| Commit message (Collapse) | Author | Age | Files | Lines |
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st_glsl_to_tgsi.cpp.
This is a trivial verbatim copy of the code from Christoph Bumiller's commit
f986a6560f3ee9a79b89e9409e3a9ac52b53315c.
Fixes fdo 39939 and 39942.
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Wrap _mesa_unpack_bitmap to handle the case that data is stored in pixel
buffer object.
This would make calling Bitmap with data stored in PBO by display list work.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It seems like a typo.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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type
v2: quote the spec; explicitly exclude the GL_BITMAP case to make code
more readable. (comments from Ian)
v3: Cast the offset by GLintptr to remove the compile warning(comments
from Brian).
I also found that I should use _mesa_sizeof_packed_type() instead,
as it includes packed pixel type, like GL_UNSIGNED_SHORT_5_6_5.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The patch(based on the reading of the emulator) came from while I was
trying to fix the oglc pbo texImage.1PBODefaults fail. This case
generates a texture with the width and height equal to window's width
and height respectively, then try to texture it on the whole window.
So, it's exactly one texel for one pixel. And, the min filter and mag
filter are GL_LINEAR. It runs with swrast OK, as expected. But it failed
with i965 driver.
Well, you can't tell the difference from the screen, as the error is
quite tiny. From my digging, it seems that there are some tiny error
happened while getting tex address. This will break the one texel for
one pixel rule in this case. Thus the linear result is taken, with tiny
error.
This patch would fix all oglc pbo subcase fail with the same issue on
both ILK, SNB and IVB.
v2: comments from Ian, make the address_round filed assignment consistent.
(the sampler is alread memset to 0 by the xxx_update_samper_state
caller, so need to assign 0 first)
Signed-off-by: Yuanhan Liu <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bryan Cain <[email protected]>
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Generate the program parameters list by walking the IR instead of by
walking the list of linked uniforms. This simplifies the code quite a
bit, and is probably a bit more correct. The list of linked uniforms
should really only be used by the GL API to interact with the
application.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Bryan Cain <[email protected]>
Cc: Eric Anholt <[email protected]>
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Having a few of these includes or forward declarations inside the
'extern "C"' block can cause problems later. Specifically, it
prevents C++ linkage functions from being added to ir_to_mesa.h and
makes G++ angry if 'struct foo' is seen both inside and outside an
'extern "C"'.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This has the same value has gl_program_parameter::DataType field.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fold _mesa_get_active_uniform into its only caller in the process.
More changes are coming soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This simplificiation was enabled by the earlier refactors that
eliminated the references to the assembly shaders stored in the
gl_shader_program structure.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Finding this bit in the documentation proved challenging. It wasn't in
the SEND instruction's message descriptor section, nor the data port
message descriptor section. It turns out to be part of the Render
Target Write message's control bits, and in the documentation is named
"Last Render Target Select".
Shaders that use Multiple Render Targets should set this bit on the last
RT write, but not on any prior ones.
The GPU does update the Pixel Scoreboard appropriately, but doesn't
document this bit as directly causing a scoreboard clear.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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After printing the details of a specific message, we always print out
the message length and response length with nice "mlen" and "rlen"
labels.
For Gen5+ URB writes, we were dumping mlen and rlen a second time:
urb 0 urb_write interleave used complete mlen 5, rlen 0 mlen 5 rlen 0
Also, for Gen6 data port messages, we were including mlen and rlen in
the tuple of undecipherable integers.
Both of these are completely redundant. So, remove them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Every brw_set_???_message function had duplicated code, per-generation,
to set the Message Descriptor and Extended Message Descriptor bits
(SFID, message length, response length, header present, end of thread).
However, these fields are actually specified as part of the SEND
instruction itself; individual types of messages don't even specify
them (except for header present, but that's in the same bit location).
Since these are exactly the same regardless of the message type, just
create a function to set them, using the generic message structs. This
not only shortens the code, but hides a lot of the per-generation
complexity (like the SFID being in destreg__conditionalmod) in one spot.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The existing code asserted that eot == 0, as it doesn't make sense for
a thread to sample a texture as the last thing it does.
It doesn't make much sense to pass around a dead parameter either.
Especially for a function which already has a long parameter list.
So, remove the parameter and just set EOT to 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When reading the data port code, it was not clear to me what these
values meant, nor where I could find them in the documentation.
