| Commit message (Collapse) | Author | Age | Files | Lines |
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The GLSL spec allows you to set both the "readonly" and "writeonly"
qualifiers on images to indicate that it can only be used with
imageSize. However, we had no way of representing this int he linked
shader and flagged it as GL_READ_ONLY. This is good from a "does it use
this buffer?" perspective but not from a format and access lowering
perspective. By using GL_NONE for if "readonly" and "writeonly" are
both set, we can detect this case in the driver and handle it correctly.
Nothing currently relies on the type of surface in the "readonly" +
"writeonly" case but that's about to change. i965 is the only drier
which uses the ImageAccess field and gl_bindless_image::access is
currently unused.
Reviewed-by: Kenneth Graunke <[email protected]>
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OpenGL ES spec states:
"For normalized fixed-point rendering surfaces, the combination format
RGBA and type UNSIGNED_BYTE is accepted."
This fixes following failing VK-GL-CTS tests:
KHR-GLES3.packed_pixels.pbo_rectangle.rgba8_snorm
KHR-GLES3.packed_pixels.rectangle.rgba8_snorm
KHR-GLES3.packed_pixels.varied_rectangle.rgba8_snorm
Signed-off-by: Tapani Pälli <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=107658
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Andres Gomez <[email protected]>
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Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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_mesa_set_enable() and _mesa_IsEnabled() extended to accept new two
tokens GL_DEPTH_CLAMP_NEAR_AMD and GL_DEPTH_CLAMP_FAR_AMD.
v2: Remove unnecessary parentheses (Marek Olsak)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Enable _mesa_PushAttrib() and _mesa_PopAttrib() to handle
GL_DEPTH_CLAMP_NEAR_AMD and GL_DEPTH_CLAMP_FAR_AMD tokens.
Remove DepthClamp, because DepthClampNear + DepthClampFar replaces it,
as suggested by Marek Olsak.
Driver that enables AMD_depth_clamp_separate will only ever look at
DepthClampNear and DepthClampFar, as suggested by Ian Romanick.
v2: 1) Remove unnecessary parentheses (Marek Olsak)
2) if AMD_depth_clamp_separate is unsupported, TEST_AND_UPDATE
GL_DEPTH_CLAMP only (Marek Olsak)
3) Clamp against near and far plane separately (Marek Olsak)
4) Clip point separately for near and far Z clipping plane (Marek
Olsak)
v3: Clamp raster position zw to the range [min(n,f), 0] for near plane
and [0, max(n,f)] for far plane (Marek Olsak)
v4: Use MIN2 and MAX2 instead of CLAMP (Marek Olsak)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add some basic types and storage for the AMD_depth_clamp_separate
extension.
v2: 1) Drop unnecessary definition (Marek Olsak)
2) Expose extension in compatibility profile (Marek Olsak)
Signed-off-by: Sagar Ghuge <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This extension provides new GLSL built-in function
beginFragmentShaderOrderingIntel() that guarantees
(taking wording of GL_INTEL_fragment_shader_ordering
extension) that any memory transactions issued by
shader invocations from previous primitives mapped to
same xy window coordinates (and same sample when
per-sample shading is active), complete and are visible
to the shader invocation that called
beginFragmentShaderOrderingINTEL().
One advantage of INTEL_fragment_shader_ordering over
ARB_fragment_shader_interlock is that it provides a
function that operates as a memory barrie (instead
of a defining a critcial section) that can be called
under arbitary control flow from any function (in
contrast the begin/end of ARB_fragment_shader_interlock
may only be called once, from main(), under no control
flow.
Signed-off-by: Kevin Rogovin <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
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This reverts commit 095515e16ca3cb2c9f1813b6602ee57ae28325a8.
This breaks KHR-GL46.map_buffer_alignment.functional on i965.
This code was apparently not reviewed and I don't know why we would
move from a driver configurable constant to a hardcoded value for all
drivers. This really looks like an accidental hack push.
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As far as I can tell, no one reviewed these changes, they made i965
assert fail on driver load, and I am not certain they are correct.
(Hopefully reverting these does not break radeonsi too badly...)
The uniform related changes seem fine and reasonable, but the texture
image units change is possibly incorrect. According to the
OES_tessellation_shader spec issue 5:
(5) How are aggregate shader limits computed?
