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* st/mesa: call glthread_destroy() before _vbo_DestroyContext()Timothy Arceri2017-03-171-2/+0
| | | | | | | | | Otherwise we have a race condition between vbo calls in the glthread and the _vbo_DestroyContext() call. This fixes a bunch of piglit crashes. Reviewed-by: Marek Olšák <[email protected]>
* mesa: fix glthread marshal build issues on platforms without PTHREADTimothy Arceri2017-03-163-29/+64
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* mesa: fix glthread build issues on platforms without PTHREADTimothy Arceri2017-03-161-1/+1
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* mesa/glthread: restore the dispatch table when incompatible gl calls are ↵Gregory Hainaut2017-03-162-0/+13
| | | | | | | | | | | | | | | | | | | detected While a context only has a single glthread, the context itself can be attached to several threads. Therefore the dispatch table must be updated in all threads before the destruction of glthread. In others words, glthread can only be destroyed safely when the context is deleted. Fixes remaining crashes in the glx-multithread-makecurrent* tests. V2: (Timothy Arceri) updated gl_API.dtd marshal_fail description. Signed-off-by: Gregory Hainaut <[email protected]> Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa/glthread: don't set a dispatch table if we aren't the ownerGregory Hainaut2017-03-161-3/+10
| | | | | | | | | | Fix crashes when glxMakeCurrent is called. Signed-off-by: Gregory Hainaut <[email protected]> Signed-off-by: Marek Olšák <[email protected]> Acked-by: Timothy Arceri <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Track the current vertex/element array buffers for glthread.Eric Anholt2017-03-163-0/+172
| | | | | | | | | | | | We want to support glthread on GLES contexts with reasonable apps, and on desktop for apps that use VBOs but haven't completely moved to core GL. To do so, we have to deal with the "the user may or may not pass user pointers to draw calls" problem. Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Statically allocate glthread command buffer in the batch struct.Eric Anholt2017-03-162-7/+6
| | | | | | | | | | | This avoids an extra pointer dereference in the marshalling functions, which, with the instruction count doing in the low 30s, could actually matter for main-thread performance. Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Custom thread marshalling for Flush.Paul Berry2017-03-162-0/+41
| | | | | | | Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Custom thread marshalling for ShaderSource.Paul Berry2017-03-162-0/+133
| | | | | | | Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Connect the generated GL command marshalling code to the build.Eric Anholt2017-03-161-0/+15
| | | | | | | | | | | | v2: Rebase on the Begin/End changes, and just disable this feature on non-GL-core. v3: (Timothy Arceri) enable for non-GL-core contexts. Remove unrelated safe_mul() hunk. while loop style fix. Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* Revert "mesa: make _mesa_alloc_dispatch_table() static"Marek Olšák2017-03-162-5/+9
| | | | | | | | | | | This reverts commit 4009d22b61e76850b1b725f4e491da05c2406fa4. glthread needs it. Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Create pointers for multithread marshalling dispatch table.Paul Berry2017-03-166-23/+58
| | | | | | | | | | | | | | This patch splits the context's CurrentDispatch pointer into two pointers, CurrentClientDispatch, and CurrentServerDispatch, so that when doing multithread marshalling, we can distinguish between the dispatch table that's being used by the client (to serialize GL calls into the marshal buffer) and the dispatch table that's being used by the server (to execute the GL calls). Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Add infrastructure for a worker thread to process GL commands.Eric Anholt2017-03-165-0/+475
| | | | | | | | | | | | | | | v2: Keep an allocated buffer around instead of checking for one at the start of every GL command. Inline the now-small space allocation function. v3: Remove duplicate !glthread->shutdown check, process remaining work before shutdown. v4: Fix leaks on destroy. V5: (Timothy Arceri) fix order of source files in makefile Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* glapi: Generate GL API marshalling code from the XML.Paul Berry2017-03-161-0/+2
| | | | | | | | | | | | | | This is not yet used in the build, just generated. v2: Add missing build dependencies. v3: Avoid mixing declarations and code, remove logic for avoiding emitting code that the compiler's optimizer can deal with anyway. v4: (Timothy Arceri) move safe_mul() genereation here from a later patch. Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa: Add SetBackgroundContext to dd_function_tablePaul Berry2017-03-161-0/+18
