| Commit message (Collapse) | Author | Age | Files | Lines |
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Used by EXT_external_objects and EXT_external_objects_fd
V2 (Timothy Arceri):
- Throw GL_OUT_OF_MEMORY error if CreateMemoryObjectsEXT()
fails.
- C99 tidy ups
- remove void cast (Constantine Kharlamov)
V3 (Timothy Arceri):
- rename mo -> memObj
- check that the object is not NULL before initializing
- add missing "EXT" in function error message
V4 (Timothy Arceri):
- remove checks for (memory objecy id == 0) and catch in
_mesa_lookup_memory_object() instead.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Otherwise, ImmutableLevels is 0, which is an illegal value. Later,
_mesa_meta_setup_sampler will use _mesa_texture_parameteriv to set
texObj->MaxLevel = CLAMP(params[0], texObj->BaseLevel,
texObj->ImmutableLevels - 1);
which turns into a completely bogus CLAMP(value, 0, -1)...where the
upper bound is smaller than the lower bound. This ends up being -1
today due to the way CLAMP is implemented, which is a bogus MaxLevel.
Reviewed-by: Ian Romanick <[email protected]>
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These are only used in the GL compatibility profile.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The idea is to remove the dependency on _mesa_update_state_locked,
so that st/mesa can skip it for stencil state updates, and then stop
setting _NEW_STENCIL in mesa/main if the driver is st/mesa.
The main motivation is to stop invoking _mesa_update_state_locked for
certain state groups.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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_mesa_update_state will no longer recompute Width/Height if the framebuffer
is complete. We now rely on the FBO completeness check to do it.
The only code that needs to be fixed seems to be this one.
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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drivers/common/meta_blit.c: In function ‘setup_glsl_msaa_blit_scaled_shader’:
drivers/common/meta_blit.c:62:58: warning: unused parameter ‘filter’ [-Wunused-parameter]
GLenum target, GLenum filter)
^~~~~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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drivers/common/meta.c:2694:71: warning: unused parameter ‘dims’ [-Wunused-parameter]
copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
^~~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This change assumes meta will always pass valid arguments to
_mesa_buffer_sub_data().
Reviewed-by: Nicolai Hähnle <[email protected]>
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This change will help us add KHR_no_error support to the caller.
Reviewed-by: Eric Anholt <[email protected]>
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42aaa548 changed the renderbuffer initialisation of RefCount from
1 to 0.
This is inconsitent with how we use RefCount elsewhere. Also every
driver implementation of NewRenderbuffer() calls
_mesa_init_renderbuffer() so its safe to set it there.
Reviewed-by: Brian Paul <[email protected]>
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There is no need for this to be in the common code.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This will allow us to tell if a shader really has been compiled or
if the shader cache has just seen it before.
Acked-by: Marek Olšák <[email protected]>
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Fixes regressions from c505d6d852220f4aaaee161465dd2c579647e672.
Switching from using gl_shader_program to gl_program for the pipline
objects CurrentProgram array meant we were freeing gl_shader_programs
immediately after glDeleteProgram was called, but the spec states
the program should only get deleted once it is no longer in use.
To work around this we add a new ReferencedPrograms array to track
gl_shader_programs in use.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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This makes much more sense and should be more performant in some
critical paths such as SSO validation which is called at draw time.
Previously the CurrentProgram array could have contained multiple
pointers to the same struct which was confusing and we would often
need to fish out the information we were really after from the
gl_program anyway.
Also it was error prone to depend on the _LinkedShader array for
programs in current use because a failed linking attempt will lose
the infomation about the current program in use which is still
valid.
V2: fix validate_io() to compare linked_stages rather than the
consumer and producer to decide if we are looking at inward
facing shader interfaces which don't need validation.
Acked-by: Edward O'Callaghan <[email protected]>
To avoid build regressions the following 2 patches were squashed in to
this commit:
mesa/meta: rewrite _mesa_shader_program_use() and _mesa_program_use()
These are rewritten to do what the function name suggests, that is
_mesa_shader_program_use() sets the use of all stage and
_mesa_program_use() sets the use of a single stage.
Reviewed-by: Lionel Landwerlin <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
mesa: update active relinked program
This likely fixes a subroutine bug were
_mesa_shader_program_init_subroutine_defaults() would never have been
called for the relinked program as we previously just set
_NEW_PROGRAM as dirty and never called the _mesa_use* functions when
linking.
