| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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]>
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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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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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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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]>
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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]>
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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]>
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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]>
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This is only used by gl_shader not gl_linked_shader so move it
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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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]>
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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]>
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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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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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Before 4.5, GL_BACK was not allowed as a value of bufs. Since 4.5 it
is allowed under some circumstances:
From the OpenGL 4.5 specification, Section 17.4.1 "Selecting Buffers
for Writing", page 493 (page 515 of the PDF):
"An INVALID_ENUM error is generated if any value in bufs is FRONT,
LEFT, RIGHT, or FRONT_AND_BACK . This restriction applies to both
the de- fault framebuffer and framebuffer objects, and exists
because these constants may themselves refer to multiple buffers, as
shown in table 17.4."
And on page 492 (page 514 of the PDF):
"If the default framebuffer is affected, then each of the constants
must be one of the values listed in table 17.6 or the special value
BACK . When BACK is used, n must be 1 and color values are written
into the left buffer for single-buffered contexts, or into the back
left buffer for double-buffered contexts."
This patch keeps the same behaviour if OpenGL version is < 4. We
assume that for 4.x this is the intended behaviour, so a fix, but for
3.x the intended behaviour is the already in place.
Part of the fix for:
GL45-CTS.direct_state_access.framebuffers_draw_read_buffers_errors
v2: remove forgot printf
v3: remove spaces before commas on spec quote, split line too
long (Anuj)
Reviewed-by: Anuj Phogat <[email protected]>
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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 fixes broken depth texturing after:
commit 22639a6e19f95902aef23474ad672bf489231ea7
Author: Timothy Arceri <[email protected]>
Date: Mon Nov 21 00:29:29 2016 +1100
st/mesa: get Version from gl_program rather than gl_shader_program
Reviewed-by: Roland Scheidegger <[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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Upcoming reworks in i965 are going to make it easy to handle this
like any other input. Having it as a system value will just require
additional code for no benefit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This will help allow us to simplify the handling of samplers by
storing them in a single location rather than duplicating them in
both gl_linked_shader and gl_program.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Now that we create gl_program earlier there is no need to mess about
copying things to gl_linked_shader then to gl_program.
Reviewed-by: Eric Anholt <[email protected]>
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There is no need to loop over active samplers the code above this
would have already exited if the sampler was inactive, or errored
if the count was larger than the uniforms array size.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[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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Set the flag via the _mesa_init_gl_program() and NewProgram()
helpers.
In i965 we currently check for the existance of gl_shader_program
to decide if this is an ARB assembly style program or not.
Adding a flag makes the code clearer and will help removes a
dependency on gl_shader_program in the i965 codegen functions.
Also this will allow use to skip initialising sampler units for
linked shaders, we currently memset it to zero again during linking.
Reviewed-by: Eric Anholt <[email protected]>
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Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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