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* mesa: split extensions overrides and glGetString(GL_EXTENSIONS)Emil Velikov2017-11-168-0/+8
| | | | | | | | | | | | | Currently we apply the extension overrides and construct the extensions string upon MakeCurrent. They are two distinct things, so let's slit the two while pushing the overrides management _before_ _mesa_compute_version(). This ensures that the version is updated to reflect the enabled/disabled extensions. Cc: Jordan Justen <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* i965: remove ARB_compute_shader extension overrideEmil Velikov2017-11-161-2/+1
| | | | | | | | | | | | Checking the override was useful in the early stages of developing the extension. Now that everything is wired, where possible, we can drop the check. Doing so allows us to simplify some of the related code. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: use _mesa_is_desktop_gl helperEmil Velikov2017-11-161-1/+1
| | | | | | | Use the helper over opencoding the check. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* i965: Implement another VF cache invalidate workaround on Gen8+.Kenneth Graunke2017-11-161-8/+33
| | | | | | | | | | | | ...and provide a better citation for the existing one. v2: - Apply the workaround to Gen8 too, as intended (caught by Topi). - Restructure to add bits instead of an extra flush (based on a similar patch by Rafael Antognolli). Cc: [email protected] Reviewed-by: Rafael Antognolli <[email protected]>
* i965: Drop some reserved space remnants.Kenneth Graunke2017-11-152-4/+1
| | | | | | BATCH_RESERVED was deleted in commit 2c46a67b4138631217 (i965: Delete BATCH_RESERVED handling.) The reserved_space field is dead code, and the comments aren't useful these days.
* i965: Fold ABO state upload code into the SSBO/UBO state upload code.Kenneth Graunke2017-11-1510-189/+16
| | | | | | | | | | | Having this separate could potentially make programs that rebind atomics but no other surfaces ever so slightly faster. But it's a tiny amount of code to add to the existing UBO/SSBO atom, and very related. The extra atoms have a cost on every draw call, and so dropping some of them would be nice. This also reclaims a dirty bit. Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Use nir_lower_atomics_to_ssbos and delete ABO compiler code.Kenneth Graunke2017-11-153-11/+8
| | | | | | | | | | | | We use the same hardware mechanism for both atomic counters and SSBO atomics, so there's really no benefit to maintaining separate code to handle each case. Instead, we can just use Rob's shiny new NIR pass to convert atomic_uints to SSBOs, and delete piles of code. The ssbo_start section of the binding table becomes a combined ABO and SSBO section, with ABOs first, then SSBOs. Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Make a better helper function for UBO/SSBO/ABO surface handling.Kenneth Graunke2017-11-153-94/+37
| | | | | | | | | This fixes the missing AutomaticSize handling in the ABO code, removes a bunch of duplicated code, and drops an extra layer of wrapping around brw_emit_buffer_surface_state(). Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Make use of brw_load_register_imm32() helper functionAnuj Phogat2017-11-145-40/+19
| | | | | Signed-off-by: Anuj Phogat <[email protected]> Cc: Nanley Chery <[email protected]>
* i965/gen8+: Fix the number of dwords programmed in MI_FLUSH_DWAnuj Phogat2017-11-142-5/+19
| | | | | | | Number of dwords in MI_FLUSH_DW changed from 4 to 5 in gen8+. Signed-off-by: Anuj Phogat <[email protected]> Cc: <[email protected]>
* i965: Program DWord Length in MI_FLUSH_DWAnuj Phogat2017-11-142-2/+2
| | | | | Signed-off-by: Anuj Phogat <[email protected]> Cc: <[email protected]>
* i965: implement (un)mapImageJulien Isorce2017-11-141-2/+63
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Already implemented for Gallium drivers. Useful for gbm_bo_(un)map. Tests: By porting wayland/weston/clients/simple-dmabuf-drm.c to GBM. kmscube --mode=rgba kmscube --mode=nv12-1img kmscube --mode=nv12-2img piglit ext_image_dma_buf_import-refcount -auto piglit ext_image_dma_buf_import-transcode-nv12-as-r8-gr88 -auto piglit ext_image_dma_buf_import-sample_rgb -fmt=XR24 -alpha-one -auto piglit ext_image_dma_buf_import-sample_rgb -fmt=AR24 -auto piglit ext_image_dma_buf_import-sample_yuv -fmt=NV12 -auto piglit ext_image_dma_buf_import-sample_yuv -fmt=YU12 -auto piglit ext_image_dma_buf_import-sample_yuv -fmt=YV12 -auto v2: add early return if (flag & MAP_INTERNAL_MASK) v3: take input rect into account and test with kmscube and piglit. v4: handle wraparound and bo reference. v5: indent, exclude 0 width and height on the boundary, map bo independently of the image. Signed-off-by: Julien Isorce <[email protected]> Reviewed-by: Chris Wilson <[email protected]>
