| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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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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Signed-off-by: Anuj Phogat <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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When doing GetTexSubImage using a PBO, we should check if it involves
a signed/unsigned conversion and bail if it does, just like in the
other cases.
This fixes:
GL33-CTS.gtf32.GL3Tests.packed_pixels.packed_pixels_pbo
on Haswell at least.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95324
Reviewed-by: Matt Turer <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Initialize drawFb to NULL in _mesa_meta_CopyImageSubData_uncompressed()
if getting readFb fails uninitialized drawFb will cause randomness
on cleanup.
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Color clears should respect each drawbuffer's color mask state.
Previously, we tried to leave the color mask untouched. However,
_mesa_meta_drawbuffers_from_bitfield() ended up rebinding all the
color drawbuffers in a different order, so we ended up pairing
drawbuffers with the wrong color mask state.
The new _mesa_meta_drawbuffers_and_colormask() function does the
same job as the old _mesa_meta_drawbuffers_from_bitfield(), but
also rearranges the color mask state to match the new drawbuffer
configuration.
This code was largely ripped off from Gallium's st_Clear code.
This fixes ES31-CTS.draw_buffers_indexed.color_masks, which binds
up to 8 drawbuffers, sets color masks for each, and then calls
glClearBufferfv to clear each buffer individually. ClearBuffer
causes us to rebind only one drawbuffer, at which point we used
ctx->Color.ColorMask[0] (draw buffer 0's state) for everything.
We could probably delete _mesa_meta_drawbuffers_from_bitfield(),
but I'd rather not think about the i965 fast clear code. Topi is
rewriting a bunch of that soon anyway, so let's delete it then.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94847
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This allows meta operations to inspect the existing color mask, and
then do their own smashing.
BlitFramebuffer and Clear already override the color mask, so this
was also redundant.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The prepare_mipmap_level() wrapper for _mesa_prepare_mipmap_level() is
not needed. It only served to undo the GL_TEXTURE_1D_ARRAY height/depth
change was was made before the call to prepare_mipmap_level()
Said another way, regardless of how the meta code manipulates the height/
depth dims for GL_TEXTURE_1D_ARRAY, the gl_texture_image dimensions are
correctly set up by _mesa_prepare_mipmap_levels().
Tested by plugging _mesa_meta_GenerateMipmap() into the swrast driver
and testing with piglit.
v2 (idr): Early out of the mipmap generation loop with dstImage is NULL.
This can occur for immutable textures that have a limited range of
levels or in the presense of memory allocation failures. Fixes
arb_texture_view-mipgen on Intel platforms.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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the state tracker will use it
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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According to the ES 3.0 and GL 4.4 specifications, glBlitFramebuffer
is supposed to perform sRGB decoding and encoding whenever sRGB formats
are in use. The ES 3.0 specification is completely clear, and has
always stated this.
However, the GL specification has changed behavior in 4.1, 4.2, and
4.4. The original behavior stated that no sRGB encoding should occur.
The 4.4 behavior matches ES 3.0's wording. However, implementing the
new behavior appears to break applications such as Left 4 Dead 2.
This patch changes Meta to apply the ES 3.x rules in ES 3.x, but
leaves OpenGL alone for now, to avoid breaking applications.
Meta implements several other functions in terms of BlitFramebuffer,
and many of those explicitly do not perform sRGB encoding. So, this
patch explicitly disables sRGB encoding in those other functions,
preserving the existing (correct) behavior.
If you're from the future and are reading this, hi! Welcome to
the "fun" of debugging sRGB problems! Best of luck!
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[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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Less boilerplate.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This is cleaner than using glBindAttribLocation().
Not all drivers support the extension, but I don't think those drivers
use GLSL in the first place. Apparently some Meta shaders already use
GL_ARB_explicit_attrib_location, so I think it should be okay.
Honestly, I'm not sure how the old code worked anyway - we bound the
attribute location for "texcoords", while all the shaders capitalized
or spelled it differently.
v2: Convert another instance in brw_meta_fast_clear.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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At this point, all uses have been replaced by the more general hook
QueryInternalFormat, introduced by ARB_internalformat_query2.
Reviewed-by: Dave Airlie <[email protected]>
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This is a fallback function for drivers not implementing
ARB_internalformat_query2.
Reviewed-by: Dave Airlie <[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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OpenGL ES 1.0 doesn't support using GL_STREAM_DRAW and both
ES 1.0 and 2.0 don't support GL_STREAM_READ in glBufferData().
So, handle it correctly by calling the _mesa_meta_begin()
before create_texture_for_pbo().
V2: Remove the changes related to allocate_storage. (Ian)
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[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.
Fixes piglit tests:
- object-namespace-pollution glGetTexImage-compressed framebuffer
- object-namespace-pollution glGenerateMipmap framebuffer
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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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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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.
For framebuffers, the Bind call is still necessary.
sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
src/mesa/drivers/common/*.c
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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sed -i -e 's/_mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER[^)]*/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->ReadBuffer/' \
$(grep -rl _mesa_CheckFramebufferStatus src/mesa/drivers)
The second expression catches both GL_FRAMEBUFFER and GL_FRAMEBUFFER_EXT.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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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If the destination is a renderbuffer, dst_tex_image will be NULL. This
fixes the *to_renderbuffer dEQP copy image tests.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [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.
Fixes piglit 'object-namespace-pollution glGetTexImage-compressed
renderbuffer' test.
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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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_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
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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Commit c246828c added the code to save and restore the stencil
texturing mode. The restore, however, was erroneously inside the
'target != GL_TEXTURE_RECTANGLE' block.
Fixes piglit test 'arb_stencil_texturing-blit_corrupts_state
GL_TEXTURE_RECTANGLE'.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Trivial.
Signed-off-by: Ian Romanick <[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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The path that depends on this will be avoided (by fallback_required) if
the extension is not supported. _mesa_set_sampler_srgb_decode does not
generate GL errors (by design), so there are no problems there.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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All of the calls after the first _mesa_bind_sampler call are DSA style
calls that don't depend on the current binding.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[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: Jason Ekstrand <[email protected]>
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instead of 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.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[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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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[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: Jason Ekstrand <[email protected]>
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instead of 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.
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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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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_mesa_meta_setup_sampler
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: Jason Ekstrand <[email protected]>
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