| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <[email protected]>
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These data structures are used for debug output, so it wasn't hurting
anything that there were missing bits. But it's good to keep things
up to date.
This patch also adds static asserts so that the {brw,cache}_bits[]
arrays are the proper size, so that we don't forget to add to them in
the future. Unfortunately there's no convenient way to assert that
mesa_bits[] is the proper size.
Reviewed-by: Kenneth Graunke <[email protected]>
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If the geometry shader refers to the built-in variable
gl_PrimitiveIDIn, we need to set a bit in 3DSTATE_GS to tell the
hardware to dispatch primitive ID to r1, and we need to leave room for
it when allocating registers.
Note: this feature doesn't yet work properly when software primitive
restart is in use (the primitive ID counter will incorrectly reset
with each primitive restart, since software primitive restart works by
performing multiple draw calls). I plan to address that in a future
patch series.
Fixes piglit test "spec/glsl-1.50/execution/geometry/primitive-id-in".
Reviewed-by: Kenneth Graunke <[email protected]>
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When we previously implemented primitive restart, we didn't add cases
to brw_primitive_restart.c's can_cut_index_handle_prims() for the
primitive types that are introduced with geometry shaders. It turns
out that all of the new primitive types are supported by hardware
primitive restart.
Reviewed-by: Kenneth Graunke <[email protected]>
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As part of its support for geometry shaders, GL 3.2 introduces four
new primitive types: GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY,
GL_TRIANGLES_ADJACENCY, and GL_TRIANGLE_STRIP_ADJACENCY.
Reviewed-by: Kenneth Graunke <[email protected]>
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Specifying a miptree layout makes no sense for constant buffers.
This has no functional change since BRW_SURFACE_MIPMAPLAYOUT_BELOW is
just a #define for 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now we use gen7_upload_constant_state() for all three shader stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This paves the way for using gen7_upload_constant_state for PS data.
The formula is copied from gen7_wm_state.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This saves a bit of typing and shortens a few lines.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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GL 3.2 requires us to support 128 varying components for geometry
shader outputs and fragment shader inputs, and 64 varying components
otherwise. But there's no hardware limitation that restricts us to 64
varying components, and core Mesa doesn't currently allow different
stages to have different maximum values, so just go ahead and enable
128 varying components for all stages. This gets us better test
coverage anyway.
Even though we are only working on GL 3.2 support for gen7 right now,
gen6 also supports 128 varying components, so go ahead and switch it
on there too.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we only ever did 1 URB write, since the maximum number of
varyings we support is small enough to fit in 1 URB write (when using
BRW_URB_SWIZZLE_NONE, which is what the pre-Gen7 GS always uses). But
we're about to increase the number of varying components we support
from 64 to 128.
With 128 varyings, the most URB writes we'll have to do is 2, but it's
just as easy to write a general-purpose loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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The "{VS,GS} URB Entry Allocation Size" fields of 3DSTATE_URB allow
values in the range 0-4, but they are U8-1 fields, so the range of
possible allocation sizes is 1-5. We were erroneously prohibiting a
size of 5.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we only ever did 1 or 2 URB writes, since the maximum
number of varyings we support is small enough to fit in 2 URB writes.
But GL 3.2 requires the geometry shader to support 128 output varying
components, and this could require up to 3 URB writes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Since the SF/SBE stage is only capable of performing arbitrary
reorderings of 16 varying slots, we can't arrange the fragment shader
inputs in an arbitrary order if there are more than 16 input varying
slots in use. We need to make sure that slots 16-31 match the
corresponding outputs of the previous pipeline stage.
The easiest way to accomplish this is to just make all varying slots
match up with the previous pipeline stage.
Reviewed-by: Kenneth Graunke <[email protected]>
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The for loop was rather silly. In addition to checking brw->gen < 6
on each loop iteration, it took pains to exclude bits from
fp->Base.InputsRead that don't correspond to fragment shader inputs.
But those bits would never have been set in the first place, since the
only bits that are ever set in fp->Base.InputsRead are fragment shader
inputs.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that the vertex shader output VUE map is determined solely by a
64-bit bitfield, we don't have to store it in its entirety in the
geometry shader program key; instead, we can just store the bitfield,
and let the geometry shader infer the VUE map at compile time.
