variables initialized
by the driver.
- Use a simple msaa resolve shader for scaled resolves with scaling
factor = 1.0.
V3:
- Make changes to create a string out of ctx->Const.SampleMap{2,4,8}x
variables and use it in fragment shader.
V4:
- Make changes to use uint8_t type ctx->Const.SampleMap{2,4,8}x
variables.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Currently, BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE* and
BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE* shaders
in setup_glsl_msaa_blit_shader() are not recompiled
when the source buffer sample count changes. For example,
implementation continued using a 4X msaa shader, even if
source buffer changes from 4X msaa to 8x msaa. It causes
incorrect rendering.
This patch adds new enums in blit_msaa_shader, one for
each supported sample count, and uses them to store
msaa shaders.
Fixes following piglit tests on Broadwell:
ext_framebuffer_multisample-accuracy all_samples color
ext_framebuffer_multisample-accuracy all_samples depth_draw
ext_framebuffer_multisample-accuracy all_samples depth_resolve
ext_framebuffer_multisample-accuracy all_samples stencil_draw
ext_framebuffer_multisample-accuracy all_samples stencil_resolve
ext_framebuffer_multisample-formats all_samples
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstarnd <[email protected]>
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We'll use this in the i965 fast clear implementation.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Previously the Meta implementation of glGetTexImage would fall back to
_mesa_get_teximage if the texturing is not using an unsigned normalised
format. However in order to support the half-float formats of BPTC textures we
can make it render to a floating-point renderbuffer instead. This patch makes
decompression_state have two FBOs, one for the GL_RGBA format and one for
GL_RGBA32F. If a floating-point texture is encountered it will try setting up
a floating-point FBO. It will now also check the status of the FBO and fall
back to _mesa_get_teximage if the FBO is not complete.
Reviewed-by: Ian Romanick <[email protected]>
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This provides an implementation of CopyImageSubData that works if both
textures are uncompressed. This implementation works by using a
combination of texture views and BlitFramebuffer. If one of the textures
is compressed, it returns false and the driver is expected to provide a
fallback.
v2: Don't leak fbo's
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
v3: Change glGen/DeleteTextures to _mesa_Gen/DeleteTextures
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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Adds an implementation of the ClearTexSubImage driver entry point that tries
to set up an FBO to render to the texture and then calls glClearBuffer with a
scissor to perform the actual clear. If an FBO can't be created for the
texture then it will fall back to using _mesa_store_ClearTexSubImage.
When used in combination with _mesa_store_ClearTexSubImage this should provide
an implementation that works for all DRI-based drivers. However as this has
only been tested with the i965 driver it is currently only enabled there.
v2: Only enable the extension for the i965 driver instead of all DRI drivers.
Remove an unnecessary goto. Don't require GL_ARB_framebuffer_object. Add
some more comments.
v3: Use glClearBuffer* to avoid having to modify glClearColor and friends.
Handle sRGB textures. Explicitly disable dithering.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
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The Meta implementation of glClearTexSubImage is going to want to ensure that
dithering is disabled so that it can get a consistent color across the whole
texture when clearing. This adds a state flag to easily save it and set it to
the default value when performing meta operations.
Reviewed-by: Topi Pohjolainen <[email protected]>
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v2 (Ken): Only restore the mode if it has changed.
Signed-off-by: Topi Pohjolainen <[email protected]>
Cc: "10.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Separating the software fallbacks from the rest of the meta path (which
is usually hardware accelerated) gives callers better control over their
blitting options.
For example, i965 might want to try meta blit, hardware blits, then
swrast as a last resort. Splitting it makes that possible.
This updates all callers to maintain the existing behavior (even in the
few cases where it isn't desirable behavior - later patches can change
that).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: "10.2" <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Sometimes we need to configure what draw buffers we render to, without
creating a new FBO. This path will make that possible.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will be used for saving/restoring the glDrawBuffers state.
For now, make sure that existing users of MESA_META_ALL don't get
the new bit, since they probably won't want it.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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