| Commit message (Collapse) | Author | Age | Files | Lines |
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The temporary variable used to store _ColorDrawBufferIndexes must be
signed (GLint), otherwise the following conditional will be incorrectly
evaluated. Leading to crashes in the driver/mesa or accessing/writing
to arbitrary memory location. The bug dates back to 2009.
Cc: 10.0 9.2 9.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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When handling function calls, we often want to walk through the list of
formal parameters and list of actual parameters at the same time.
(Both are guaranteed to be the same length.)
Previously, we used a pattern of:
exec_list_iterator 1st_iter = <1st list>.iterator();
foreach_iter(exec_list_iterator, 2nd_iter, <2nd list>) {
...
1st_iter.next();
}
This was awkward, since you had to manually iterate through one of
the two lists.
This patch introduces a foreach_two_lists macro which safely walks
through two lists at the same time, so you can simply do:
foreach_two_lists(1st_node, <1st list>, 2nd_node, <2nd list>) {
...
}
v2: Rename macro from foreach_list2 to foreach_two_lists, as suggested
by Ian Romanick.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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foreach_list_safe allows you to safely remove the current node.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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foreach_iter and exec_list_iterators have been deprecated for some time now;
we just hadn't ever bothered to convert code to the newer foreach_list
and foreach_list_safe macros.
In these cases, we aren't editing the list, so we can use foreach_list
rather than foreach_list_safe.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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An example why it is required:
Let's say there's a fragment shader writing to gl_FragData[0..1].
The user calls: glDrawBuffers(2, {GL_NONE, GL_COLOR_ATTACHMENT0});
That means gl_FragData[0] is unused and gl_FragData[1] is written
to GL_COLOR_ATTACHMENT0.
st/mesa was skipping the GL_NONE draw buffer, therefore gl_FragData[0]
was written to GL_COLOR_ATTACHMENT0, which was wrong.
This commit fixes it, but drivers must also be fixed not to crash when
binding NULL colorbuffers. There is also a new set of piglit tests for this.
The MSAA state also had to be fixed not to crash when reading fb->cbufs[0].
Reviewed-by: Brian Paul <[email protected]>
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Copied from the i965 driver, including the big comment.
Cc: 9.2 10.0 <[email protected]>
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v2: clear depth and stencil together
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Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Improve assert message.
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These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Previously, _mesa_glsl_shader_target_name() had an overload for GLenum
and an overload for the gl_shader_type enum, each of which behaved
differently. However, since GLenum is a synonym for unsigned int, and
unsigned ints are often used in place of gl_shader_type (e.g. in loop
indices), there was a big risk of calling the wrong overload by
mistake. This patch gives the two overloads different names so that
it's always clear which one we mean to call.
Reviewed-by: Brian Paul <[email protected]>
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This fixes a crash where old_view->context was already freed in the
pipe_sampler_view_reference function contained in
src/gallium/auxiliary/utils/u_inlines.h. As a result, the
sampler_view_destroy function pointer contained 0xfeeefeee indicating
freed heap memory.
Cc: "10.0" <[email protected]>
Signed-off-by: Jonathan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Every driver supports it. All current and future Gallium drivers always
support it, and all existing classic drivers support it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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For GLSL 1.50 we can get frag shaders with primitive id as an
input, add support to the translator for this.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In particular, this plugs in the new ClearBufferSubData() fallback
driver function.
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The GL_ARB_shadow spec says the shadow compare mode should have no
effect when sampling a color texture. As it was, it was up to
drivers to check for that (softpipe, llvmpipe, svga and probably
the rest don't do that). Note: it looks like DX10 allows shadow
compare with some non-depth formats, so this case really should be
handled in the state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Just use the gl_texture_object::_IsInteger field instead of
computing it from scratch.
Reviewed-by: Roland Scheidegger <[email protected]>
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This also fixes the clear_with_quad function for glClearBuffer.
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Cc: 10.0 9.2 9.1 <[email protected]>
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This patch moves following bitfields and variables to the data
structure:
explicit_location, explicit_index, explicit_binding, has_initializer,
is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray,
from_named_ifc_block_array, depth_layout, location, index, binding,
max_array_access, atomic
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This patch moves following bitfields in to the data structure:
used, assigned, how_declared, mode, interpolation,
origin_upper_left, pixel_center_integer
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that loop_controls no longer creates normatively bound loops,
there is no need for ir_loop::normative_bound or the
lower_bounded_loops pass.
