| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Anuj Phogat <[email protected]>
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Texture is already allocated before calling this meta function. So,
the value of 'allocate_storage' passed to the function is always false.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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OpenGL ES 1.0 doesn't support using GL_STREAM_DRAW and both
ES 1.0 and 2.0 don't support GL_STREAM_READ in glBufferData().
So, handle it correctly by calling the _mesa_meta_begin()
before create_texture_for_pbo().
V2: Remove the changes related to allocate_storage. (Ian)
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We should not dereference shader before we have done the
null check.
Reviewed-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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From ARB_viewport_array spec:
" * On GL3-capable hardware the VIEWPORT_BOUNDS_RANGE should be at least
[-16384, 16383].
* On GL4-capable hardware the VIEWPORT_BOUNDS_RANGE should be at least
[-32768, 32767]."
This range is set using ctx->Const.MaxViewportWidth value, so just bump
those constants to 32k for gen7+ which can support OpenGL 4.0.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Don't use hardcoded ones because the driver can set different ones.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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The table in prog_instruction.h is correct.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Looks like more never-used crap from the first geometry shader attempt.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.
Cc: "11.2" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Fixes piglit tests:
- object-namespace-pollution glGetTexImage-compressed framebuffer
- object-namespace-pollution glGenerateMipmap framebuffer
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.
For framebuffers, the Bind call is still necessary.
sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
src/mesa/drivers/common/*.c
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.
For framebuffers, the Bind call is still necessary.
sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
src/mesa/drivers/dri/i965/*.c
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
This also fixes another latent bug in meta. In a multithreaded,
multicontext application, one thread can delete an object that is bound
in another thread. That object continues to exist until it is unbound
(i.e., its refcount drops to zero). Meta unbinds objects all over the
place. As a result, the rebind in _mesa_meta_end could fail because the
object vanished!
See https://bugs.freedesktop.org/show_bug.cgi?id=92363#c8.
Using _mesa_reference_<object type> to save and restore the objects
prevents the refcount from going to zero.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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Fixing dd_function_table::BindFramebuffer will come later because that
change is probably not suitable for stable.
v2: Fix whitespace issue noticed by Topi.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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sed -i -e 's/_mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER[^)]*/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->ReadBuffer/' \
$(grep -rl _mesa_CheckFramebufferStatus src/mesa/drivers)
The second expression catches both GL_FRAMEBUFFER and GL_FRAMEBUFFER_EXT.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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a GL API handle
Also change the name of the function to
_mesa_meta_framebuffer_texture_image. The function is basically a
wrapper around _mesa_framebuffer_texture (which is used to implement
glFramebufferTexture1D and friends), so it makes sense for it's name to
be similar to that.
The next patch will clean _mesa_meta_framebuffer_texture_image up
considerably.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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(This is commit 4a1c8a3037cd29938b2a6e2c680c341e9903cfbe for vec4 mode.)
Using the push model for inputs is much more efficient than pulling
inputs - the hardware can simply copy a large chunk into URB registers
at thread creation time, rather than having the thread send messages to
request data from the L3 cache. Unfortunately, it's possible to have
more TES inputs than fit in registers, so we have to fall back to the
pull model in some cases.
However, it turns out that most tessellation evaluation shaders are
fairly simple, and don't use many inputs. An arbitrary cut-off of
24 vec4 slots (12 registers) should suffice. (I chose this instead of
the 32 vec4 slots used in the scalar backend to avoid regressing a few
Piglit tests due to the vec4 register allocator being too stupid to
figure out what to do. We probably ought to fix that, but it's a
separate issue.)
Improves performance in GPUTest's tessmark_x64 microbenchmark by
41.5394% +/- 0.288519% (n = 115) at 1024x768 on my Clevo W740SU
(with Iris Pro 5200).
Improves performance in Synmark's Gl40TerrainFlyTess microbenchmark by
38.3576% +/- 0.759748% (n = 42).
v2: Simplify abs/negate handling, as requested by Matt.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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When reusing a depth attachment as a stencil, we need to propogate
the layered bit, otherwise we fail to complete the framebuffer.
discovered running ./bin/fbo-depth-array depth-layered-clear
on virgl on haswell.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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MESA_DRI_MODULE_PATH is only getting set for classic DRI drivers and may or
may not be set correctly for gallium_dri.so depending on the makefile
include ordering. For Android 6 and earlier it is fine, but with build
system changes in AOSP master, it is not.
Move the path variables to a single place at the top level and introduce
MESA_DRI_MODULE_REL_PATH for Android 5 and later which require relative
paths. With this, there is a single variable to change.
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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With the Android build system changes to ninja/kati, the use of
.SECONDEXPANSION is no longer supported. Fix this by avoiding rule specific
variables and using $(transform-generated-source).
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Commits a39a8fbbaa12 ("nir: move to compiler/") and eb63640c1d38
("glsl: move to compiler/") broke Android builds. Fix them.
There is also a missing dependency between generated NIR headers and
several libraries. This isn't a new issue, but seems to have been
exposed by the NIR move.
Built with i915, i965, freedreno, r300g, r600g, vc4, and virgl enabled.
Cc: "11.2" <[email protected]>
Cc: Mauro Rossi <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The two extensions are identical, and are largely taking bits of already
existing desktop functionality. We continue to do a poor job of
supporting the 'precise' keyword, just like we do on desktop.
This passes the relevant dEQP tests that I could find.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Could be exposed on earlier GLES versions if we supported EXT_sRGB, but
we don't, for now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Trivial
Signed-off-by: Ian Romanick <[email protected]>
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v2: Fix some bad indentation. Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This will now never occur. The empty if-else part would have already
been removed leaving an empty if-endif part.
No shader-db changes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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On BDW,
total instructions in shared programs: 8448571 -> 8448367 (-0.00%)
instructions in affected programs: 21000 -> 20796 (-0.97%)
helped: 116
HURT: 0
v2: Remove spurious attempt to combine the if_block with the (removed!)
else_block. Suggested by Matt and Curro. Correct the comment
describing what the new pass does. Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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