Acked-by: Edward O'Callaghan <[email protected]>
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Fixes tests 'dEQP-GLES3.functional.texture.mipmap.*.generate.rgba5551*' on
Intel Broadwell 0x1616.
The GL 4.5 spec describes the algorithm of glGenerateMipmap as:
The contents of the derived images are computed by repeated, filtered
reduction of the level base image. [...] No particular filter algorithm is
required, though a box filter is recommended as the default filter.
Consider a texture for which all pixels are identical at level 0.
From the spec's description above, one may reasonably assume that the "filtered
reduction" of level 0 produces a new miplevel for which again all pixels are
identical. For any 2x2 subspan of identical pixels, it is difficult to see how
the "filtered reduction" of that subspan can produce a pixel that differs from
the source pixels.
Dithering during _mesa_meta_GenerateMipmap() violated that reasonable
assumption.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99210
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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When I originally implemented the ARB_copy_image extension, the fast-path
was written in meta using texture views. This path only worked if both
images were uncompressed color images. All of the other cases fell back to
the blitter or, in the worst case, mapping and memcpy on the CPU. Now that
we have the blorp path, it handles all copies ever and the old meta,
blitter, and CPU paths are only used on gen5 and below. The primary reason
why we needed the meta path (apart from having a slow blitter on later
hardware) was to handle multisampling which gen5 and earlier don't support
anyway. Since the blitter is reasonably fast on gen5, we can just delete
the meta path and get rid of all that terrible code.
If we decide that we're ok with just disabling ARB_copy_image on gen5 and
earlier (I personally am), then we could get rid of another 300 lines or so
of semi-hairy code.
Reviewed-by: Anuj Phogat <[email protected]>
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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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This option was being ignored when packing compressed 3D and cube textures.
Fixes CTS test (on gen8+):
* GL45-CTS.gtf32.GL3Tests.packed_pixels.packed_pixels_pixelstore
v2: Drop API checks.
v3 (Ken): Just apply the existing code in more cases.
Reviewed-by: Kenneth Graunke <[email protected]>
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An assert is currently raised, preventing decompression of a texture image into
a GL_TEXTURE_3D target. I have not found any spec wording that would explain
this, or implementation detail that would prevent it. And in any case, the
driver should not cause a crash upon user input arguments.
Fixes most failing subcases in CTS tests:
* GL44-CTS.gtf32.GL3Tests.packed_pixels.packed_pixels_pixelstore
* GL45-CTS.gtf32.GL3Tests.packed_pixels.packed_pixels_pixelstore
These tests were crashing the driver before. Now they just fail, but due
to an unrelated issue affecting 2 out of the 45 test subcases.
No regressions observed against piglit or CTS-GL.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Here we move OriginUpperLeft and PixelCenterInteger into gl_program
all other fields have been replace by shader_info.
V2: Don't use anonymous union/structs to hold vertex/fragment fields
suggested by Ian.
Reviewed-by: Jason Ekstrand <[email protected]>
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Here we move the only field in gl_vertex_program to the
ARB program fields in gl_program.
Reviewed-by: Jason Ekstrand <[email protected]>
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Use a bitmask to indicate which color buffers are integer-valued, rather
than a bool. Also, the old field was mis-computed. If an integer buffer
was followed by a non-integer buffer, the _IntegerColor field was wrongly
set to false.
This fixes the new piglit gl-3.1-mixed-int-float-fbo test.
Reviewed-by: Marek Olšák <[email protected]>
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When generating mipmaps for sRGB textures, force both decode and encode,
so the filtering is done in linear colorspace, regardless of settings.
Fixes a WebGL conformance test in Chrome:
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/textures/misc/tex-srgb-mipmap.html?webglVersion=2
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97322
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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In preparation for collecting all pipeline barrier GL entry points
into a single source file.
Reviewed-by: Kenneth Graunke <[email protected]>
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Just avoid whacking GL_FRAMEBUFFER_SRGB altogether, so we respect
the application's setting. This appears to work.
v2: Update one more comment (requested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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So that the function can work properly with glTexStorage(), where we know
how many mipmap levels there are. And so we can compute storage for MSAA
textures.
Also, remove the obsolete texture border parameter.
A subsequent patch will update _mesa_test_proxy_teximage() to use these
new parameters.
Reviewed-by: Anuj Phogat <[email protected]>
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Probably a copy-paste from mesa_meta_pbo_GetTexSubImage where tex_image
may apparently be null.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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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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