Especially since the latest BSpec and older PRMs document them in
radically different places...neither of which are near the descriptions
of individual messages.
Cite the documentation, and rename them to SFID to signify that these
are Shared Function IDs that one can read about in the GPU overview,
rather than arbitrary bitfields. While we're add it, make them an enum.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Currently, we use the Render Cache for scratch access (read/write data)
and the Sampler Cache for all read only data (pull constants).
Reversing the condition here is clearer: if the caller requested the
Render Cache, use that. Otherwise, they requested the Data Cache
(which does not exist on Gen6) or Sampler Cache, so use the Sampler
Cache.
This should not change behavior in any way.
Signed-off-by: Kenneth Graunke <[email protected]>
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Using the constant cache for reads isn't going to work for scratch
reads (variably-indexed arrays or register spills), as these aren't
constant at all.
Also, in the new VS backend, use the proper message number for OWord
Dual Block Write messages. It's now 10, instead of 9.
+205 piglits.
NOTE: This is a candidate for the 7.11 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The 'mode' param is a bitset of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT.
A future commit will perform buffer resolves in intel_region_map(). So,
even though the access mode is irrelevant to the GTT, the extra
information allows us to intelligently avoid unneccessary buffer resolves.
Signed-off-by: Chad Versace <[email protected]>
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Add the following to the vtbl:
hiz_resolve_depthbuffer
hiz_resolve_hizbuffer
For all drivers for which HiZ is not enabled, the methods are set to be
no-ops. If HiZ is enabled, the methods are currently to set to empty
stubs.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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intel_context::gen field is set by intelInitContext(). So, by calling
intelInitContext() before initializing the vtable, we can can construct
different vtables for different gens.
Specifically, this allows us to set the HiZ operations to be no-ops for
contexts for which HiZ is not enabled.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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During anholt's MapTextureImage refactoring, the call to
intel_tex_image_s8z24_create_renderbuffers was missplaced. It needs to
occur *after* the miptree is allocated.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Don't dereference the color buffer if one isn't attached.
This fixes the following Piglit tests in my experimental HiZ branch:
glean/logicOp
glean/paths
Note: This is a candidate for the stable branches.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This is necessary because i965 will need to call vbo_bind_array() when
cleaning up after a buffer resolve meta-op.
Detailed Explanation
--------------------
The vbo module tracks vertex attributes separately from the gl_context.
Specifically, the vbo module maintins vertex attributes in
vbo_exec_context::array::inputs, which is synchronized with
gl_context::Array::ArrayObj::VertexAttrib by vbo_bind_array().
vbo_draw_arrays() calls vbo_bind_array() to perform the synchronization
before calling the real draw call, vbo_context::draw_arrays.
Intel hardware accomplishes buffer resolves with a meta-op. Frequently,
that meta-op must be performed within glDraw* in the moment immediately
before the draw occurs (The hardware designers hate us...). After
performing the meta-op, but before calling vbo_bind_array(), the
gl_context's vertex attributes will have been restored to their original
state (that is, their state before the meta-op began), but the vbo
module's vertex attribute are those used in the last meta-op. Therefore we
must manually synchronize the two with vbo_bind_array() before continuing
with the original draw command (that is, the one requested with glDraw*).
See brw_predraw_resolve_buffers(), which will be added in a future commit.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This hook allows the driver to prepare for a glBegin/glEnd.
i965 will use the hook to avoid avoid recursive calls to FLUSH_VERTICES
during a buffer resolve meta-op.
Detailed Justification
----------------------
When vertices are queued during a glBegin/glEnd block, those vertices must
of course be drawn before any rendering state changes. To enusure this,
Mesa calls FLUSH_VERTICES as a prehook to such state changes. Therefore,
FLUSH_VERTICES itself cannot change rendering state without falling into
a recursive trap.
This precludes meta-ops, namely i965 buffer resolves, from occuring while
any vertices are queued. To avoid that situation, i965 must satisfy the
following condition: that it queues no vertex if a buffer needs resolving.
To satisfy this, i965 will use the PrepareExecBegin hook to resolve all
buffers on entering a glBegin/glEnd block.
