| Commit message (Collapse) | Author | Age | Files | Lines |
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From Chapter 5 'Shared Objects and Multiple Contexts' of
the OpenGL 4.5 spec:
"Objects which contain references to other objects include
framebuffer, program pipeline, query, transform feedback,
and vertex array objects. Such objects are called container
objects and are not shared"
For we leave locking in place for framebuffer objects because
the EXT fbo extension allowed sharing.
V2: (Timothy Arceri)
- rebased and dropped changes to framebuffer objects
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This is unused.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is confusing because is only applys to GL_ARB_vertex/fragment_program,
and because of that its also not very useful.
If someone requires this for debugging they can just make an ad-hoc
code change.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will allow us to tell if a shader really has been compiled or
if the shader cache has just seen it before.
Acked-by: Marek Olšák <[email protected]>
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The scenario is:
glShaderSource
glCompileShader <-- deferred due to cache hit of shader
glShaderSource <-- with new source code
glAttachShader
glLinkProgram <-- no cache hit for program
At this point we need to compile the original source when we
fallback.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes regressions from c505d6d852220f4aaaee161465dd2c579647e672.
Switching from using gl_shader_program to gl_program for the pipline
objects CurrentProgram array meant we were freeing gl_shader_programs
immediately after glDeleteProgram was called, but the spec states
the program should only get deleted once it is no longer in use.
To work around this we add a new ReferencedPrograms array to track
gl_shader_programs in use.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used to skip checking the cache and force a recompile.
Reviewed-by: Anuj Phogat <[email protected]>
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For the on-disk shader cache we want to be able to differentiate
between a program that was linked and one that was loaded from cache.
V2:
- don't return the new enum directly to the application when queried,
instead return GL_TRUE or GL_FALSE as required. Fixes google-chrome
corruptions when using cache.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The variable replacement was unused when building w/o
ENABLE_SHADER_CACHE. Since we can mix variable declarations and code,
move it to where its used.
Fixes: 9f8dc3bf03e "utils: build sha1/disk cache only with
Android/Autoconf"
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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There are some line wrapping violations here but those lines will get
deleted in the following patch.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This makes much more sense and should be more performant in some
critical paths such as SSO validation which is called at draw time.
Previously the CurrentProgram array could have contained multiple
pointers to the same struct which was confusing and we would often
need to fish out the information we were really after from the
gl_program anyway.
Also it was error prone to depend on the _LinkedShader array for
programs in current use because a failed linking attempt will lose
the infomation about the current program in use which is still
valid.
V2: fix validate_io() to compare linked_stages rather than the
consumer and producer to decide if we are looking at inward
facing shader interfaces which don't need validation.
Acked-by: Edward O'Callaghan <[email protected]>
To avoid build regressions the following 2 patches were squashed in to
this commit:
mesa/meta: rewrite _mesa_shader_program_use() and _mesa_program_use()
These are rewritten to do what the function name suggests, that is
_mesa_shader_program_use() sets the use of all stage and
_mesa_program_use() sets the use of a single stage.
Reviewed-by: Lionel Landwerlin <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
mesa: update active relinked program
This likely fixes a subroutine bug were
_mesa_shader_program_init_subroutine_defaults() would never have been
called for the relinked program as we previously just set
_NEW_PROGRAM as dirty and never called the _mesa_use* functions when
linking.
Acked-by: Edward O'Callaghan <[email protected]>
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Also move out of the shared gl_shader_info.
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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We only need to set it when linking was successful and the program
being linked is currently active.
The programs_in_use mask is just used as a flag for now but in
a future change we will use it to update the CurrentProgram array.
V2: make sure to flush vertices before linking (suggested by Marek)
Reviewed-by: Marek Olšák <[email protected]>
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A later patch will result in SSO programs calling this helper
per gl_program rather than per gl_shader_program.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This change also removes the now duplicate NumImages field.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Making this point to a gl_program struct rather than a gl_shader_program
struct will allow use to later also make the CurrentProgram array hold
gl_program structs which in turn will allow for code simpilifcation.
Reviewed-by: Eric Anholt <[email protected]>
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This will be used in api_validate.c in a following patch when we
switch to using gl_program pointers for the pipelines CurrentProgram
array.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This is mostly just used during linking however the st uses it
when updating textures.
In order to store gl_program in the CurrentProgram array
rather than gl_shader_program we need to move this field to
the shared gl_shader_program_data struct.
Reviewed-by: Nicolai Hähnle <[email protected]>
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for debugging
v2: wrap all checksums in #ifdef DEBUG
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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In case we have empty log (""), we should return 0. This fixes
Khronos WebGL conformance test 'program-infolog'.
From OpenGL ES 3.1 (and OpenGL 4.5 Core) spec:
"If pname is INFO_LOG_LENGTH , the length of the info log, including
a null terminator, is returned. If there is no info log, zero is
returned."
v2: apply same fix for get_shaderiv and _mesa_GetProgramPipelineiv (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97321
Cc: "13.0" <[email protected]>
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GNU/Hurd does not define PATH_MAX since it doesn't have such arbitrary
limitation, so this failed to compile. Apparently glibc does not
enforce PATH_MAX restrictions anyway, so it's kind of a hoax:
https://www.gnu.org/software/libc/manual/html_node/Limits-for-Files.html
MSVC uses a different name (_MAX_PATH) as well, which is annoying.
We don't really need it. We can simply asprintf() the filenames.
If the filename exceeds an OS path limit, presumably fopen() will
fail, and we already check that. (We actually use ralloc_asprintf
because Mesa provides that everywhere, and it doesn't look like we've
provided an implementation of GNU's asprintf() for all platforms.)
Fixes the build on GNU/Hurd.
Cc: "13.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98632
Signed-off-by: Samuel Thibault <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <[email protected]>
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We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <[email protected]>
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This temporary helper is no longer needed now that we have finished
refactoring common shader metadata.
Reviewed-by: Jason Ekstrand <[email protected]>
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_mesa_copy_linked_program_data()
Reviewed-by: Jason Ekstrand <[email protected]>
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Note we access shader_info from the program struct rather than the
nir_shader pointer because shader cache won't create a nir_shader.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.
We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()
Reviewed-by: Jason Ekstrand <[email protected]>
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