| | | | | | | Acked-by: Timothy Arceri <[email protected]> Acked-by: Marek Olšák <[email protected]> Tested-by: Dieter Nützel <[email protected]> Tested-by: Mike Lothian <[email protected]>
* mesa/glsl: introduce new gl_compile_status enumTimothy Arceri2017-03-123-5/+17
| | | | | | | 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]>
* mesa: remove shebang from python scriptsEmil Velikov2017-03-105-5/+0
| | | | | | | Analogous to earlier commit(s). Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* mesa: remove execute bit from main/format_parser.pyEmil Velikov2017-03-101-0/+0
| | | | | | | Analogous to earlier commit(s). Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* mesa/main: make use of lookup_samplerobj_locked()Samuel Pitoiset2017-03-091-11/+1
| | | | | | | | There is no need to check sampler == 0 twice. This removes now unused _mesa_lookup_samplerobj_locked(). Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa/main: inline {begin,end}_samplerobj_lookups()Samuel Pitoiset2017-03-091-16/+2
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa/main: remove unused _mesa_new_texture_image()Samuel Pitoiset2017-03-092-20/+0
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]>
* getteximage: fix _mesa_GetTextureSubImage()Samuel Pitoiset2017-03-061-1/+1
| | | | | | | | | Oops. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100088 Fixes: 5ae54c0cf7 ("getteximage: avoid to lookup textures with id 0") Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa/main: remove useless check in _mesa_IsSampler()Samuel Pitoiset2017-03-061-7/+1
| | | | | | | | | _mesa_lookup_samplerobj() returns NULL if sampler is 0. v2: use _mesa_lookup...(...) != NULL Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* getteximage: avoid to lookup textures with id 0Samuel Pitoiset2017-03-061-3/+7
| | | | | | | | | | This fixes the following assertion when the key is 0. main/hash.c:181: _mesa_HashLookup_unlocked: Assertion `key' failed. Fixes: 633c959fae ("getteximage: Return correct error value when texure object is not found") Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa/main: *TextureSubImage* generates INVALID_OPERATION on wrong targetAlejandro Piñeiro2017-03-031-3/+3
| | | | | | | | | | | | | | | | | | | | | | | Equivalent *TexSubImage* methods generates INVALID_ENUM. From OpenGL 4.5 spec, section 8.6 Alternate Texture Image Specification Commands: "An INVALID_ENUM error is generated by *TexSubImage* if target does not match the command, as shown in table 8.15." And: "An INVALID_OPERATION error is generated by *TextureSubImage* if the effective target of texture does not match the command, as shown in table 8.15." Fixes: GL45-CTS.direct_state_access.textures_copy_errors v2: slightly change commit summary (Samuel) Reviewed-by: Samuel Pitoiset <[email protected]>
* mesa: Avoid read of uninitialized variableRobert Foss2017-03-021-1/+1
| | | | | | | | | | | | | | | | The is_color_attachement variable is later read when handling two separate error cases, where only one of the cases results in the variable being initialized. This can be avoided by giving the variable a safe default value. Coverity-Id: 1398631 Cc: [email protected] Signed-off-by: Robert Foss <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* mesa: Use _mesa_has_OES_geometry_shader() when validating drawsTomasz Figa2017-03-021-1/+2
| | | | | | | | | | | | | | | | | | | | | | | In validate_DrawElements_common() we need to check for OES_geometry_shader extension to determine if we should fail if transform feedback is unpaused. However current code reads ctx->Extensions.OES_geometry_shader directly, which does not take context version into account. This means that if the context is GLES 3.0, which makes the OES_geometry_shader inapplicable, we would not validate the draw properly. To fix it, let's replace the check with a call to _mesa_has_OES_geometry_shader(). Fixes following dEQP tests on i965 with a GLES 3.0 context: dEQP-GLES3.functional.negative_api.vertex_array#draw_elements dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_incomplete_primitive dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_instanced dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_instanced_incomplete_primitive dEQP-GLES3.functional.negative_api.vertex_array#draw_range_elements dEQP-GLES3.functional.negative_api.vertex_array#draw_range_elements_incomplete_primitive Signed-off-by: Tomasz Figa <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* mesa: Fix performance query id checkRobert Bragg2017-03-011-2/+6
