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* mesa: use same is_color_attachment trick to discern error casesIlia Mirkin2017-01-311-3/+11
| | | | | | | | | | | All the other calls to retrieve the attachment have been covered except this one - return the proper error for attachment points that are valid enums but out of bound for the driver. Fixes GL45-CTS.geometry_shader.layered_fbo.fb_texture_invalid_attachment Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add new MESA_GLSL flag for printing shader cache debug infoTimothy Arceri2017-01-312-0/+3
| | | | Reviewed-by: Eric Anholt <[email protected]>
* glsl: add cache to ctx and add sha1 string fieldsCarl Worth2017-01-312-0/+15
| | | | | | | | | We also add a flag for detecting shaders written to shader cache. V2: dont leak cache Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: add new uniform fields to be used to restore state from cacheCarl Worth2017-01-311-0/+4
| | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: move variable declaration to where its usedEmil Velikov2017-01-271-2/+2
| | | | | | | | | | | 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]>
* mesa: use correct return statement for a void functionEmil Velikov2017-01-271-3/+4
| | | | | | | | | | Using return foo() is incorrect even if foo itself returns void. Spotted by AppVeyor, as below: teximage.c(3653) : warning C4098: 'copyteximage' : 'void' function returning a value Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/tests: automake: include builddir prior to srcdirEmil Velikov2017-01-271-1/+1
| | | | | | | Analogous to previous commit. Cc: "12.0 13.0" <[email protected]> Signed-off-by: Emil Velikov <[email protected]>
* meta: Refactor texture format translationTopi Pohjolainen2017-01-272-0/+19
| | | | | | Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Topi Pohjolainen <[email protected]>
* mesa: Arrange validate_uniform_parameters parameters to match call sitesIan Romanick2017-01-261-11/+11
| | | | | | | | | | | | | | | Saves a measly 20 bytes on IA32 and nothing on x64. Depending on exactly when this is applied, a lot of variation is possible due to function alignment. text data bss dec hex filename 6670131 228340 22552 6921023 699b3f lib/i965_dri.so before 6670111 228340 22552 6921003 699b2b lib/i965_dri.so after 6342932 293872 29880 6666684 65b9bc lib64/i965_dri.so before 6342932 293872 29880 6666684 65b9bc lib64/i965_dri.so after Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* mesa: Arrange _mesa_uniform parameters to match the call sitesIan Romanick2017-01-263-106/+102
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | By putting the parameters first that match the parameters to the call site, 4 (of 14) instructions are saved at _mesa_Uniform4fv on x64. On IA32, the details of the instructions change, but it is the same count and mix of instructions. Before: 0000000000000830 <_mesa_Uniform4fv>: 830: 48 83 ec 10 sub $0x10,%rsp 834: 49 89 d0 mov %rdx,%r8 837: 48 8b 15 00 00 00 00 mov 0x0(%rip),%rdx # 83e <_mesa_Uniform4fv+0xe> 83e: 89 f8 mov %edi,%eax 840: 89 f1 mov %esi,%ecx 842: 41 b9 02 00 00 00 mov $0x2,%r9d 848: 64 48 8b 3a mov %fs:(%rdx),%rdi 84c: 48 8b 97 c8 01 02 00 mov 0x201c8(%rdi),%rdx 853: 48 8b 72 70 mov 0x70(%rdx),%rsi 857: 6a 04 pushq $0x4 859: 89 c2 mov %eax,%edx 85b: e8 00 00 00 00 callq 860 <_mesa_Uniform4fv+0x30> 860: 48 83 c4 18 add $0x18,%rsp 864: c3 retq After: 00000000000007f0 <_mesa_Uniform4fv>: 7f0: 48 83 ec 10 sub $0x10,%rsp 7f4: 48 8b 05 00 00 00 00 mov 0x0(%rip),%rax # 7fb <_mesa_Uniform4fv+0xb> 7fb: 41 b9 02 00 00 00 mov $0x2,%r9d 801: 64 48 8b 08 mov %fs:(%rax),%rcx 805: 48 8b 81 c8 01 02 00 mov 0x201c8(%rcx),%rax 80c: 6a 04 pushq $0x4 80e: 4c 8b 40 70 mov 0x70(%rax),%r8 812: e8 00 00 00 00 callq 817 <_mesa_Uniform4fv+0x27> 817: 48 83 c4 18 add $0x18,%rsp 81b: c3 retq Saves a measly 416 bytes of text on x64. Depending on exactly when this is applied, a lot of variation is possible due to function alignment. text data bss dec hex filename 6670131 228340 22552 6921023 699b3f lib/i965_dri.so before 6670131 228340 22552 6921023 699b3f lib/i965_dri.so after 6343348 293872 29880 6667100 65bb5c lib64/i965_dri.so before 6342932 293872 29880 6666684 65b9bc lib64/i965_dri.so after There is likely to be no performance change with just this patch. _mesa_uniform immediately calls validate_uniform_parameters with parameters in the "wrong" (different from the call site) order. v2: Rebase on GL_ARB_gpu_shader_fp64. v3: Rebase on GL_ARB_gpu_shader_int64. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* mesa: Arrange _mesa_uniform_matrix parameters to match the call sitesIan Romanick2017-01-263-64/+71