RESOLVED: Following the GL 4.4 model, but we restrict uniform
buffer bindings to 12/stage instead of 14, this results in
MAX_UNIFORM_BUFFER_BINDINGS = 72
This is 12 bindings/stage * 6 shader stages, allowing a static
partitioning of the bindings even though at most 5 stages can
appear in a program object).
MAX_COMBINED_UNIFORM_BLOCKS = 60
This is 12 blocks/stage * 5 stages, since compute shaders can't
be mixed with other stages.
MAX_COMBINED_TEXTURE_IMAGE_UNITS = 96
This is 16 textures/stage * 6 stages.
which definitely is including compute shaders in that last limit.
Not including compute shaders breaks the following test:
dEQP-GLES31.functional.state_query.integer.max_combined_texture_image_units_getinteger
There was enough breakage that I figured we should just send this back
to the drawing board.
Revert "i965: don't include compute resources in "Combined" limits"
Revert "st/mesa: don't include compute resources in "Combined" limits"
Revert "mesa: don't include compute resources in MAX_COMBINED_* limits"
This reverts commit b03dcb1e5f507c5950d0de053a6f76e6306ee71f.
This reverts commit cff290df4c09547cd2cb3b129ec59bdebdadba90.
This reverts commit 45f87a48f94148b484961f18a4f1ccf86f066b1c.
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because the closed driver exposes it.
It's the same as the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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it's a subset of the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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because the closed driver exposes it.
This is equivalent to the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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because the closed driver exposes it.
It's equivalent to ARB_gpu_shader_int64.
In this patch, I did everything the same as we do for ARB_gpu_shader_int64.
Reviewed-by: Ian Romanick <[email protected]>
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It only contains GLSL changes.
v2: allow the layout qualifier on GLSL <= 1.30
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Tested-by: Dieter Nützel <[email protected]>
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radeonsi wants to report a different value
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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5 is the maximum number of shader stages that can be used by 1 execution
call at the same time (e.g. a draw call). The limit ensures that each
stage can use all of its binding points.
Compute is separate and doesn't need the 5x multiplier.
Tested-by: Dieter Nützel <[email protected]>
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same number as our closed GL driver
v2: don't use MaxArrayLockSize
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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The main purpose for having NV_fragment_shader_interlock
extension is because that extension is also for GLES31 while
the ARB extension is for GL only.
Reviewed-by: Plamena Manolova <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106283
Reviewed-by: Alejandro Piñeiro <[email protected]>
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From AppVeyor #8582, it seems that MSVC doesn't like uint, so this
patch replaces it with unsigned.
Reviewed-by: Roland Scheidegger <[email protected]>
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The value is copied from the gl_program. If we don’t do this then it
will get reset back to zero in brw_shader_gather_info. This isn’t a
problem for GLSL because in that case the nir_shader is initialised
with a copy of the shader_info from the gl_program.
Reviewed-by: Timothy Arceri <[email protected]>
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This is the same we do for vulkan drivers
This is needed to pass the following CTS test:
KHR-GL45.gl_spirv.spirv_modules_shader_binary_multiple_shader_objects_test
Reviewed-by: Timothy Arceri <[email protected]>
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input locations used by input attributes are not handled in the same
way in OpenGL vs Vulkan. There is a detailed explanation of such
differences on the following commit:
c2acf97fcc9b32eaa9778771282758e5652a8ad4
So with this commit, the same adjustment that is done after
glsl_to_nir, is being done after spirv_to_nir, when it is used on
OpenGL (ARB_gl_spirv).
Reviewed-by: Timothy Arceri <[email protected]>
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Patch sets additional formats renderable and enables the extension
when OpenGL ES 3.1 is supported.
v2: instead of dummy_true, have a separate toggle for extension
(Eric Anholt)
v3: add missing checks, simplify some existing checks and fix
glCopyTexImage2D check (Nanley Chery)
add SHORT and BYTE support in read_pixels_es3_error_check
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Now that all the build scripts are compatible with both Python 2 and 3,
we can flip the switch and tell Meson to use the latter.
Since Meson already depends on Python 3 anyway, this means we don't need
two different Python stacks to build Mesa.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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On Python 3, executing `foo != bar` will first try to call
foo.__ne__(bar), and fallback on the opposite result of foo.__eq__(bar).