| | | | | | | | | | | | | | | | | | | | The queryid_valid() function asserts that an ID given by an application isn't zero since the spec explicitly reserves an ID of zero as invalid. The implementation was written as if the ID was a signed integer and based on the assumption that queryid_to_index() is simply subtracting one from the ID. It was broken because in fact the ID was stored in an unsigned int and testing for an index >= 0 would always succeed. This adds a spec quote to clarify why zero is considered invalid and checks for zero before even passing the ID to queryid_to_index() for then checking the upper bound. This is a v2 of a patch originally posted by Juha-Pekka (thanks) Cc: Juha-Pekka Heikkila <[email protected]> Signed-off-by: Robert Bragg <[email protected]> Reviewed-by: Plamena Manolova <[email protected]>
* mesa/main: refactor sampler parameter error codepathSamuel Pitoiset2017-02-271-87/+52
| | | | | | | | | This is similar to what we do in the texture error codepath. While we are at it, update the specification comment with latest GL 4.5 spec. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* glsl: use is_sampler() anywhere it's possibleSamuel Pitoiset2017-02-271-1/+1
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use is_image() anywhere it's possibleSamuel Pitoiset2017-02-271-1/+1
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* main/performance_query: s/GLboolean/bool/Robert Bragg2017-02-241-4/+4
| | | | | | | | | Ideally would have caught these when adding the interface but this just switches a few return types for the INTEL_performance_query backend interface to bool instead of GLboolean. Signed-off-by: Robert Bragg <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* mesa: Model INTEL perf query backend after query obj BERobert Bragg2017-02-224-402/+301
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of using the same backend interface as AMD_performance_monitor this defines a dedicated INTEL_performance_query interface that is modelled more on the ARB_query_buffer_object interface (considering the similarity of the extensions) with the addition of vfuncs for initializing and enumerating query and counter info. Compared to the previous backend, some notable differences are: - The backend is free to represent counters using whatever data structures are optimal/convenient since queries and counters are enumerated via an iterator api instead of declaring them using structures directly shared with the frontend. This is also done to help us support the full range of data and semantic types available with INTEL_performance_query which is awkward while using a structure shared with the AMD_performance_monitor backend since neither extension's types are a subset of the other. - The backend must support waiting for a query instead of the frontend simply using glFinish(). - Objects go through 'Active' and 'Ready' states consistent with the query object backend (hopefully making them more familiar). There is no 'Ended' state (which used to show that a query has ended at least once for a given object). There is a new 'Used' state, set when a query is first begun which implies that we are expecting to get results back for the object at some point. There's no equivalent to the 'EverBound' state since the spec doesn't require there to be a limbo state between generating IDs and associating them with an object on query Begin. The INTEL_performance_query and AMD_performance_monitor extensions are now completely orthogonal within Mesa main (though a driver could optionally choose to implement both extensions within a unified backend if that were convenient for the sake of sharing state/code). v2: (Samuel Pitoiset) - init PerfQuery.NumQueries in frontend - s/return_string/output_clipped_string/ - s/backed/backend/ typo - remove redundant *bytesWritten = 0 v3: - Add InitPerfQueryInfo for lazy probing of available queries v4: - Clean up some internal usage of GL typedefs (Ken) Signed-off-by: Robert Bragg <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Separate INTEL_performance_query frontendRobert Bragg2017-02-226-629/+886
| | | | | | | | | | | | | | | | | To allow the backend interfaces for AMD_performance_monitor and INTEL_performance_query to evolve independently based on the more specific requirements of each extension this starts by separating the frontends of these extensions. Even though there wasn't much tying these frontends together, this separation intentionally copies what few helpers/utilities that were shared between the two extensions, avoiding any re-factoring specific to INTEL_performance_query so that the evolution will be easier to follow later. Signed-off-by: Robert Bragg <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Track transform feedback overflow query objects.Rafael Antognolli2017-02-212-1/+24