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | By putting the parameters first that match the parameters to the call site, 4 (of 16) instructions are saved at _mesa_UniformMatrix4fv on x64. On IA32, the details of the instructions change, but it is the same count and mix of instructions. Before: 0000000000001380 <_mesa_UniformMatrix4fv>: 1380: 48 83 ec 10 sub $0x10,%rsp 1384: 48 8b 05 00 00 00 00 mov 0x0(%rip),%rax # 138b <_mesa_UniformMatrix4fv+0xb> 138b: 41 89 f8 mov %edi,%r8d 138e: 41 89 f1 mov %esi,%r9d 1391: 0f b6 d2 movzbl %dl,%edx 1394: 64 48 8b 38 mov %fs:(%rax),%rdi 1398: 48 8b b7 c8 01 02 00 mov 0x201c8(%rdi),%rsi 139f: 48 8b 76 70 mov 0x70(%rsi),%rsi 13a3: 68 06 14 00 00 pushq $0x1406 13a8: 51 push %rcx 13a9: 52 push %rdx 13aa: b9 04 00 00 00 mov $0x4,%ecx 13af: ba 04 00 00 00 mov $0x4,%edx 13b4: e8 00 00 00 00 callq 13b9 <_mesa_UniformMatrix4fv+0x39> 13b9: 48 83 c4 28 add $0x28,%rsp 13bd: c3 retq After: 0000000000001360 <_mesa_UniformMatrix4fv>: 1360: 48 83 ec 10 sub $0x10,%rsp 1364: 48 8b 05 00 00 00 00 mov 0x0(%rip),%rax # 136b <_mesa_UniformMatrix4fv+0xb> 136b: 0f b6 d2 movzbl %dl,%edx 136e: 64 4c 8b 00 mov %fs:(%rax),%r8 1372: 49 8b 80 c8 01 02 00 mov 0x201c8(%r8),%rax 1379: 68 06 14 00 00 pushq $0x1406 137e: 6a 04 pushq $0x4 1380: 6a 04 pushq $0x4 1382: 4c 8b 48 70 mov 0x70(%rax),%r9 1386: e8 00 00 00 00 callq 138b <_mesa_UniformMatrix4fv+0x2b> 138b: 48 83 c4 28 add $0x28,%rsp 138f: c3 retq Saves a measly 576 bytes of text on x64. text data bss dec hex filename 6670131 228340 22552 6921023 699b3f lib/i965_dri.so before 6670131 228340 22552 6921023 699b3f lib/i965_dri.so after 6343924 293872 29880 6667676 65bd9c lib64/i965_dri.so before 6343348 293872 29880 6667100 65bb5c lib64/i965_dri.so after v2: Rebase on GL_ARB_gpu_shader_fp64. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* mesa: Trivial clean-ups in uniform_query.cppIan Romanick2017-01-261-8/+4
| | | | | | | | | This is C++, so we can mix code and declarations. Doing so allows constification. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Plamena Manolova <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* mesa: Fix copy-and-paste bug in _mesa_(Program|)Uniform[1234](i|ui)64vARB ↵Ian Romanick2017-01-251-16/+16
| | | | | | | | | | | | | | | | | | | | | functions All of the functions were passing 1 to _mesa_uniform instead of passing count. Fixes 16 unsed parameter warnings like: main/uniforms.c: In function ‘_mesa_Uniform1i64vARB’: main/uniforms.c:1692:47: warning: unused parameter ‘count’ [-Wunused-parameter] _mesa_Uniform1i64vARB(GLint location, GLsizei count, const GLint64 *value) ^~~~~ This is why I build with extra warnings enabled. Unfortunately, there are so many unused parameter warnings in Mesa that I didn't notice these added warnings for over 6 months. :( Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: Don't advertise GL_OES_read_format in core profileIan Romanick2017-01-241-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | OpenGL ES implementations are not allowed to ship ARB extensions, and OpenGL implementations are not allowed to ship OES extensions. The functionality is also included in GL_ARB_ES2_compatibility. Ever OpenGL core-profile driver currently exposes both extensions. I don't know of any applications that explicitly check for GL_OES_read_format, so removing it seems very unlikely to cause problems. No functionality is removed. I have left this extension in place for compatibility profile. There are still