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[Fredrik: Whitespace fix]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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The ARB_direct_state_access specification says (as of 2015.02.05):
"Interactions with OpenGL 4.3 or ARB_framebuffer_no_attachments
If neither OpenGL 4.3 nor ARB_framebuffer_no_attachments are supported,
ignore the support for NamedFramebufferParameteri and
GetNamedFramebufferParameteriv."
This commit adds stubs for these entry points.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Previously, we used _mesa_update_state to update the currently bound
framebuffers prior to performing a blit. Now that _mesa_blit_framebuffer
uses arbitrary framebuffers, _mesa_update_state is not specific enough.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This wasn't neccessary for ARB_direct_state_access, but felt like a good idea
for the sake of completeness.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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_mesa_update_framebuffer now operates on arbitrary read and draw framebuffers.
This allows BlitNamedFramebuffer to update the state of its arbitrary read and
draw framebuffers.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Update one of the error messages to reflect that the
framebuffer might not be the bound framebuffer.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Retain the debugging code in CheckFramebufferStatus.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This splits off the (still) rather large chunk that is
get_texture_for_framebuffer into lots of smaller functions specialized to
service the wide variety of unique needs of *FramebufferTexture* entry points.
The result is much cleaner because, rather than having a pile of branches and
confusing conditions (like the boolean layered), the uniqueness is baked into
the entry points. The entry points know whether or not they are layered or use
a textarget.
[Fredrik: - Mention the value of <textarget> in the error message.
- Rename check_zoffset to check_layer, and zoffset to layer.
The zoffset parameter was renamed to layer in
ARB_framebuffer_object.
- Make layered a GLboolean since the value is visible to the API.
- Remove EXT suffixes in refactored code.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This moves a few blocks around so that the control flow is more obvious. If
the texture is 0, just return true at the beginning of the function.
Likewise, if the texObj is NULL, return true at the beginning of the function
as well.
[Fredrik: Fix the texObj NULL check]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Split apart utility function framebuffer_texture to better prepare for
implementing NamedFramebufferTexture and NamedFramebufferTextureLayer. This
should also pave the way for some future cleanup work.
[Fredrik: - Mention which limit was exceeded when <layer> is out of range.
- Update a comment to reflect that <fb> might not be the bound
framebuffer.
- Make it clear that the error message in glFramebufferTexture*D
refers to the <textarget> parameter.
- Remove EXT suffixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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gl*FramebufferTexture should generate GL_INVALID_VALUE when the
texture doesn't exist.
[Fredrik: Split this change out from the next commit]
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Generate GL_INVALID_OPERATION if the texture hasn't been created.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Remove the DummyRenderbuffer checks now that they are
done in _mesa_lookup_renderbuffer_err.
- Fix the <renderbuffertarget> name in error messages.
- Make the error message in _mesa_framebuffer_renderbuffer
reflect that <fb> might not be the bound framebuffer.
- Remove EXT suffixes from GL tokens.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Rename _mesa_framebuffer_renderbuffer to _mesa_FramebufferRenderbuffer_sw in
preparation for adding the ARB_direct_state_access backend function for
FramebufferRenderbuffer and NamedFramebufferRenderbuffer to share.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Generate an error for non-existent renderbuffers]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Whitespace fixes]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Generate an error for non-existent framebuffers]
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This problem can easily be reproduced with a number of
ARB_shader_image_load_store piglit tests, which use a buffer object as
PBO for a pixel transfer operation and later on bind the same buffer
to the pipeline as shader image -- The problem is not exclusive to
images though, and is likely to affect other kinds of buffer objects
that can be bound to the 3D pipeline, including vertex, index,
uniform, atomic counter buffers, etc.
CC: 10.5 <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Commit dd5c825 changed the way how execution size for instructions
get set. Previously it was based on destination register width, now
it is set explicitly when emitting instructions.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90258
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gcc 4.4.7 really doesn't like them, and they aren't standard
C++, they seem to be a gcc extension.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Now that ARB_texture_stencil8 is supported, this might happen.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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stride == 0 implies that the register has one channel per vector
component.
Reviewed-by: Matt Turner <[email protected]>
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Regression from commit 41868bb6824c6106a55c8442006c1e2215abf567.
Fixes a bunch of ARB_shader_image_load_store tests.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Previously whenever a primitive is drawn the driver would call
_mesa_check_conditional_render which blocks waiting for the result of
the query to determine whether to render. On Gen7+ there is a bit in
the 3DPRIMITIVE command which can be used to disable the primitive
based on the value of a state bit. This state bit can be set based on
whether two registers have different values using the MI_PREDICATE
command. We can load these two registers with the pixel count values
stored in the query begin and end to implement conditional rendering
without stalling.
Unfortunately these two source registers were not in the whitelist of
available registers in the kernel driver until v3.19. This patch uses
the command parser version from intel_screen to detect whether to
attempt to set the predicate data registers.
The predicate enable bit is currently only used for drawing 3D
primitives. For blits, clears, bitmaps, copypixels and drawpixels it
still causes a stall. For most of these it would probably just work to
call the new brw_check_conditional_render function instead of
_mesa_check_conditional_render because they already work in terms of
rendering primitives. However it's a bit trickier for blits because it
can use the BLT ring or the blorp codepath. I think these operations
are less useful for conditional rendering than rendering primitives so
it might be best to leave it for a later patch.
v2: Use the command parser version to detect whether we can write to
the predicate data registers instead of trying to execute a
register load command.
v3: Simple rebase
v4: Changes suggested by Kenneth Graunke: Split the
load_64bit_register function out to a separate patch so it can be
a shared public function. Avoid calling
_mesa_check_conditional_render if we've already determined that
there's no query object. Some styling fixes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Adds brw_load_register_mem64 which is similar to brw_load_register_mem
except that it queues two GEN7_MI_LOAD_REGISTER_MEM commands in order
to load both halves of a 64-bit register. The function is implemented
by splitting the 32-bit version into an internal helper function which
takes a size.
This will later be used to set the 64-bit predicate source registers.
Reviewed-by: Kenneth Graunke <[email protected]>
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In order to detect whether the predicate source registers can be used
in a later patch we will need to know the version number for the
command parser. This patch just adds a member to intel_screen and does
an ioctl to get the version.
Reviewed-by: Kenneth Graunke <[email protected]>
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i2b has to work for all integers, not just 1. INEG would not necessarily
result with all bits set, which is something that other operations can
rely on by e.g. using AND (or INEG for b2i).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: [email protected]
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