| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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It contains unused prototypes.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Since array splitting for AoA is disabled, we have to retrieve
the type of the first non-array type when an array of images is
declared inside a structure. Otherwise, it will hit an assert
in glsl_type::sampler_index() because it expects either a sampler
or an image type.
This fixes a regression in the following piglit test:
arb_bindless_texture/compiler/images/arrays-of-struct.frag
Fixes: 57165f2ef8 ("glsl: disable array splitting for AoA")
Cc: 17.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is useless.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Noticed randomly.
Cc: 17.2 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes the black Feral launcher window.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101867
Cc: 17.2 <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
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Fixes a drawable leak.
Fixes: bbc29393d3be ("st/mesa: create framebuffer iface hash table per
st manager")
Bugzilla: https://bugs.freedesktop.org/101930
Tested-by: Nick Sarnie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Noticed by James Legg @ Feral.
Cc: 17.2 <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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No changes, just re-indent.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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With commit 5124bf98239, a framebuffer interface hash table is
created in st_gl_api_create(), which is called in
dri_init_screen_helper() for each screen. When the hash table is
overwritten with multiple calls to st_gl_api_create(), it can cause
race condition. This patch fixes the problem by creating a
framebuffer interface hash table per state tracker manager.
Fixes crash with steam.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101876
Fixes: 5124bf98239 ("st/mesa: add destroy_drawable interface")
Tested-by: Christoph Haag <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When we validate the texture sample count, pass the correct
pipe_texture_target for the texture, rather than PIPE_TEXTURE_2D.
Also add more comments about MSAA.
No piglit regressions with VMware driver.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only implemented for glsl->tgsi. Other converters just set precise to 0.
v2: remove precise paramter from ureg_tex_insn and ureg_memory_insn
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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all subexpression inside an ir_assignment needs to be tagged as precise.
v2: make precise handling more global inside the visitor
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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With this patch, the st manager will maintain a hash table for
the active framebuffer interface objects. A destroy_drawable interface
is added to allow the state tracker to notify the st manager to remove
the associated framebuffer interface object from the hash table,
so the associated framebuffer and its resources can be deleted
at framebuffers purge time.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101829
Fixes: 147d7fb772a ("st/mesa: add a winsys buffers list in st_context")
Tested-by: Brad King <[email protected]>
Tested-by: Gert Wollny <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes piglit test crash when context creation fails.
v2: As suggested by Brian, move the init to st_create_context_priv()
Reviewed-by: Brian Paul <[email protected]>
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Add a new context flag and plumb it through the various layers of the
context creation code to set up dispatch tables for the no-error mode.
Reviewed-by: Marek Olšák <[email protected]>
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Apparently this can happen. Just bail out early in that case, as all the called
functions return NULL in that case.
Fixes weston-terminal for me.
Fixes: 147d7fb772a7 ("st/mesa: add a winsys buffers list in st_context")
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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st_framebuffer_create returns NULL if stfbi == NULL or
st_framebuffer_add_renderbuffer returns false for the colour buffer.
Fixes Xorg crashing on startup using glamor on radeonsi.
Fixes: 147d7fb772a7 ("st/mesa: add a winsys buffers list in st_context")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101775
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Commit a5e733c6b52e93de3000647d075f5ca2f55fcb71 fixes the dangling
framebuffer object by unreferencing the window system draw/read buffers
when context is released. However this can prematurely destroy the
resources associated with these window system buffers. The problem is
reproducible with Turbine Demo running with VMware driver. In this case,
the depth buffer content was lost when the context is rebound to a
drawable.
To prevent premature destroy of the resources associated with
window system buffers, this patch maintains a list of these buffers in
the context, making sure the reference counts of these buffers will not
reach zero until the associated framebuffer interface objects no
longer exist. This also helps to avoid unnecessary destruction and
re-construction of the resources associated with the framebuffer.
Fixes VMware bug 1909807.
Reviewed-by: Brian Paul <[email protected]>
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It can't parse "llu".