This dramatically reduces the size of the geometry shader program key,
which we want to keep small since it gets recomputed whenever the
active program changes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, on Gen6+, we laid out the vertex (or geometry) shader VUE
map differently depending whether user clipping was active. If it was
active, we put the clip distances in slots 2 and 3 (where the clipper
expects them); if it was inactive, we assigned them in the order of
the gl_varying_slot enum.
This made for unnecessary recompiles, since turning clipping on/off
for a shader that used gl_ClipDistance might rearrange the varyings.
It also required extra bookkeeping, since it required the user
clipping flag to be provided to brw_compute_vue_map() as a parameter.
With this patch, we always put clip distances at in slots 2 and 3 if
they are written to. do_vs_prog() and do_gs_prog() are responsible
for ensuring that clip distances are written to when user clipping is
enabled (as do_vs_prog() previously did for gen4-5).
This makes the only input to brw_compute_vue_map() a bitfield of which
varyings the shader writes to, a fact that we'll take advantage of in
forthcoming patches.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, if a fragment shader accessed gl_FragCoord or
gl_FrontFacing, we would assign them their own slots in the fragment
shader input attribute array, using up space that could be made
available to real varyings. This was not strictly necessary (since
these values are not true varyings, and are instead computed from
other data available in the FS payload). But we had to do it anyway
because the SF/SBE setup code assumed that every 1 bit in the
gl_program::InputsRead bitfield corresponded to a genuine varying
variable.
Now that the SF/SBE code consults brw_wm_prog_data and only sets up
the attributes that the fragment shader actually needs, we don't have
to do this anymore.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, the SF/SBE setup code delivered varying inputs to the FS
in the order in which they appear in the gl_program::InputsRead
bitfield, since that's what the FS expects.
When we add support for more than 64 varying components, this will no
longer always be the case, because the Gen6+ SF/SBE stage is only
capable of performing arbitrary reorderings of 16 varying slots. So,
when there are more than 16 vec4's worth of varying inputs, the FS
will have to adjust the order its input varyings in order to partially
match the order of outputs from the geometry or vertex shader.
To allow extra flexibility in the ordering of FS varyings, this patch
causes the SF/SBE to deliver varying inputs to the FS in exactly the
order that the FS requests, by consulting brw_wm_prog_data::urb_setup
and brw_wm_prog_data::num_varying_inputs.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We always program the SF unit to start reading the vertex URB entry at
offset 1. In upcoming patches, we'll be adding FS code that relies on
this. So consistently use the constant BRW_SF_URB_ENTRY_READ_OFFSET
rather than hardcoding a 1.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we assumed that the number of varying inputs consumed by
the fragment shader was equal to the number of bits set in
gl_program::InputsRead. However, we'll soon be making two changes
that will cause that not to be true:
- We'll stop wasting varying input space for gl_FragCoord and
gl_FrontFacing, which aren't varyings.
- For fragment shaders that have more than 16 varying inputs, we'll
adjust the layout of the inputs to account for the fact that the
SF/SBE pipeline stage can't reorder inputs beyond the first 16; if
there are GS outputs that the FS doens't use (or vice versa) this
may cause the number of FS varying inputs to change.
So, instead of trying to guess the number of FS inputs from
gl_program::InputsRead, simply read it from
brw_wm_prog_data:num_varying_inputs, which is guaranteed to be correct
since it's populated by fs_visitor::calculate_urb_setup().
Reviewed-by: Kenneth Graunke <[email protected]>
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On gen4-5, the FS stage reads varying inputs from URB entries that
were output by the SF thread, where each register stores the
interpolation setup for two components of a vec4, therefore the FS
urb_read_length is twice the number of FS input varyings. On gen6+,
varying inputs are directly deposited in the FS payload by the SF/SBE
fixed function logic, so urb_read_length is irrelevant.
However, in future patches, it will be nice to be able to consult
brw_wm_prog_data to determine how many varying inputs the FS expects
(rather than inferring it from gl_program::InputsRead). So instead of
storing urb_read_length, we simply store num_varying_inputs in
brw_wm_prog_data. On gen4-5, we multiply this by 2 to recover the URB
read length.
Reviewed-by: Kenneth Graunke <[email protected]>
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At the moment, for Gen6+, the FS assumes that all varying inputs are
delivered to it in the order in which they appear in the
gl_program::InputsRead bitfield, and the SF/SBE setup code ensures
that they are delivered in this order.
