| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix a bug that was caused by a type mismatch in the shift count between
GLSL and TGSI. I briefly considered adjusting the TGSI semantics, but
since both LLVM and AMD GCN require both arguments to be of the same type,
it makes more sense to keep TGSI as-is -- it reflects the underlying
implementation better.
I'm also sending out piglit tests that expose this error.
v2: use the right number of components for the temporary register
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-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]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Debian, Ubuntu set default build flag: -Werror=format-security
CC state_tracker/st_cb_texturebarrier.lo
state_tracker/st_cb_eglimage.c: In function ‘st_egl_image_get_surface’:
state_tracker/st_cb_eglimage.c:64:7: error: format not a string literal and no format arguments [-Werror=format-security]
_mesa_error(ctx, GL_INVALID_VALUE, error);
^~~~~~~~~~~
state_tracker/st_cb_eglimage.c:71:7: error: format not a string literal and no format arguments [-Werror=format-security]
_mesa_error(ctx, GL_INVALID_OPERATION, error);
^~~~~~~~~~~
Reported-by: Krzysztof Kolasa <[email protected]>
Fixes: 83e9de25f325 ("st/mesa: EGLImageTarget* error handling")
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Stop trying to specify texture or renderbuffer objects for unsupported
EGL images. Generate the error codes specified in the OES_EGL_image
extension.
EGLImageTargetTexture2D and EGLImageTargetRenderbuffer would call
the pipe driver's create_surface callback without ever checking that
the given EGL image is actually compatible with the chosen target
texture or renderbuffer. This patch adds a call to the pipe driver's
is_format_supported callback and generates an INVALID_OPERATION error
for unsupported EGL images. If the EGL image handle does not describe
a valid EGL image, an INVALID_VALUE error is generated.
v2: fixed get_surface to actually use the usage and error parameters
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The only callers are here, and we will add generation of GL errors in
the following patch. Rename the function to st_egl_image_get_surface,
pass the gl_context instead of st_context, and move the cast from
GLeglImageOES to void* into st_egl_image_get_surface.
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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No performance testing has been done, because it makes sense to make this
change regardless of that. Also, _NEW_TEXTURE is still used in many places,
but the obvious occurences are replaced here.
It's now possible to split _NEW_TEXTURE_OBJECT further.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.
This shaves around a second from Deus Ex load time on a hot cache.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Instead add is_cube_shadow like is_cube_array.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It relies on the force_glsl_abs_sqrt driconf option.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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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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This will allow to hash additional data into the cache keys or even
change the hashing algorithm easily, should we decide to do so.
v2: don't try to compute key (and crash) if cache is disabled
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This prevents textureQueryLevels, which maps as LODQ, from ending up
with a xyzw writemask, which is illegal.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100061
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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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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Acked-by: Timothy Arceri <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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it's the same as the last "else".
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otherwise, cached shaders aren't dumped.
Reviewed-by: Timothy Arceri <[email protected]>
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There is no need to use ralloc here.
Reviewed-by: Marek Olšák <[email protected]>
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We will have already loaded the uniforms when the parameter list
was restored from cache.
Reviewed-by: Marek Olšák <[email protected]>
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Even though compute shaders cannot access the framebuffer, there is a
synchronization issue when a compute dispatch accesses a texture that
was previously bound and drawn to as a framebuffer.
Section 9.3 (Feedback Loops Between Textures and the Framebuffer) of
the OpenGL 4.5 spec rather implicitly clarifies that undefined behavior
results if the texture is still attached to the currently bound
framebuffer. However, the feedback loop is broken when the application
changes the framebuffer binding before a compute dispatch, and the
state tracker needs to let the driver known about this.
Fixes GL45-CTS.compute_shader.pipeline-post-fs on SI family Radeons.
Cc: [email protected]
Signed-off-by: Marek Olšák <[email protected]>
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exec_node::get_prev() does not guard against going past the beginning
of the list, so we need to add explicit checks here.
Found by ASAN in piglit arb_shader_storage_buffer_object-rendering.
Cc: [email protected]
Signed-off-by: Marek Olšák <[email protected]>
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If a VAO isn't bound and u_vbuf isn't enabled because of the Core profile,
we'll get user vertex buffers in drivers if we update vertex buffers
in glClear. So don't do that.
This fixes a regression since disabling u_vbuf for Core profiles.
Reviewed-by: Brian Paul <[email protected]>
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v2: restore the state
Cc: 13.0 17.0 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Cc: 13.0 17.0 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The clip state is updated before VS, so it can be NULL for the first draw
call. Just remove the unnecessary dependency on st->vp.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]> (VMware driver only)
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Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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If a thread doesn't load GLSL IR from cache but does load TGSI
from cache (that was created by another thread) than it will
crash due to expecting gl_program_parameter_list to have been
restored from the GLSL IR cache and not be null.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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When st_context_flush() is called with ST_FLUSH_WAIT,
the function will return after the fence is completed.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Implements a tgsi cache for the OpenGL state tracker.
V2: add support for compute shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used to share the sha1 computed by the tgsi load
function with the tgsi write function.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We want to use this in the new tgsi shader cache so we move it here
and make it available externally.
Reviewed-by: Nicolai Hähnle <[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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Namely, after the include directives. The headers are properly annotated
so keeping things as-is is only asking for trouble.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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for shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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Mesa currently doesn't allow to create 3.1+ compatibility profiles
mainly because various features are unimplemented and bugs can
happen.
However, some buggy apps request a compat profile without using
any old features unimplemented in mesa, and they fail to start.
This option should help some games to run but it's not enough
for all (eg. Dying Light).
v2: - s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think this only affects radeonsi - VI, because all other drivers using
u_vbuf probably don't support GL_DOUBLE, so they won't be affected by this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This can affect whether u_vbuf will be enabled or not.
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: use const_uploader
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Tested-by: Charmaine Lee <[email protected]>
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Fixes dEQP-GLES31.functional.stencil_texturing.misc.compare_mode_effect
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: [email protected]
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Nouveau does not currently have logic to implement this as a library
function. Even though such a library could be written, there's no big
advantage to do it that way for now given that int64 is a very uncommon
use-case. Allow a driver to expose INT64 without supporting division and
modulo operations.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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For the on-disk shader cache we want to be able to differentiate
between a program that was linked and one that was loaded from cache.
V2:
- don't return the new enum directly to the application when queried,
instead return GL_TRUE or GL_FALSE as required. Fixes google-chrome
corruptions when using cache.
Reviewed-by: Anuj Phogat <[email protected]>
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This fixes the int64 code same as the double code.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes
GL45-CTS.tessellation_shader.tessellation_shader_tessellation.max_in_out_attributes
on nouveau. We only support 30 patch varyings (as 2 vec4 slots end up
being used for tess level settings), but were getting 32 exposed.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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Make the cap consistent with PIPE_CAP_INT64.
Aside from the hypothetical case of using draw for vertex shaders (and
actually caring about doubles...), every implementation supports doubles
either nowhere or everywhere.
Also, st/mesa didn't even check the cap correctly in all supported
shader stages.
While at it, add a missing LLVM version check for 64-bit integers in
radeonsi. This is conservative: judging by the log, LLVM 3.8 might be
sufficient, but there are probably bugs that have been fixed since then.
v2: fix clover (Marek)
Reviewed-by: Marek Olšák <[email protected]>
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