* i965: Track the depth and render caches separatelyJason Ekstrand2017-11-135-22/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we just had one hash set for tracking depth and render caches called brw_context::render_cache. This is less than ideal because the depth and render caches are separate and we can't track moves between the depth and the render caches. This limitation led to some unnecessary flushing around the depth cache. There are cases (mostly with BLORP) where we can end up touching a depth or stencil buffer through the render cache. To guard against this, blorp would unconditionally do a render_cache_set_check_flush on it's destination which meant that if you did any rendering (including a BLORP operation) to a given surface and then used it as a blorp destination, you would end up flushing it out of the render cache before rendering into it. Things get worse when you dig into the depth/stencil state code for regular GL draw calls. Because we may end up rendering to a depth or stencil buffer via BLORP, we did a render_cache_set_check_flush on all depth and stencil buffers in brw_emit_depthbuffer to ensure that they got flushed out of the render cache prior to using them for depth or stencil testing. However, because we also need to track dirtiness for depth and stencil so that we can implement depth and stencil texturing correctly, we were adding all depth and stencil buffers to the render cache set in brw_postdraw_set_buffers_need_resolve. This meant that, if anything caused 3DSTATE_DEPTH_BUFFER to get re-emitted (currently _NEW_BUFFERS, BRW_NEW_BATCH, and BRW_NEW_BLORP), we would almost always do a full pipeline stall and render/depth cache flush. The root cause of both of these problems is that we can't tell the difference between the render and depth caches in our tracking. This commit splits our cache tracking into two sets, one for render and one for depth, and properly handles transitioning between the two. We still flush all the caches whenever anything needs to be flushed. The idea is that if we're going to take the hit of a flush and stall, we may as well flush everything in the hopes that we can avoid a flush by something else later. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/blorp: Add more destination flushingJason Ekstrand2017-11-131-1/+6
| | | | | | | | | Right now we just always flush the destination for render and aren't particularly careful about depth or stencil. Soon, flush_for_render isn't going to do the same thing as flush_for_depth and we may be doing a good deal less depth flushing so we should be a bit more precise. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Add more precise cache tracking helpersJason Ekstrand2017-11-136-13/+49
| | | | | | | | In theory, this will let us track the depth and render caches separately. Right now, they're just wrappers around brw_render_cache_set_* Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Add stencil buffers to cache set regardless of stencil texturingJason Ekstrand2017-11-131-3/+1
| | | | | | | | We may access them as a texture using blorp regardless of whether or not stencil texturing is enabled. Reviewed-by: Kenneth Graunke <[email protected]> Cc: [email protected]
* i965: Switch over to fully external-or-not MOCS schemeJason Ekstrand2017-11-133-29/+11
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Use PTE MOCS for all external buffersJason Ekstrand2017-11-132-10/+18
| | | | | | | | | | | | | We were already using PTE for all render targets in case one happened to get scanned out. However, this still wasn't 100% correct because there are still possibly cases where we may want to texture from an external buffer even though we don't know the caching mode. This can happen, for instance, on buffers imported from another GPU via prime. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101691 Cc: "17.3" <[email protected]> Tested-by: Lyude Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* intel/blorp: Make the MOCS setting part of blorp_addressJason Ekstrand2017-11-132-15/+26
