| Commit message (Collapse) | Author | Age | Files | Lines |
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This will allow to force computing the absolute value for sqrt()
and inversesqrt() in order to follow D3D9 behaviour for buggy
apps that rely on it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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No longer needed as of commit ac257f1070a ("glsl: calculate
TOP_LEVEL_ARRAY_SIZE and STRIDE when adding resources")
Reported-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Vedran Miletić <[email protected]>
Acked-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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primcount must be a GLsizei as in the signature for MultiDrawElements
or bad things can happen.
Furthermore, an error should be flagged when primcount is negative.
Curiously, this code used to work somewhat correctly even when primcount
was negative, because the loop that checks count[i] would iterate out of
bounds and almost certainly hit a negative value at some point.
Found by an ASAN error in
GL45-CTS.gtf32.GL3Tests.draw_elements_base_vertex.draw_elements_base_vertex_primcount
Note that the OpenGL spec seems to have s/primcount/drawcount/ at some
point, and the code still reflects the old language.
v2: provide the correct spec quotes (pointed out by Ian)
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]>
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MATERIALFV may end up reading up to 4 floats from the passed parameter.
This should really set a GL_INVALID_ENUM error in the cases where it
matters, but does anybody really care?
Found by ASAN in piglit gl-1.0-beginend-coverage.
v2: fix a trivial compiler warning
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]> (v1)
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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]>
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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]>
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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]>
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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]>
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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]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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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]>
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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]>
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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]>
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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]>
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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]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[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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Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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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]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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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]>
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_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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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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]>
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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]>
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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]>
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Also update checks on conditional rendering.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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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]>
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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]>
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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]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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We will change the way we create the cache directory in the following
patches.
Reviewed-by: Nicolai Hähnle <[email protected]>
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for shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We already pull these values from the metadata cache so no need to
recreate them.
Reviewed-by: Nicolai Hähnle <[email protected]>
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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]>
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