OpenGL 1.x drivers in Mesa, and adding code to check for compatibility profile and not GL_ARB_ES2_compatibility for GL_IMPLEMENTATION_COLOR_READ_TYPE and GL_IMPLEMENTATION_COLOR_READ_FORMAT just feels dumb. Three other other alternatives considered: - Remove the string from compatibility profile drivers but leave the functionality in place. - Add a flag to expose the extension string, and set it in every OpenGL driver that does not expose GL_ARB_ES2_compatibility (and those drivers only). I tried this. You can't have two instances of an extension in the extension table (one dummy_true for ES1 and one with a flag for compatibility profile), so the implementation requires a bit of effort. - Only expose the extension in compatibility if the version is less than 2.0. I didn't see an easy way to do this. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: [email protected]
* mesa: remove unused gl_shader_info field from gl_linked_shaderTimothy Arceri2017-01-231-2/+0
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl: set and get cs layouts to and from shader_infoTimothy Arceri2017-01-233-16/+2
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl: set and get gs layouts directly to and from shader_infoTimothy Arceri2017-01-231-8/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl/i965: set and get tes layouts directly to and from shader_infoTimothy Arceri2017-01-231-11/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: use last_vert_prog to get last {clip,cull}_distance_array_sizeTimothy Arceri2017-01-231-7/+0
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl: set {clip,cull}_distance_array_size directly in gl_programTimothy Arceri2017-01-232-46/+0
| | | | | | | There are some line wrapping violations here but those lines will get deleted in the following patch. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa/glsl: change xfb_program field to last_vert_progTimothy Arceri2017-01-233-3/+6
| | | | | | | | | | Now that the i965 backend doesn't depend on this field we can make it more generic and short circuit a bunch of code paths. The new field will be used in a following patch for another clean-up. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: use gl_program for CurrentProgram rather than gl_shader_programTimothy Arceri2017-01-2311-210/+160
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* mesa: Add support for 64-bit integer uniformsDave Airlie2017-01-202-5/+247
| | | | | | | | | | This hooks up the API to the internals for 64-bit integer uniforms. v2: update to use non-strict aliased alternatives Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa: Add ARB_gpu_shader_int64 extension bitsDave Airlie2017-01-202-0/+2
| | | | | | | | This just adds the usual boilerplate in mesa core. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mapi: Add support for ARB_gpu_shader_int64.Dave Airlie2017-01-203-0/+302
| | | | | | | | | | | | | | Just add the boilerplate xml code. v2 (idr): Update dispatch_sanity. Only add extension functions in core profile. v3 (idr): Remove comment line from gl_API.xml. Suggested by Matt. Signed-off-by: Dave Airlie <[email protected]> Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Ian Romanick <[email protected]> [v1] Reviewed-by: Matt Turner <[email protected]>
* mesa: update external textures when (re-)bindingPhilipp Zabel2017-01-201-2/+3
| | | | | | | | | | | | | | | To comply with the requirement from the GL_OES_EGL_image_external extension that a call to glBindTexture guarantees that all further sampling will return values that correspond to the values in the external texture at or after the time that glBindTexture was called, do not bail out early from mesa_BindTextures if the target is external. This will later allow the state tracker to instruct the pipe driver to invalidate internal resources derived from the external texture. Signed-off-by: Philipp Zabel <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Signed-off-by: Lucas Stach <[email protected]>