When we add support for more than 64 varying components, this will no
longer always be possible, because the Gen6+ SF/SBE stage is only
capable of performing arbitrary reorderings of 16 varying slots.
To allow extra flexibility in the ordering of FS varyings, this patch
causes the FS to advertise exactly what ordering it expects.
Reviewed-by: Kenneth Graunke <[email protected]>
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It seems a user app can get us into this state, I trigger the fail
running fbo-maxsize inside virgl, it fails to create the backing
storage for the texture object, but then segfaults here when it
should fail the completeness test.
Cc: "9.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This gets the VS, GS, and PS all using the same data structure.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Since BRW_MAX_WM_SURFACES is greater than BRW_MAX_VEC4_SURFACES, the
existing array isn't large enough to be used by the WM. Increasing it
will make it possible to share them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These are largely based on the similar fields in brw->wm.
v2: Add a better comment than "Scratch buffer".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Everyone at the Khronos meeting was as surprised that GLSL didn't
already support this as we were. Several vendors said they'd ship it,
but there didn't seem to be enough interest to put in the effort to make
it ARB or KHR.
v2: Fix a couple typos and rename the spec file to
EXT_shader_integer_mix.spec. Suggested by Roland.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Paused transform feedback objects may refer to a program other than the
current program. If any active objects refer to a program, LinkProgram
must reject the request to relink.
The code to detect this is ugly since _mesa_HashWalk is awkward to use,
but unfortunately we can't use hash_table_foreach since there's no way
to get at the underlying struct hash_table (and even then, we'd need to
handle locking somehow).
Fixes the last subcase of Piglit's new ARB_transform_feedback2
api-errors test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is actually a pretty important error condition: otherwise, you
could set up transform feedback with one program, and resume it with
a program that generates a completely different set of outputs.
Fixes a subcase of Piglit's new ARB_transform_feedback2 api-errors test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The next few patches will use this for API error checking.
All of the drivers appear to CALLOC_STRUCT transform feedback objects,
so this should be properly NULL initialized on creation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes a subcase of Piglit's new ARB_transform_feedback2 api-errors test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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According to GLSL, the shader may call EndPrimitive() at any point
during its execution, causing the line or triangle strip currently
being output to be terminated and a new strip to be begun.
This is implemented in gen7 hardware by using one control data bit per
vertex, to indicate whether EndPrimitive() was called after that
vertex was emitted.
In order to make this work without sacrificing too much efficiency, we
accumulate 32 control data bits at a time in a GRF. When we have
accumulated 32 bits (or when the shader terminates), we output them to
the appropriate DWORD in the control data header and reset the
accumulator to 0.
We have to take special care to make sure that EndPrimitive() calls
that occur prior to the first vertex have no effect.
Since geometry shaders that output a large number of vertices are
likely to be rare, an optimization kicks in if max_vertices <= 32. In
this case, we know that we can wait until the end of shader execution
before any control data bits need to be output.
I've tried to write the code in such a way that in the future, we can
easily adapt it to output stream ID bits (which are two bits/vertex
instead of one).
Fixes piglit tests "spec/glsl-1.50/glsl-1.50-geometry-end-primitive *".
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is needed for GS_OPCODE_PREPARE_CHANNEL_MASKS.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, brw_urb_WRITE() would always generate a URB_WRITE_HWORD
message, we always wanted to write data to the URB in pairs of varying
slots or larger (an HWORD is 32 bytes, which is 2 varying slots).
In order to support geometry shader EndPrimitive functionality, we'll
need the ability to write to just a single OWORD (16 byte) slot, since
we'll only be outputting 32 of the control data bits at a time. So
this patch adds a flag that will cause brw_urb_WRITE to generate a
URB_WRITE_OWORD message.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, brw_urb_WRITE() would unconditionally override the channel
masks in the URB_WRITE message to 0xff (indicating that all channels
should be written to the URB).
In order to support geometry shader EndPrimitive functionality, we'll
need the ability to set the channel masks programatically, so that we
can output just 32 of the control data bits at a time. So this patch
adds a flag that will prevent brw_urb_WRITE() from overriding them.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The gen7 geometry shader uses a "control data header" at the beginning
of the output URB entry to store either
(a) flag bits (1 bit/vertex) indicating whether EndPrimitive() was
called after each vertex, or
(b) stream ID bits (2 bits/vertex) indicating which stream each vertex
should be sent to (when multiple transform feedback streams are in
use).
