| Commit message (Collapse) | Author | Age | Files | Lines |
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This advertises that the driver can accept a new context attribute
__DRI_CTX_ATTRIB_RELEASE_BEHAVIOR.
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Previously the CreateContext method of __DriverApiRec took a set of
arguments to describe the attribute values from the window system API's
CreateContextAttribs function. As more attributes get added this could
quickly get unworkable and every new attribute needs a modification for
every driver.
To fix that, pass the attribute values in a struct instead. The struct
has a bitmask to specify which members are used. The first three members
(two for the GL version and one for the flags) are always set. If the
bit is not set in the attribute mask then it can be assumed the
attribute has the default value. Drivers will error if unknown bits in
the mask are set.
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Jump through the layers of abstraction between egl and dri in order to
feed the context priority attribute through to the backend. This
requires us to read the value from the base _egl_context, convert it to
a DRI attribute, parse it again in the generic context creator before
passing it to the driver as a function parameter.
In order to not require us to pass back the actual value of the context
priority after creation, we impose that drivers should report the
available set of priorities during screen setup (and then they may chose
to fail if given an invalid value as that should have been checked at
the user boundary.)
Signed-off-by: Chris Wilson <[email protected]>
Acked-by: Ben Widawsky <[email protected]> # i915/i965
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This gets pretty much the entire classic tree building, as well as
i965, including the various glapis. There are some workarounds for bugs
that are fixed in meson 0.43.0, which is due out on October 8th.
I have tested this with piglit using glx.
v2: - fix typo "vaule" -> "value"
- use gtest dep instead of linking to libgtest (rebase error)
- use gtest dep instead of linking against libgtest (rebase error)
- copy the megadriver, then create hard links from that, then delete
the megadriver. This matches the behavior of the autotools build.
(Eric A)
- Use host_machine instead of target_machine (Eric A)
- Put a comment in the right place (Eric A)
- Don't have two variables for the same information (Eric A)
- Put pre_args at top of file in this patch (Eric A)
- Fix glx generators in this patch instead of next (Eric A)
- Remove -DMESON hack (Eric A)
- add sha1_h to mesa in this patch (Eric A)
- Put generators in loops when possible to reduce code in
mapi/glapi/gen (Eric A)
v3: - put HAVE_X11_PLATFORM in this patch
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We shouldn't be using GLX tokens in the dri subsystem, so define dri
SWAP_METHOD tokens and translate when necessary. Unfortunately the X server
uses the dri swap method value untranslated as the GLX fbconfig swapMethod,
so we can't enumerate these tokens arbitrarily, but rather need to make them
have the same values as the corresponding GLX tokens.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The attribMap had two entries for this attribute, and
driGetConfigAttribIndex didn't return a proper value for this attribute.
Fix this, and also make sure we return SWAP_UNDEFINED for single-buffer
configs as required by the GLX_OML_swap_method spec.
Finally bump the dri core extension version to 2, indicating that we
correctly report __DRI_ATTRIB_SWAP_METHOD.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Fixes following build issues:
In file included from vendor/intel/external/android_ia/mesa/src/mesa/drivers/dri/common/dri_util.c:45:
vendor/intel/external/android_ia/mesa/src/util/xmlpool.h:103:10: fatal error: 'xmlpool/options.h' file not found
...
In file included from vendor/intel/external/android_ia/mesa/src/mesa/drivers/dri/i965/intel_screen.c:44:
vendor/intel/external/android_ia/mesa/src/util/xmlpool.h:103:10: fatal error: 'xmlpool/options.h' file not found
Fixes: 601093f9 (xmlconfig: move into src/util)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
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Fixes: 601093f95ddf ("xmlconfig: move into src/util")
Tested-by: Eric Engestrom <[email protected]>
Tested-by: Roland Scheidegger <[email protected]>
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v2: attempt to fix Android build (Emil)
v3: add missing include path
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit a7617a49fbde2fcfccdab22886aeabdbf8abb8e4.
glthread disables itself automatically and therefore has no effect
on the game.
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From 25-26 min fps to 31, used the game in conjuction with a mod (full
invasion 2) beaumaris castle map and 200 bots.
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Performance delta on Core i5-4570 + Radeon R9 270:
Overlord: +20% in certain locations
Overlord II: +20% in certain locations
Oil Rush: +12% in most locations
War Thunder: +4-9% in benchmarks
Saints Row 2: +10-35% in certain locations
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Nominated by František Zatloukal <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Performance delta on AMD Phenom II X3 720 / RX 470
The Witcher 2: +18%
Signed-off-by: Marek Olšák <[email protected]>
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Performance delta on AMD Phenom II X3 720
Civilization 5: +28%
Signed-off-by: Marek Olšák <[email protected]>
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Allows applications to be whitelisted.
v2: Remove misguided DRI common part.
Reviewed-by: Marek Olšák <[email protected]>
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This basic extension allows usage of the __DRI_CTX_FLAG_NO_ERROR flag.
This includes support code for classic Mesa drivers to switch on the
no-error mode if the flag is set.
v2: Move to common DRI code.
Reviewed-by: Marek Olšák <[email protected]>
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Performance deltas:
Alien Isolation: +17% (it varies depending on the location)
Borderlands 2: +50% (it varies depending on the location)
BioShock Infinite: +76% (benchmark)
Civilization 6: +20% (benchmark)
Reviewed-by: Timothy Arceri <[email protected]>
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This fixes the long-standing problem with black transitions in The Wicher 2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Signed-off-by: Marek Olšák <[email protected]>
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This needs to be passed to gallium drivers.