| | | | | | | | This makes our MOCS settings significantly more flexible. Cc: "17.3" <[email protected]> Tested-by: Lyude Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen10: Use the correct form of | for the RCPFE workaroundJason Ekstrand2017-11-101-2/+2
| | | | | | | | Found by inspection Fixes: d3d0fe4572f62474b86ef3a68405046c68b54062 Reviewed-by: Rafael Antognolli <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* i965: Make L3 configuration atom listen for TCS/TES program updates.Kenneth Graunke2017-11-101-0/+2
| | | | | | | | | | The L3 configuration code already considers the TCS and TES programs, but failed to listen for TCS/TES program changes. This was somehow missing. Fixes: e9644cb1f96ccf7e ("i965: Consider tessellation in get_pipeline_state_l3_weights.") Reviewed-by: Francisco Jerez <[email protected]>
* meson: add support for xlib glxDylan Baker2017-11-101-0/+39
| | | | | | | | | | There is a bunch of churn in the main meson.build so that we can correctly set the auto tristate of GLX. In particular, don't build xlib-based glx when dri and gallium are disabled but vulkan is enabled, in that case just turn glx off. Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: enable ARB_texture_buffer_* extensions in the Compatibility profileMarek Olšák2017-11-091-3/+5
| | | | | | | | | | | | | | We already have piglit tests testing alpha, luminance, and intensity formats. They were skipped by piglit until now. Additionally, I'm enabling one ARB_texture_buffer_range piglit test to run with the compat profile. i965 behavior is unchanged except that it doesn't expose TBOs in the Compat profile. Not sure how that affects the GL version override. Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: s/GLint/gl_buffer_index/ for _ColorDrawBufferIndexesBrian Paul2017-11-091-1/+1
| | | | | | | Also fix local variable declarations and replace -1 with BUFFER_NONE. No Piglit changes. Reviewed-by: Charmaine Lee <[email protected]>
* i965: Pretend there are 4 subslices for compute shader threads on Gen9+.Kenneth Graunke2017-11-091-1/+13
| | | | | | | | | | | | | | | Similar to what we did for pixel shader threads - see gen_device_info.c. We don't want to bump the actual Maximum Number of Threads though, so we adjust it here. For pixel shaders, we don't use max_wm_threads, so we could just bump it globally. Supposedly fixes Piglit tests: arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec3-int64_t arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec4-int64_t arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-u64vec4-uint64_t Reviewed-by: Jordan Justen <[email protected]>
* i965: expose SRGB visuals and turn on EGL_KHR_gl_colorspaceTapani Pälli2017-11-093-7/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | Patch exposes sRGB visuals and adds DRI integer query support for __DRI2_RENDERER_HAS_FRAMEBUFFER_SRGB. Further changes make sure that we mark if the app explicitly wanted sRGB and for these framebuffers we don't turn sRGB off in intel_gles3_srgb_workaround. This way we keep compatibility for existing applications relying on default sRGB and ony add more visual support. With this change, following dEQP tests start to pass: dEQP-EGL.functional.wide_color.window_8888_colorspace_srgb dEQP-EGL.functional.wide_color.pbuffer_8888_colorspace_srgb v2: some code cleanup (Emil Velikov) update num_formats correctly (reported by [email protected]) v3: cleanup, remove redundant is_srgb rename explicit_srgb as 'need_srgb' to follow style better Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Emil Velikov <[email protected]> (v2) Reviewed-by: Kenneth Graunke <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102264 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102354 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102503