Reviewed-by: Ian Romanick <[email protected]>
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This patch replaces the ir_loop fields "from", "to", "increment",
"counter", and "cmp" with a single integer ("normative_bound") that
serves the same purpose.
I've used the name "normative_bound" to emphasize the fact that the
back-end is required to emit code to prevent the loop from running
more than normative_bound times. (By contrast, an "informative" bound
would be a bound that is informational only).
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, all of the back-ends (ir_to_mesa, st_glsl_to_tgsi, and the
i965 fs and vec4 visitors) had nearly identical logic for handling
bounded loops. This replaces the duplicate logic with an equivalent
lowering pass that is used by all the back-ends.
Note: on i965, there is a slight increase in instruction count. For
example, a loop like this:
for (int i = 0; i < 100; i++) {
total += i;
}
would previously compile down to this (vec4) native code:
mov(8) g4<1>.xD 0D
mov(8) g8<1>.xD 0D
loop:
cmp.ge.f0(8) null g8<4;4,1>.xD 100D
(+f0) break(8)
add(8) g5<1>.xD g5<4;4,1>.xD g4<4;4,1>.xD
add(8) g8<1>.xD g8<4;4,1>.xD 1D
add(8) g4<1>.xD g4<4;4,1>.xD 1D
while(8) loop
After this patch, the "(+f0) break(8)" turns into:
(+f0) if(8)
break(8)
endif(8)
because the back-end isn't smart enough to recognize that "if
(condition) break;" can be done using a conditional break instruction.
However, it should be relatively easy for a future peephole
optimization to properly optimize this.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Every driver that enables one also enables the other. The difference
between the two is MESA adds support for fixed-function and assembly
fragment shaders, but EXT only adds support for GLSL. The MESA
extension was created back when Mesa did not support GLSL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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So that it acts like ordinary free(). This lets us remove a bunch of
if statements where the function is called.
v2:
- Avoiding compile error on MSVC and possible warnings on other compilers.
- Added comment regards passing NULL pointer being safe.
Reviewed-by: Brian Paul <[email protected]>
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Same approach as in u_blitter.
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This is a subset of geometry shaders. It's all about setting first_layer and
last_layer correctly.
Also some code between st_render_texture and update_framebuffer_state is
consolidated. It doesn't use rtt_level and derives the level from dimensions
instead as the code in st_atom_framebuffer.c did.
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Split from patch implementing ARB_draw_indirect.
v2: Const-qualify the struct gl_buffer_object *indirect argument.
v3: Fix up some more draw calls for new argument.
v4: Fix up rebase conflicts in i965.
v5: Undo const-qualification
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Limit the max glsl version level to what the state tracker supports.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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D3D9 Shader Model 2 restricted the fog register to one component,
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172945.aspx ,
but that restriction no longer exists in Shader Model 3, and several
WHCK tests enforce that.
So this change:
- lifts the single-component restriction TGSI_SEMANTIC_FOG
from Gallium interface
- updates the Mesa state tracker to enforce output fog has (f, 0, 0, 1)
- draw module was updated to leave TGSI_SEMANTIC_FOG output registers
alone
Several gallium drivers that are going out of their way to clear
TGSI_SEMANTIC_FOG components could be simplified in the future.
Thanks to Si Chen and Michal Krol for identifying the problem.
Testing done: piglit fogcoord-*.vpfp tests
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to check the drawbuffer's orientation before inverting Y
coordinates. Fixes piglit feedback tests when running with the
-fbo option.
Cc: "9.2" "10.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We were always passing PIPE_TEXTURE_2D, but not all formats are
supported for all types of textures. In particular, the driver may
not supported texture compression for all types of textures.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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This has been replaced with referring to env parameters using
PROGRAM_STATE_VAR and _mesa_load_state_parameters.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This has been replaced with referring to local parameters using
PROGRAM_STATE_VAR and _mesa_load_state_parameters.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Need to pass a pointer of the base type, not the st type.
Fixes a compiler warning.
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This picks up a missing obj->EverBound = GL_FALSE line, and will catch
any new fields that get added in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes "warning: cast from pointer to integer of different size" for
64-bit builds.
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v2: Fix GLSL version in which the type became available. Add
contains_atomic() convenience method. Split off atomic counter
comparison error checking to a separate patch that will handle all
opaque types. Include new ir_variable fields for atomic types.
Reviewed-by: Ian Romanick <[email protected]>
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Before we were only checking the st->vertex_array_out_of_memory flag
after updating array state. But if there's two consecutive glDrawArrays
calls and the first one is skipped because of OOM, the second one should
be skipped too.
Cc: 9.2 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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