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* nir: move glsl_types.{cpp,h} to compilerEmil Velikov2016-01-266-6/+6
| | | | | | | | Allows us to remove the SCons workaround :-) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
* nir: move shader_enums.[ch] to compilerEmil Velikov2016-01-261-0/+1
| | | | | | | | | This way one can reuse it in glsl, nir or other infrastructure without pulling nir as dependency. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
* i965/bxt: Fix conservative wm thread counts.Ben Widawsky2016-01-251-1/+1
| | | | | | | | | | | | | | | | | | | When setting the conservative thread counts, I halved everything. That isn't correct for the wm, which has nothing to do with actual thread counts. I suck. BXT only has 1 slice, and there is some ambiguity about subslices, so just reserve the max possible for now. It looks like this might fix: piglit.spec.glsl-1_50.execution.variable-indexing.gs-output-array-vec4-index-wr.bxtm64. I kind of question why that is, but it is what Jenkins says. Mark is current running some of the other blacklisted tests on this patch. (it effects anything requiring scratch space). Cc: mesa-stable <[email protected]> Cc: Neil Roberts <[email protected]> Signed-off-by: Ben Widawsky <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Tested-by: Mark Janes <[email protected]>
* meta: Use internal functions to set texture parametersIan Romanick2016-01-254-24/+49
| | | | | | | | | | | | | | | | | | | | | | _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]>
* meta/blit: Restore GL_DEPTH_STENCIL_TEXTURE_MODE state for GL_TEXTURE_RECTANGLEIan Romanick2016-01-251-8/+8
| | | | | | | | | | | | | 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]>
* meta/copy_image: Fix typo in commentIan Romanick2016-01-251-1/+1
| | | | | | | Trivial. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Implement a drirc workaround for broken dual color blending.Kenneth Graunke2016-01-228-9/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | OpenGL's dual color blending feature was specified so that an implementation could support both multiple render targets (MRT) and dual source blending. Fragment shader outputs specify both "location" (the render target number) and "index" (either color 0 or 1). I believe DirectX only has the notion of "location" - if using dual color blending, location 0 or 1 will specify the operands. If not, then location means the render target index. The two features can't be used together. As such, some applications mistakenly try to use <loc = 0, index = 0> and <loc = 1, index = 0> in a shader used for dual color blending with a single render target, rather than the correct <loc = 0, index = 0> and <loc = 0, index = 1>. In particular, Unigine Heaven 4.0 and Valley 1.0 suffer from this bug. Unigine is aware of the problem, and quickly developed a fix, but has not bothered to change the download link on their website to a working copy in over a year. People were still using the broken version and complaining. We tried working around this by disabling dual color blending, but that apparently hurts performance, and people were once again unhappy. On i965, dual source blending is achieved by using different framebuffer write messages than normal rendering. So, we have to compile different code for the two cases. We're not being pedantic: we actually have to know in order to function. Normally, dual source blending is detectable in the shader: if a shader has an output with index = 1, then it's meant for blending, not MRT. With the broken inputs, they're indistinguishable, so we can only tell by looking at the current GL state. This patch implements a new drirc workaround: export dual_color_blend_by_location=true which makes the i965 driver detect when OpenGL state is configured for dual source blending, and recompile the fragment shader to use the right messages. In that case, we allow either location = 1 or index = 1 to specify the second source for the blending equations. It also re-enables GL_ARB_blend_func_extended for Unigine. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92233 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Acked-by: Ilia Mirkin <[email protected]>
* i965/fs: Remove unused count from vs urb setupBen Widawsky2016-01-221-6/+0
| | | | | | | | | | | | | | | | | | | | | | This was originally removed here: commit 031d3501322aee0a1474c7f2a9b79f9fa9947430 Author: Kenneth Graunke <[email protected]> Date: Tue Aug 25 16:59:12 2015 -0700 i965/vs: Unify URB entry size/read length calculations between backends. Then added back: commit bd198b9f0a292a9ff4ffffec3a29bad23d62caba Author: Kenneth Graunke <[email protected]> Date: Fri Aug 14 16:01:33 2015 -0700 i965/vs: Simplify fs_visitor's ATTR file. Note that the authorship dates are out of order, but the above reflects the order of the commit dates. Signed-off-by: Ben Widawsky <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i915: correctly parse/set the context flagsEmil Velikov2016-01-221-0/+2