| | | | | | | Also update checks on conditional rendering. Signed-off-by: Rafael Antognolli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Add types for ARB_transform_feedback_oveflow_query.Rafael Antognolli2017-02-212-0/+6
| | | | | | | | | | Add some basic types and storage for the queries of this extension. v2: - update date of extension (Kenneth) Signed-off-by: Rafael Antognolli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa/tests: remove unneeded extern C { #include foo } hackEmil Velikov2017-02-211-2/+0
| | | | | | | | The header itself (enums.h) is already properly annotated. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: remove unneeded extern C {} wrapperEmil Velikov2017-02-211-10/+0
| | | | | | | | | | compiler.h defines a few mesa specific macros which are not C specific. This allows us to avoid buggy extern C { #include $system_header } constructs. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: remove unused variable warning in release buildsTimothy Arceri2017-02-211-7/+2
| | | | | | | | | | This assert might have made sense before but we no longer use gl_linked_shader here. Unless the caller has really done something crazy this assert is fairly useless. We also do some small tidy ups in this change. Reviewed-by: Marek Olšák <[email protected]>
* mesa/formatquery: use consistent local function namesAlejandro Piñeiro2017-02-171-9/+9
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: remove cache creation from _mesa_initialize_context()Timothy Arceri2017-02-171-5/+0
| | | | | | | We will change the way we create the cache directory in the following patches. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa/glsl: build string of dri options and use as input to building sha ↵Timothy Arceri2017-02-171-0/+3
| | | | | | for shaders Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't reprocess or clear UBOs on cache fallbackTimothy Arceri2017-02-171-7/+9
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: skip more uniform initialisation when doing fallback linkingTimothy Arceri2017-02-171-3/+5
| | | | | | | We already pull these values from the metadata cache so no need to recreate them. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't lose uniform values when falling back to full compileTimothy Arceri2017-02-171-2/+2
| | | | | | | | | Here we skip the recreation of uniform storage if we are relinking after a cache miss. This is improtant because uniform values may have already been set by the application and we don't want to reset them. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't reference shader prog data during cache fallbackTimothy Arceri2017-02-171-1/+2
| | | | | | We already have a reference. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl: add cache_fallback flag to gl_shader_program_dataTimothy Arceri2017-02-171-0/+2
| | | | | | | | | | | This will allow us to skip certain things when falling back to a full recompile on a cache miss such as avoiding reinitialising uniforms. In this change we use it to avoid reading the program metadata from the cache and skipping linking during a fallback. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: use correct shader source in case of cache fallbackTimothy Arceri2017-02-173-3/+15
| | | | | | | | | | | | | | | | | 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]>
* mesa: retain gl_shader_programs after glDeleteProgram if they are in useTimothy Arceri2017-02-164-8/+16
| | | | | | | | | | | | | | 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]>
* getteximage: Return correct error value when texure object is not foundEduardo Lima Mitev2017-02-151-2/+4
| | | | | | | | | | | | | | | | | | | | | glGetTextureSubImage() and glGetCompressedTextureSubImage() are currently returning INVALID_OPERATION error when the passed texture argument does not correspond to an existing texture object. However, the error should be INVALID_VALUE instead. From OpenGL 4.5 spec PDF, section '8.11. Texture Queries', page 236: "An INVALID_VALUE error is generated if texture is not the name of an existing texture object." Same wording applies to the compressed version. The INVALID_OPERATION error is coming from the call to _mesa_lookup_texture_err(). This patch uses _mesa_lookup_texture() instead and emits the correct error in the caller. Fixes: GL45-CTS.get_texture_sub_image.errors_test Reviewed-by: Nicolai Hähnle <[email protected]>