Fortunately, OpenGL only requires separate streams to be supported
when the output type is points, and EndPrimitive() only has an effect
when the output type is line_strip or triangle_strip, so it's not a
problem that these two uses of the control data header are mutually
exclusive.
This patch modifies do_vec4_gs_prog() to determine the correct
hardware settings for configuring the control data header, and
modifies upload_gs_state() to propagate these settings to the
hardware.
In addition, it modifies do_vec4_gs_prog() to ensure that the output
URB entry is large enough to contain both the output vertices *and*
the control data header.
Finally, it modifies vec4_gs_visitor so that it accounts for the size
of the control data header when computing the offset within the URB
where output vertex data should be stored.
Reviewed-by: Ian Romanick <[email protected]>
v2: Fixed incorrect handling of IVB/HSW differences.
Reviewed-by: Kenneth Graunke <[email protected]>
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This information will be useful in the i965 back end, since we can
save some compilation effort if we know from the outset that the
shader never calls EndPrimitive().
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Do not attempt to share the code that uploads
3DSTATE_BINDING_TABLE_POINTERS_GS, 3DSTATE_SAMPLER_STATE_POINTERS_GS,
or 3DSTATE_GS with VS.
Reviewed-by: Ian Romanick <[email protected]>
v3: Add _NEW_TRANSFORM to gen7_gs_state.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow us to reuse some code when setting up the geometry
shader stage.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit b77316ad7594f
st/dri: always copy new DRI front and back buffers to corresponding MSAA buffers
introduced creating a pipe_context for every call to validate, which is not required
because the callers have a context anyway.
Only exception is egl_g3d_create_pbuffer_from_client_buffer, can someone test if it
still works with NULL passed as context for validate? From examining the code I
believe it does, but I didn't thoroughly test it.
Signed-off-by: Maarten Lankhorst <[email protected]>
Cc: 9.2 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We've observed GPU hangs on Ivybridge from the following instruction:
mov(8) g115<1>.F 0D { align16 WE_normal NoDDChk 1Q };
There should be no reason to ever set the writemask on a destination
register to zero, except for perhaps the ARF NULL register.
This patch adds an assertion to enforce this for non-ARF registers.
Excluding ARFs is conservative yet should still catch the majority
of mistakes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Otherwise, coordinates with four components would result in a MOV
with a destination writemask that has no channels enabled:
mov(8) g115<1>.F 0D { align16 WE_normal NoDDChk 1Q };
At best, this is stupid: we emit code that shouldn't do anything.
Worse, it apparently causes GPU hangs (observable with Chris's
textureGather test on CubeArrays.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: [email protected]
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We can easily compute these without loops, resulting in simpler and
shorter code.
Signed-off-by: Kenneth Graunke <[email protected]>
Suggested-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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end are equal.
This was originally introduced by commit
ba47aabc9868b410cdfe3bc8b6d25a44a598cba2, but unfortunately the commit message
doesn't go into much detail about why +INF would be a problem here.
A similar issue exists for STATE_FOG_PARAMS_OPTIMIZED, but allowing infinity
there would potentially introduce NaNs where they shouldn't exist, depending
on the values of fog end and the fog coord. Since STATE_FOG_PARAMS_OPTIMIZED
is only used for fixed function (including ARB_fragment_program with fog
option), and the calculation there probably isn't very stable to begin with
when fog start and end are close together, it seems best to just leave it
alone.
This fixes piglit glsl-fs-fogscale, and a couple of Wine D3D tests. No piglit
regressions on Cayman.
Signed-off-by: Henri Verbeet <[email protected]>
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes "Mixing enum types" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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278372b47e4db8a022d57f60302eec74819e9341 added the uninitialized pointer
field gl_sync_object:Label. A free of this pointer, added in commit
6d8dd59cf53d2f47b817d79204a52bb3a46e8c77, resulted in a crash.
This patch fixes piglit ARB_sync regressions with swrast introduced by
6d8dd59cf53d2f47b817d79204a52bb3a46e8c77.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit 6c3db2167c64ecf2366862f15f8e2d4a91f1028c, which I
accidentally pushed along with other code. A better version of the fix
will be committed later.
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