* i965: properly initialize brw->cs.base.stage to MESA_SHADER_COMPUTEKenneth Graunke2017-11-081-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | This has a bit of a surprising effect: For the render pipeline, the upload_sampler_state_table atom emits 3DSTATE_BINDING_TABLE_POINTERS_XS. It tries to avoid this for compute: if (GEN_GEN >= 7 && stage_state->stage != MESA_SHADER_COMPUTE) { /* Emit a 3DSTATE_SAMPLER_STATE_POINTERS_XS packet. */ genX(emit_sampler_state_pointers_xs)(brw, stage_state); } ... However, we were failing to initialize brw->cs.base.stage, so it was left as 0 (MESA_SHADER_VERTEX), causing this condition to break. We then emitted 3DSTATE_SAMPLER_STATE_POINTERS_VS in GPGPU mode, when trying to upload CS samplers. Nothing good can come of this. Found by inspection while debugging a GPU hang. Jordan believes this helps the Deus Ex: Mankind Divided benchmark mode's stability when running with shader cache. Cc: [email protected] Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* intel/nir: Break the linking code into a helper in brw_nir.cJason Ekstrand2017-11-081-34/+4
| | | | | Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com> Cc: [email protected]
* intel/cs: Push subgroup ID instead of base thread IDJason Ekstrand2017-11-071-3/+3
| | | | | | | | | | We're going to want subgroup ID for SPIR-V subgroups eventually anyway. We really only want to push one and calculate the other from it. It makes a bit more sense to push the subgroup ID because it's simpler to calculate and because it's a real API thing. The only advantage to pushing the base thread ID is to avoid a single SHL in the shader. Reviewed-by: Iago Toral Quiroga <[email protected]>
* meson: standardize .so version to major.minor.patchEric Engestrom2017-11-071-1/+1
| | | | | | | | | | | | | | This `version` field defines the filename for the .so. The plan .so as well as .so.$major are always symlinks to this. Unless I'm mistaken, only the major is ever used, so this shouldn't matter, but for consistency with autotools (and in case it does matter), let's always have all 3 major.minor.patch components. (The soname isn't affected, and is always .so.$major) Signed-off-by: Eric Engestrom <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* i965: disable NIR linking on HSW and belowTimothy Arceri2017-11-071-1/+4
| | | | | | | Fixes: 379b24a40d3d "i965: make use of nir linking" Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103537 Reviewed-by: Iago Toral Quiroga <[email protected]>
* i965: Enable flush controlNeil Roberts2017-11-062-1/+21
| | | | | | | | Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* dri: Add a flush control extensionNeil Roberts2017-11-062-2/+21
| | | | | | | | | | 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]>
* dri: Change __DriverApiRec::CreateContext to take a struct for attribsNeil Roberts2017-11-0612-103/+128
| | | | | | | | | | | | | | | | | | | | 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]>
* intel: Don't flush the old context in intelMakeCurrentNeil Roberts2017-11-062-18/+0
| | | | | | | | | | | | | | | | | | | It shouldn't be necessary to flush the context within the driver implementation because the old context is explicitly flushed in _mesa_make_current which is called a little further on. It is useful to only have a single place that flushes when switching contexts to make it easier to later implement the GL_KHR_context_flush_control extension. The flush in intelMakeCurrent was added in commit 5505865 to implement the GLX semantics that the context should be flushed when it is released. When the commit was made there was no flush in _mesa_make_current because it was only added later in 93102b4c. I think that later commit effectively makes the first commit redundant. Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* i965/gen10: Implement Wa3DStateModeAnuj Phogat2017-11-032-0/+16
| | | | | | | | | | | | | | This workaround doesn't fix any of the piglit hangs we've seen on CNL. But it might be fixing something we haven't tested yet. V2: Remove the bits enabling Float blend optimization. It is enabled through CACHE_MODE_SS register. Update the comment. Move gen10 if block on top of gen9 if block. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Rafael Antognolli <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* i965/gen10: Enable float blend optimizationAnuj Phogat2017-11-032-0/+9
| | | | | | | | | This optimization is enabled for previous generations too. See Mesa commit c17e214a6b On CNL this bit has been moved to CACHE_MODE_SS register. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* i965/gen10: Implement WaForceRCPFEHangWorkaroundAnuj Phogat2017-11-031-0/+23