| | | | | | | | | | | | | | | | | With an earlier commit we've spit the flags parsing to a separate function, but forgot to update all the dri modules to use it. Noticed when we've enabled KHR_debug for every dri module - fdo#93048 Fixes: 38366c0c6e7 "dri_util: Don't assume __DRIcontext->driverPrivate is a gl_context" Cc: Mark Janes <[email protected]> Cc: "11.0 11.1" <[email protected]> Cc: Kristian Høgsberg <[email protected]> Cc: Ian Romanick <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Mark Janes <[email protected]> Tested-by: Mark Janes <[email protected]>
* i965/vec4/tcs: Return NULL instead of false in brw_compile_tcs()Eduardo Lima Mitev2016-01-211-1/+1
| | | | | | | brw_compile_tcs() is expected to return 'const unsigned *', so the compiler complains. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Implement compute sampler state atom.Francisco Jerez2016-01-194-1/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes a number of GLES31 CTS failures and hangs on various hardware: ES31-CTS.texture_gather.plain-gather-depth-2d ES31-CTS.texture_gather.plain-gather-depth-2darray ES31-CTS.texture_gather.plain-gather-depth-cube ES31-CTS.texture_gather.offset-gather-depth-2d ES31-CTS.texture_gather.offset-gather-depth-2darray ES31-CTS.layout_binding.sampler2D_layout_binding_texture_ComputeShader ES31-CTS.layout_binding.sampler2DArray_layout_binding_texture_ComputeShader ES31-CTS.explicit_uniform_location.uniform-loc-types-samplers ES31-CTS.compute_shader.resources-texture Some of them were actually passing by luck on some generations even though we weren't uploading sampler state tables explicitly for the compute stage, most likely because they relied on the cached sampler state left from previous rendering to be close enough. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92589 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93312 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93325 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93407 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93725 Reported-by: Marta Lofstedt <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: Trigger CS state reemission when new sampler state is uploaded.Francisco Jerez2016-01-192-1/+2
| | | | | | | | | | This reuses the NEW_SAMPLER_STATE_TABLE state bit (currently only used on pre-Gen7 hardware) to signal that the sampler state tables have changed in order to make sure that the GPGPU interface descriptor is updated. Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965/vec4: Spaces around operators.Matt Turner2016-01-191-1/+1
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* i965: Inform compiler of variable range to silence warning.Matt Turner2016-01-191-1/+2
| | | | | | | Extends commit 6531ccb70 to silence the warning in release builds as well. Reviewed-by: Ilia Mirkin <[email protected]>
* i965: adding missing headers to the dist tarballEmil Velikov2016-01-181-0/+2
| | | | Signed-off-by: Emil Velikov <[email protected]>
* i965/fs: Always set channel 2 of texture headers in some stagesJason Ekstrand2016-01-151-0/+8
| | | | | | | | | | | | | | | | In the vertex and fragment stages, the hardware is nice to us and leaves g0.2 zerod out for us so we can use it for headers. However, in compute, geometry, and tessellation stages, the hardware is not so nice. In particular, for compute shaders on BDW, the hardware places some debug bits in 23:15. As it happens, bit 15 is interpreted by the sampler as the alpha channel mask. This means that if you use a texturing instruction with a header in a compute shader, you may randomly get the alpha channel disabled. Since channel masks affect the return length of the sampler message, this can lead the GPU to expect a different mlen to the one you specified in the shader and this, in turn, hangs your GPU. Cc: "11.1" <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965/fs/generator: Take an actual shader stage rather than a stringJason Ekstrand2016-01-157-11/+14
| | | | | | Cc: "11.1" <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/vec4: Use UW type for multiply into accumulator on GEN8+Jason Ekstrand2016-01-151-1/+5
| | | | | | | | BDW adds the following restriction: "When multiplying DW x DW, the dst cannot be accumulator." Cc: "11.1,11.0" <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Apply add_const_offset_to_base for vec4 VS inputs too.Kenneth Graunke2016-01-141-5/+5
| | | | | | | | This shouldn't hurt anything, and I'm about to introduce a pass that will want it. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Make add_const_offset_to_base() work at the shader level.Kenneth Graunke2016-01-141-17/+21