* mesa/main: Fix FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE for NONE attachment typeAlejandro Piñeiro2017-01-191-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When the attachment type is NONE (att->Type), FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE should be NONE always. Note that technically, the current behaviour follows the spec. From OpenGL 4.5 spec, Section 9.2.3 "Framebuffer Object Queries": "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then either no framebuffer is bound to target; or the default framebuffer is bound, attachment is DEPTH or STENCIL, and the number of depth or stencil bits, respectively, is zero." Reading literally this paragraph, for the default framebuffer, NONE should be only returned if attachment is DEPTH and STENCIL without being allocated. But it doesn't makes too much sense to return DEFAULT_FRAMEBUFFER if the attachment type is NONE. For example, this can happens if the attachment is FRONT_RIGHT run on monoscopic mode, as that attachment is only available on stereo mode. With the current behaviour, defensive querying of the object type would not work properly. So you could query the object type checking for NONE, get DEFAULT_FRAMEBUFFER, and then get and INVALID_OPERATION when requesting other pnames (like RED_SIZE), as the real attachment type is NONE. This fixes: GL45-CTS.direct_state_access.framebuffers_get_attachment_parameters v2: don't change the behaviour for att->Type != GL_NONE, as caused some ES CTS regressions v3: simplify condition (Iago) Reviewed-by: Iago Toral Quiroga <[email protected]>
* mesa/main: fix meta caller of _mesa_ClampColorNicolai Hähnle2017-01-191-1/+2
| | | | | | | | | | | Since _mesa_ClampColor properly checks for support of the API function now, it's meta callers need to check support as well. Fixes: 963311b71f ("mesa/main: fix version/extension checks in _mesa_ClampColor") Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99401 Tested-by: Mark Janes <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]> Cc: "17.0" <[email protected]>
* mesa/glsl: move TransformFeedbackBufferStride to gl_shaderTimothy Arceri2017-01-191-5/+3
| | | | | | | | | | Here we remove the single use of this field in gl_linked_shader which allows us to move the field out of gl_shader_info While we are at it we rewrite link_xfb_stride_layout_qualifiers() to be more clear. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: set InnerCoverage directly in gl_programTimothy Arceri2017-01-192-3/+1
| | | | | | Also move out of the shared gl_shader_info. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: tidy up PostDepthCoverage shader fieldTimothy Arceri2017-01-192-2/+2
| | | | | | | 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]>
* mesa/glsl: move pixel_center_integer to gl_shaderTimothy Arceri2017-01-191-2/+1
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move origin_upper_left to gl_shaderTimothy Arceri2017-01-191-4/+5
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move uses_gl_fragcoord to gl_shaderTimothy Arceri2017-01-191-1/+1
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move redeclares_gl_fragcoord to gl_shaderTimothy Arceri2017-01-191-1/+2
| | | | | | | This is never used in gl_linked_shader other than as a temp during linking so just use a temp instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move ARB_fragment_coord_conventions_enable fieldTimothy Arceri2017-01-191-1/+2
| | | | | | | This is only used by gl_shader not gl_linked_shader so move it there. Reviewed-by: Lionel Landwerlin <[email protected]>
* st/mesa/glsl: set early_fragment_tests directly in shader_infoTimothy Arceri2017-01-192-7/+6
| | | | | | | 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]>
* mesa/glsl/i965: set and use tcs vertices_out directlyTimothy Arceri2017-01-191-5/+1
| | | | Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa: don't always set _NEW_PROGRAM when linkingTimothy Arceri2017-01-191-1/+22
| | | | | | | | | | | | 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]>
* mesa: change init subroutine defaults helper to work per gl_programTimothy Arceri2017-01-193-24/+20