No game fix is planned at this time.
The addition of glsl_correct_derivatives_after_discard is
generally a good thing for mesa compatibility with the broader GL
driver ecosystem.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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It appears like the GLX_EXT_buffer_age extension also prevents Compiz /
Ubuntu Unity from performing partial buffer swaps when it otherwise
feels like doing so. So try to get them back again. We also disable
GLX_OML_sync_control since it appears it had a favourable impact on
gnome-shell.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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Increases performance on vmwgfx since we're avoiding full buffer damage and
since we can't sync to vertical retrace anyway.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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With GLX_EXT_buffer_age turned on, gnome-shell will use full-screen damage
with GLX, which severely hurts performance with architectures that emulate
page-flips with copies. Like vmware. We would like to be able to turn off that
extension. Similarly, typically the GLX_OML_sync_control doesn't make much
sense on a virtual architecture since we don't really sync to the host's
vertical retrace. We'd like to be able to turn it off as well.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Definitive Edition
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Dead Island Definitive Edition
This fixes the long-standing problem with Dying Light where the game would
produce a black screen when running under Mesa. This happened because the
game's vertex shaders redeclare gl_VertexID, which is a GLSL builtin.
Mesa's GLSL compiler is a little more strict than others, and would not
compile them:
error: `gl_VertexID' redeclared
The allow_glsl_builtin_variable_redeclaration directive allows the shaders
to compile and the game to render. The game also requires OpenGL 4.4+ (GLSL
440), but does not request it explicitly. It must be forced with an
override, such as MESA_GL_VERSION_OVERRIDE=4.5 and
MESA_GLSL_VERSION_OVERRIDE=450. A compatibility context is *not* required
and forcing one with 4.5COMPAT or allow_higher_compat_version results in
graphical artifacts.
Dead Island Definitive Edition is another Techland port on the same engine
with the same problems, so we set the
allow_glsl_builtin_variable_redeclaration option for that game as well.
v2 (Samuel Pitoiset):
- Rename allow_glsl_builtin_redeclaration ->
allow_glsl_builtin_variable_redeclaration
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96449
Signed-off-by: John Brooks <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This option will allow GLSL builtins to be redeclared verbatim (e.g.
redeclaring "in int gl_VertexID" in a vertex shader). This is not strictly
valid and would normally fail to compile, but some applications (such as
newer Techland ports) do it and need more leniency.
v2 (Samuel Pitoiset):
- Rename allow_glsl_builtin_redeclaration ->
allow_glsl_builtin_variable_redeclaration
Signed-off-by: John Brooks <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This fixes the stripes of garbage rendered on the floor of the vehicle
assembly building among other rendering issues. The reason for the
misrendering seems to be that some of the GLSL shaders used by the
application use variables before initializing them, incorrectly
assuming that they will be implicitly set to zero by the
implementation.
Acked-by: Matt Turner <[email protected]>
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Game ported from D3D9 which expects sqrt() to compute the absolute
value as explained in the spec.
This gets rid of the NaN values as well as the black squares
with RadeonSI.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97338
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will allow to force computing the absolute value for sqrt()
and inversesqrt() in order to follow D3D9 behaviour for buggy
apps that rely on it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[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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Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This game uses GLSL 430 but the interpolation qualifiers in
some shaders don't match, which ends up in a link error. GLSL
440 spec removed this restriction, force it.
This fixes the following link error, as well as serious
rendering problems.
error: vertex shader output `out_TEXCOORD1' specifies noperspective
interpolation qualifier, but fragment shader input specifies no
interpolation qualifier
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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for shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Mesa currently doesn't allow to create 3.1+ compatibility profiles
mainly because various features are unimplemented and bugs can
happen.
However, some buggy apps request a compat profile without using
any old features unimplemented in mesa, and they fail to start.
This option should help some games to run but it's not enough
for all (eg. Dying Light).
v2: - s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The GLX specification says about glXDestroyPixmap:
"The storage for the GLX pixmap will be freed when it is not current
to any client."
We're not really following this language to the letter: some of the storage
is freed immediately (in particular, the dri3_drawable, which contains both
GLXDRIdrawable and loader_dri3_drawable). So we NULL out the pointers to
that freed storage; the previous patches added the corresponding NULL-pointer
checks.
This fixes memory corruption in piglit
./bin/glx-visuals-depth/stencil -pixmap -auto
Cc: 17.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This allows eglCreateImageKHR to access P010 surfaces created by vaapi
Signed-off-by: Rainer Hochecker <[email protected]>
Acked-by: Ben Widawky <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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See also <https://bugs.freedesktop.org/show_bug.cgi?id=93551#c27> where
this was first observed as a requirement.
Signed-off-by: Kai Wasserbäch <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This allows eglCreateImage() to accept textures of said format.
Patch 1/2 to fix
dEQP-EGL.functional.image.modify.tex_rgb5_a1_tex_subimage_rgba8
on Intel.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99185
Cc: Haixia Shi <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: "13.0" <[email protected]>
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Use an offloading thread for all nine_context functions.
Macros are used to ease the reading of the code.
Signed-off-by: Patrick Rudolph <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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