| | | | | | | | This makes it a pass, hiding the parameter structs and block callbacks so it's simpler to work with. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Make an is_scalar boolean in brw_compile_vs().Kenneth Graunke2016-01-141-5/+5
| | | | | | | | Shorter than compiler->scalar_stage[MESA_SHADER_VERTEX], which can help with line-wrapping. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/gen7.5+: Disable resource streamer during GPGPU workloads.Francisco Jerez2016-01-143-1/+42
| | | | | | | | | | The RS and hardware binding tables are only supported on the 3D pipeline and can lead to corruption if left enabled during a GPGPU workload. Disable it when switching to the GPGPU (or media) pipeline and re-enable it when switching back to the 3D pipeline. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Abdiel Janulgue <[email protected]>
* i965/gen7: Emit stall and dummy primitive draw after switching to the 3D ↵Francisco Jerez2016-01-141-0/+24
| | | | | | | | | pipeline. This hardware bug can supposedly lead to a hang on IVB and VLV. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen4-5: Emit MI_FLUSH as required prior to switching pipelines.Francisco Jerez2016-01-141-0/+13
| | | | | | | | | AFAIK brw_emit_select_pipeline() is only called once during context init on Gen4-5, at which point the pipeline is likely to be already idle so it may just happen to work by luck regardless of the MI_FLUSH. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen6-7: Implement stall and flushes required prior to switching pipelines.Francisco Jerez2016-01-141-0/+37
| | | | | | | | | | | | | | | | | Switching the current pipeline while it's not completely idle or the read and write caches aren't flushed can lead to corruption. Fixes misrendering of at least the following Khronos CTS test: ES31-CTS.shader_image_load_store.basic-allTargets-store-fs The stall and flushes are no longer required on Gen8+. v2: Emit PIPE_CONTROL with non-zero post-sync op before the write cache flush on SNB due to hardware bug. (Ken) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93323 Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen8+: Invalidate color calc state when switching to the GPGPU pipeline.Francisco Jerez2016-01-141-0/+20
| | | | | | | | | | | This hardware bug can cause a hang on context restore while the current pipeline is set to GPGPU (BDWGFX HSD 1909593). In addition to clearing the valid bit, mark the CC state as dirty to make sure that the CC indirect state pointer is re-emitted when we switch back to the 3D pipeline. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Add state bit to trigger re-emission of color calculator state.Francisco Jerez2016-01-143-0/+4
| | | | | | | | | | | | | This will be used on Gen8+ to make sure that the color calculator state pointers are re-emitted when switching back to the 3D pipeline after some GPGPU workload due to a hardware workaround. There are other state bits already defined that could be used to achieve the same effect but they all cause a ton of unrelated state to be re-emitted (e.g. BRW_NEW_STATE_BASE_ADDRESS), so just define a new one, state bits are cheap. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Lower bitfield_extract.Matt Turner2016-01-143-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | The OpenGL specifications for bitfieldExtract() says: The result will be undefined if <offset> or <bits> is negative, or if the sum of <offset> and <bits> is greater than the number of bits used to store the operand. Therefore passing bits=32, offset=0 is legal and defined in GLSL. But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits of the width operand, making them not able to implement the GLSL-specified behavior directly. This commit adds ubfe/ibfe operations from SM5 and a lowering pass for bitfield_extract to to handle the trivial case of <bits> = 32 as bitfieldExtract: bits > 31 ? value : bfe(value, offset, bits) Fixes: ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595 Reviewed-by: Connor Abbott <[email protected]> Tested-by: Marta Lofstedt <[email protected]>
* i965: Remove unused hw_must_use_separate_stencilBen Widawsky2016-01-133-5/+1
| | | | | | | | | | I spotted this while looking for what needs updating in future platforms. I'm too lazy to go through the git logs, but it was probably missed by Jason when all the brw refactoring happened. Signed-off-by: Ben Widawsky <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Drop extra newline from shader compile messages.Matt Turner2016-01-132-2/+2
| | | | | Ilia changed shader-db's run.c to not expect messages to contain a newline in shader-db commit 51bbc8035.
