| Commit message (Collapse) | Author | Age | Files | Lines |
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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]>
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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]>
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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]>
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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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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]>
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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]>
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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]>
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brw_compile_tcs() is expected to return 'const unsigned *', so the compiler
complains.
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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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]>
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Extends commit 6531ccb70 to silence the warning in release builds as
well.
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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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]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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Ilia changed shader-db's run.c to not expect messages to contain a
newline in shader-db commit 51bbc8035.
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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]>
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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]>
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Reviewed-by: Iago Toral Quiroga <[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 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]>
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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]>
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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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GL API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
v2: Add a comment explaining why samp_obj_save is set to NULL in
_mesa_meta_fb_tex_blit_begin. This came out of review feedback from
Jason.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This requires tracking the sampler object using the gl_sampler_object*
instead of the object name.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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