Python 2 does not do that.
As a result, those __eq__ methods were never called, when we were
testing for inequality.
Expliclty adding the __ne__ methods fixes this issue, in a way that is
compatible with both Python 2 and 3.
However, this means the __eq__ methods are now called when testing for
`foo != None`, so they need to be guarded correctly.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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On Python 2, the builtin functions filter() returns a list.
On Python 3, it returns an iterator.
Since we want to use those objects in contexts where we need lists, we
need to explicitly turn them into lists.
This makes the code compatible with both Python 2 and Python 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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In Python 2, divisions of integers return an integer:
>>> 32 / 4
8
In Python 3 though, they return floats:
>>> 32 / 4
8.0
However, Python 3 has an explicit integer division operator:
>>> 32 // 4
8
That operator exists on Python >= 2.2, so let's use it everywhere to
make the scripts compatible with both Python 2 and 3.
In addition, using __future__.division tells Python 2 to behave the same
way as Python 3, which helps ensure the scripts produce the same output
in both versions of Python.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v2)
Reviewed-by: Dylan Baker <[email protected]>
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Define extensions DRI_MutableRenderBufferDriver and
DRI_MutableRenderBufferLoader. These are the two halves for
EGL_KHR_mutable_render_buffer.
Outside the DRI code there is one additional change. Add
gl_config::mutableRenderBuffer to match
__DRI_ATTRIB_MUTABLE_RENDER_BUFFER. Neither are used yet.
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107483
Fixes: 3d6900d76ef ("glapi: define AMD_framebuffer_multisample_advanced and add its functions")
Reviewed-by: Marek Olšák <[email protected]>
Cc: Vinson Lee <[email protected]>
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- relax FBO completeness rules
- validate sample counts
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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It's just passed to other functions but otherwise unused.
It will be used in following commits.
Reviewed-by: Brian Paul <[email protected]>
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Previously, I added a switch case for GL 2.1 (ed7a0770b881791dd697f3).
I don't know of any driver which only supports GL 2.0, but adding
this switch case avoids a failure if the app queries
GL_SHADING_LANGUAGE_VERSION.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The binary constant notation "0b" is a GCC extension. Instead, we use
hexadecimal notation to fix the MSVC 2013 build:
Compiling src\mesa\main\texcompress_astc.cpp ...
texcompress_astc.cpp
src\mesa\main\texcompress_astc.cpp(111) : error C2059: syntax error : 'bad suffix on number'
...
src\mesa\main\texcompress_astc.cpp(1007) : fatal error C1003: error count exceeds 100; stopping compilation
scons: *** [build\windows-x86-debug\mesa\main\texcompress_astc.obj] Error 2
scons: building terminated because of errors.
v2: Fix wrong conversion (Ilia).
Fixes: 38ab39f6501 ("mesa: add ASTC 2D LDR decoder")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Mike Lothian <[email protected]>
Cc: Gert Wollny <[email protected]>
Cc: Dieter Nützel <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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For now we are just adding nir lowerings that are needed/mandatory to
get things working. After everything is settled, we would start to add
good-to-have lowerings.
This patch adds the following calls:
* nir_split_var_copits and nir_split_per_member_structs: as vulkan
drivers are doing now. See commit
b0c643d8f579a3e1e45a08f6d9de099f2c45898b ("spirv: Use NIR
per-member splitting") for more info.
Without this commit, piglit tests like this crashes:
spec/arb_gl_spirv/execution/varying/block
And in general most of the shaders that includes any kind of
struct.
* nir_copy_prop: after nir_deref_instr introduction, function calls
need this. See commit "nir,spirv: Rework function calls"
(c11833ab24dcba26de1b0a5805e35a5d6761514e) for more info.
Reviewed-by: Timothy Arceri <[email protected]>
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v2: simplify last_vert check (Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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These bits were missing, found when extending the Piglit test.
Fixes: 7f467d4f73 "mesa: GL_EXT_texture_norm16 extension plumbing"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The xlib/swrast driver only supports GL 2.1. This patch fixes a
crash if the app calls glGetString(GL_SHADING_LANGUAGE_VERSION).
Reviewed-by: Neha Bhende <[email protected]>
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Trivial.
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Trivial.
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