| | | | | | | 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]>
* mesa/glsl: move ProgramResourceList to gl_shader_program_dataTimothy Arceri2017-01-194-46/+53
| | | | | | | | | | We also move NumProgramResourceList at the same time. GLES does interface validation on SSO at runtime so we need to move this to be able to switch to storing gl_program pointers in CurrentProgram. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: store number of explicit uniform loactions in gl_shader_programTimothy Arceri2017-01-191-0/+5
| | | | | | | | | This allows us to cleanup the functions that pass this count around, but more importantly we will be able to call the uniform linking functions from that backends linker without having to pass this information to the backend directly via Driver.LinkShader(). Reviewed-by: Kenneth Graunke <[email protected]>
* utils: build sha1/disk cache only with Android/AutoconfEmil Velikov2017-01-181-0/+5
| | | | | | | | | | 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]>
* util: import sha1 implementation from OpenBSD17.0-branchpointEmil Velikov2017-01-181-6/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* mesa: allow BlendBarrier to be used without support for full fb fetchIlia Mirkin2017-01-161-1/+2
| | | | | | | | The extension spec is not currently published, so it's a bit premature to require it for BlendBarrier usage. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/get: Remove unused extra_ARB_viewport_arrayBoyan Ding2017-01-131-1/+0
| | | | | | | | Unused since 0a7691ee (mesa: Enable enums for OES_viewport_array). Silence a warning of unused variable. Signed-off-by: Boyan Ding <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* main/fbobject: throw invalid operation when get_attachment fails if neededAlejandro Piñeiro2017-01-131-7/+42
| | | | | | | | | | | | | | | | In most cases, if a call to get_attachment fails is because attachment is a INVALID_ENUM. But for some specific cases, if COLOR_ATTACHMENTm (where m >= MAX_COLOR_ATTACHMENTS) is used, it should raise an INVALID_OPERATION exception instead. Fixes: GL45-CTS.direct_state_access.framebuffers_get_attachment_parameter_errors GL45-CTS.direct_state_access.framebuffers_renderbuffer_attachment_errors v2: extra new line before quote block. Include "color attachment" on both new message errors (Nicolai). Reviewed-by: Nicolai Hähnle <[email protected]>
* main/fboject: return if it is color_attachment on get_attachmentAlejandro Piñeiro2017-01-131-11/+19
| | | | | | | | | Some callers would need that info to know if they should raise INVALID_ENUM or INVALID_OPERATION. An alternative would be the caller to check if the attachment is a GL_COLOR_ATTACHMENTm, but that seems redundant as get_attachment is already doing that. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/main: fix version/extension checks in _mesa_ClampColorNicolai Hähnle2017-01-131-6/+10
| | | | | | | | | | | | | Add a proper check for feature support, and raise an invalid enum for GL_CLAMP_VERTEX/FRAGMENT_COLOR unconditionally in core profiles, since those enums were explicitly removed after the extension was promoted to core functionality (not in the profile sense) with OpenGL 3.0. This matches the behavior of the AMD closed source driver and fixes GL45-CTS.gtf30.GL3Tests.half_float.half_float_textures. Cc: "12.0 13.0" <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* main/buffers: take into account FRONT_AND_BACK on ReadBufferAlejandro Piñeiro2017-01-121-0/+2
| | | | | | | | | | | | | | | | | | From OpenGL 3.1 spec, section 4.3.1 "Reading Pixels", page 190 (203 PDF) "When READ FRAMEBUFFER BINDING is zero, i.e. the default framebuffer, src must be one of the values listed in table 4.4, including NONE . FRONT_AND_BACK , FRONT , and LEFT refer to the front left buffer." There is an equivalent text on OpenGL 4.5 spec, section 18.2.1 "Selecting Buffers for Reading", page 502 (524 PDF), so the behaviour is still the same. Part of the fix for: GL45-CTS.direct_state_access.framebuffers_draw_read_buffers_errors Reviewed-by: Anuj Phogat <[email protected]>