| | | | | | | | | | | | | This workaround doesn't fix any of the piglit hangs we've seen on CNL. But it might be fixing something we haven't tested yet. V2: Add the check for Post Sync Operation. Update the workaround comment. Use braces around if-else. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Rafael Antognolli <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* i965/gen10: Implement WaSampleOffsetIZ workaroundAnuj Phogat2017-11-032-0/+50
| | | | | | | | | | | | | | | | | | | | | | | There are few other (duplicate) workarounds which have similar recommendations: WaFlushHangWhenNonPipelineStateAndMarkerStalled WaCSStallBefore3DSamplePattern WaPipeControlBefore3DStateSamplePattern WaPipeControlBefore3DStateSamplePattern has some extra recommendations if driver is using mid batch context restore. Ignoring it for now because We're not doing mid-batch context restore in Mesa. This workaround doesn't fix any of the piglit hangs we've seen on CNL. But it might be fixing something we haven't tested yet. V2: Use brw_load_register_imm32() to program CACHE_MODE_0. Get rid of brw_flush_gpu_caches(). V3: Make the workaround helper functions static. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Rafael Antognolli <[email protected]> Reviewed-by :Nanley Chery <[email protected]>
* i965/gen10: Don't set Antialiasing Enable in 3DSTATE_RASTER if num_samples > 1Anuj Phogat2017-11-031-0/+10
| | | | | Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen10: Don't set Smooth Point Enable in 3DSTATE_SF if num_samples > 1Anuj Phogat2017-11-031-1/+12
| | | | | Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: perf: list registers to program for queriesLionel Landwerlin2017-11-032-0/+66
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: perf: factorize code for availabilityLionel Landwerlin2017-11-031-12/+16
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: perf: make revision variable availableLionel Landwerlin2017-11-035-8/+10
| | | | | | | This will be used in the next commit to build up register programming. Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Initialize disk shader cache if MESA_GLSL_CACHE_DISABLE is falseJordan Justen2017-10-313-0/+31
| | | | | | | | | | | | | | | | | | | | | | | | | | | (Apologies for the double negative.) For now, the shader cache is disabled by default on i965 to allow us to verify its stability. In other words, to enable the shader cache on i965, set MESA_GLSL_CACHE_DISABLE to false or 0. If the variable is unset, then the shader cache will be disabled. We use the build-id of i965_dri.so for the timestamp, and the pci device id for the device name. v2: * Simplify code by forcing link to include build id sha. (Matt) v3: * Don't use a for loop with snprintf for bin to hex. (Matt) * Assume fixed length render and timestamp string to further simplify code. Cc: Matt Turner <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* dri drivers: Always add the sha1 build-idJordan Justen2017-10-314-1/+4
| | | | | | | | | | | v4: * Add Android build changes. (Emil) Cc: Dylan Baker <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Dylan Baker <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Initialize sha1 hash of dri config optionsJordan Justen2017-10-311-0/+4
| | | | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Don't link when the program was found in the disk cacheJordan Justen2017-10-311-0/+3
| | | | | | Signed-off-by: Jordan Justen <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: add cache fallback support using serialized nirJordan Justen2017-10-311-1/+26
| | | | | | | | | | | | | | | | If the i965 gen program cannot be loaded from the cache, then we fallback to using a serialized nir program. This is based on "i965: add cache fallback support" by Timothy Arceri <[email protected]>. Tim's version was written to fallback to compiling from source, and therefore had to be much more complex. After Connor and Jason implemented nir serialization, I was able to rewrite and greatly simplify this patch. Signed-off-by: Jordan Justen <[email protected]> Acked-by: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: add support for cached shaders with xfb qualifiersTimothy Arceri2017-10-311-0/+8
| | | | | | | | | | For now this disables the shader cache when transform feedback is enabled via the GL API as we don't currently allow for it when generating the sha for the shader. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>