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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By design pixel shaders can have up to 3 variants:
* The standard one.
* glDrawPixels variant.
* glBitmap variant.
However "shader_has_one_variant" ignores this fact, and therefore
st_update_fp would select the wrong variant if glDrawPixels or glBitmap
was ever called.
This patch fixes the problem. If the standard variant has been created,
calling glDrawPixels or glBitmap will append the variant to the second
entry of the linked list, so that st_update_fp still selects the right
one if shader_has_one_variant is set.
If the standard variant hasn't been created yet and glDrawPixel/Bitmap
has been called, st_update_fp will will see this and take the slow path
instead. The standard variant will then be added at the front of the
linked list, so that the next time the fast path is taken.
Blender in particular is hit by this bug.
v2: Marek - cosmetic changes
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=101596
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The Piglit arb_clear_texture-error test creates a texture with only
a 1x1 image at level=1, then tries to clear level 0 (nonexistent)
and level 1 (exists). The test only checks that the former generates
an error but the later doesn't. The test passes, but when we try
to clear the level=1 image we're passing an invalid level to
pipe_context::clear_texture(). level=1, but since there's only one
mipmap level in the texture, it should be zero.
This fixes the code to search the gallium texture resource for the
correct mipmap level. Also, add an assertion to make sure we're not
passing an invalid level to pipe_context::clear_texture().
Fixes device errors with VMware driver. No Piglit regressions.
v2: don't do the level search when using immutable textures.
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial.
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Trivial.
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We have to mark the additional shader input as used, otherwise it will
be eliminated, and we have to setup its index correctly.
This is a bit of a hack, but so is everything surrounding edgeflag
passthrough.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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We will use this helper in radeonsi's NIR path.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The smapi->get_egl_image() call in st_egl_image_get_surface() stores a
reference to the EGLImage's texture in stimg.texture. That reference is
released via pipe_resource_reference(&stimg.texture, NULL) before stimg
goes out of scope at the end of the function, but not in the error path
if !is_format_supported().
Fixes: 83e9de25f325 ("st/mesa: EGLImageTarget* error handling")
Cc: [email protected]
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Broken by: b43c887a9bf1e3fb99b0dc22bfea5db81375a06e
Reported by Gert Wollny.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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If we're rendering to an incomplete/inconsistent (cube) texture, the
different faces/levels of the texture may be stored in different
resources. Before, we always used the texture object resource. Now,
we use the texture image resource. In normal circumstances, that's
the same resource. But in some cases, such as the Piglit
fbo-incomplete-texture-03 test, the cube faces are in different
resources and we need to render to the texture image resource.
Fixes fbo-incomplete-texture-03 with VMware driver.
Reviewed-by: Roland Scheidegger <[email protected]>
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Return early from st_finalize_texture() if we have an incomplete
texture. This avoids trying to create a texture resource with invalid
parameters (too many mipmap levels given the base dimension).
Specifically, the Piglit fbo-incomplete-texture-03 test winds up
calling pipe_screen::resource_create() with width0=32, height0=32 and
last_level=6 because the first five cube faces are 32x32 but the sixth
face is 64x64. Some drivers handle this, but others (like VMware svga)
do not (generates device errors).
Note that this code is on the path that's usually not taken (we normally
build consistent textures).
No Piglit regressions.
v2: only need to check for base-level completeness since that's what has to
be consistent in order to specify the dimensions for a new gallium texture.
Per Roland.
Reviewed-by: Roland Scheidegger <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Only do so if there is a shader writing gl_ViewportIndex.
This removes a lot of CPU overhead for the most common case.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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cso does that too
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This was missed during my st/mesa series.
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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Mainly don't (indirectly) call util_format_description here.
If the driver supports texture swizzling, this will always do the right
thing. If the driver doesn't support it, it doesn't matter.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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- Don't check GL_NONE (that was only for buffers).
- Don't use util_format_is_depth_or_stencil.
Reviewed-by: Nicolai Hähnle <[email protected]>
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