* glsl: Delete the ir_binop_bfm and ir_triop_bfi opcodes.Kenneth Graunke2016-01-134-29/+9
| | | | | | | | | | | | | TGSI doesn't use these - it just translates ir_quadop_bitfield_insert directly. NIR can handle ir_quadop_bitfield_insert as well. These opcodes were only used for i965, and with Jason's recent patches, we can do this lowering in NIR (which also gains us SPIR-V handling). So there's not much point to retaining this GLSL IR lowering code. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* i965/fs: Skip assertion on NaN.Matt Turner2016-01-131-1/+2
| | | | | | | | | A shader in Unreal4 uses the result of divide by zero in its color output, producing NaN and triggering this assertion since NaN is not equal to itself. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93560 Reviewed-by: Iago Toral Quiroga <[email protected]>
* i965/fs: Add debugging to constant combining pass.Matt Turner2016-01-131-1/+20
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>
* meta: remove const qualifier on _mesa_meta_fb_tex_blit_begin()Brian Paul2016-01-132-2/+2
| | | | | | To silence a compiler warning about a const/non-const mismatch. Reviewed-by: Ian Romanick <[email protected]>
* i965/gen9: Don't allow the RGBX formats for texturing/renderingNeil Roberts2016-01-131-0/+28
| | | | | | | | | | | | | | | | | The RGBX surface formats aren't renderable so we internally remap them to RGBA when rendering. They are retained as RGBX when used as textures. However since the previous patch fast clears are disabled for surfaces that use a different format for rendering than for texturing. To avoid this situation we can just pretend not to support RGBX formats at all. This will cause the upper layers of mesa to pick an RGBA format internally instead. This should be safe because we always override the alpha component to 1.0 for RGBX in the texture swizzle anyway. We could also do this for all gens except that it's a bit more difficult when the hardware doesn't support texture swizzling. Gens using the blorp have further problems because that doesn't implement this swizzle override. Reviewed-by: Anuj Phogat <[email protected]>
* i965: Mark TCS URB writes as having side effects.Kenneth Graunke2016-01-121-0/+1
| | | | | | | | | | | | | | | This adds barrier dependencies around TCS_OPCODE_URB_WRITE, preventing reads and writes from being incorrectly scheduled. Fixes rendering in GFXBench 4.0's tessellation demo. For some reason, we haven't ever listed URB writes as having side-effects. This hasn't been a problem because in most stages, we never read from the URB, and only write to each location once. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93526 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* meta: Unconditionally set GL_SKIP_DECODE_EXTIan Romanick2016-01-112-11/+4
| | | | | | | | | | | | 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]>
* meta: Only bind the sampler in one placeIan Romanick2016-01-112-8/+4
| | | | | | | | | | | 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]>
* meta/decompress: Don't pollute the sampler object namespaceIan Romanick2016-01-111-7/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* meta/decompress: Save and restore the sampler using gl_sampler_object ↵Ian Romanick2016-01-111-4/+5
| | | | | | | | | | | | 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]>
* meta/decompress: Track sampler using gl_sampler_object instead of GL API ↵Ian Romanick2016-01-112-12/+12
| | | | | | | object handle Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* meta/decompress: Use internal functions for sampler object accessIan Romanick2016-01-111-4/+9
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* meta/generate_mipmap: Don't pollute the sampler object namespaceIan Romanick2016-01-111-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* meta/generate_mipmap: Save and restore the sampler using gl_sampler_object ↵Ian Romanick2016-01-111-4/+5
| | | | | | | | | | | | 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]>
* meta/generate_mipmap: Track sampler using gl_sampler_object instead of GL ↵Ian Romanick2016-01-112-14/+17
| | | | | | | API object handle Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* meta/generate_mipmap: Use internal functions for sampler object accessIan Romanick2016-01-111-9/+11
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* meta/blit: Don't pollute the sampler object namespace in ↵Ian Romanick2016-01-111-7/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | _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]>
* meta/blit: Save and restore the sampler using gl_sampler_object instead of ↵Ian Romanick2016-01-112-5/+15
| | | | | | | | | | | | | | | | 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]>
* meta/blit: Use internal functions for sampler object accessIan Romanick2016-01-113-19/+25
| | | | | | | | 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]>
* meta/blit: Group the SamplerParameteri calls with the other sampler operationsIan Romanick2016-01-111-4/+4
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>