--------
v2: Don't add dd_function_table::CleanupExecEnd. Anholt and I discovered
that hook to be unnecessary.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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In some cases, Intel hardware requires that depth and stencil buffers be
separate. To accommodate swrast, i965 resorts to hackery that causes
a segfault in the fastpaths of draw_depth_stencil_pixels() and
read_depth_stencil_pixels().
The hack is that i965 sets framebuffer->Attachment[BUFFER_DEPTH].Renderbuffer
and framebuffer->Attachment[BUFFER_STENCIL].Renderbuffer to a dummy
renderbuffer for which the GetRow accessors and friends are null. The real
buffers are located at framebuffer->_DepthBuffer and framebuffer->_Stencilbuffer.
To fix the segault, this patch skips the fastpath if
framebuffer->Attachment[BUFFER_DEPTH].Renderbuffer->GetRow is null.
Note: This is a candidate for the 7.11 branch.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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When i965 uses (in the near future) meta-ops to perform buffer resolves,
the meta-op stack exceeds depth 2. I bumped it to 8 because... 8 is bigger
than 2, but not too big.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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If this flag is set, then _mesa_meta_begin/end will save/restore the state of
GL_SELECT and GL_FEEDBACK render modes.
Intel's future buffer resolve meta-ops will require this, since buffer resolves
may occur when the GL_RENDER_MODE is GL_SELECT.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This is required in order for meta-ops to save/restore the GL_RENDER_MODE
state.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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I initially produced the patch using this bash command:
for file in {intel,i915,i965}/*.{c,cpp,h}; do [ ! -h $file ] && sed -i
's/GLboolean/bool/g' $file && sed -i 's/GL_TRUE/true/g' $file && sed -i
's/GL_FALSE/false/g' $file; done
Then I manually added #include <stdbool.h> to fix compilation errors,
and converted a few functions back to GLboolean that were used in core
Mesa's function pointer table to avoid "incompatible pointer" warnings.
Finally, I cleaned up some whitespace issues introduced by the change.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Chad Versace <[email protected]>
Acked-by: Paul Berry <[email protected]>
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It was previously under gpu_shader4, but I'm pretty sure everyone's
going to be doing GLSL 1.30 first (since gpu_shader4 is basically 1.30
plus a bunch of extra stuff).
Fixes piglit glsl-1.30/texel-offset-limits.
Reviewed-by: Kenneth Graunke <[email protected]>
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When saving the active program in _mesa_meta_begin, it was actually
saving the fragment program instead. This means that if the
application binds a program that only has a vertex shader then when
the meta saved state is restored it will forget the bound program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41969
Reviewed-by: Chad Versace <[email protected]>
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This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen. Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization. Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
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On converting fixed function programs to generate GLSL, the linker
became cranky that we were trying to make something that wasn't a
linked vertex+fragment program. Given that the Mesa GLES2 drivers
also support desktop GL with EXT_sso, just telling the linker to shut
up seems like the easiest solution.
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This is a slight simplification on the way to actually generating GLSL
fragment shaders.
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save_CompressedTex(Sub)Image
Introuduce a simple function called copy_data to do the image data copy
stuff for all the save_CompressedTex*Image function. The function check
the NULL data case to avoid some potential segfault. This also would
make the code a bit simpler and less redundance.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fix is in {read,draw}_depth_stencil_pixels(). If depthRb == stencilRb,
then it is redundant to check depthRb->x *and* stencilRb->x.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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For glReadPixels, the user supplied pixels have format
GL_UNSIGNED_INT_24_8. But, when the depthstencil buffer's format was
MESA_FORMAT_S8_Z24, the fastpath read from the buffer without reordering
the depth and stencil bits. To fix this, this patch just skips the
fastpath when the format is not MESA_FORMAT_Z24_S8.
The problem and fix for glWritePixels is analagous.
Fixes the Piglit tests below on i965/gen6 and causes no regressions.
general/depthstencil-default_fb-drawpixels-24_8
general/depthstencil-default_fb-readpixels-24_8
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-drawpixels-24_8
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-24_8
Note: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This is supported by the pseudo-code on pages 27 and 28 (pages 41 and
42 of the PDF) of the OpenGL 2.1 spec. The last part of the
implementation of ArrayElement is:
if (generic attribute array 0 enabled) {
if (generic vertex attribute 0 array normalization flag is set, and
type is not FLOAT or DOUBLE)
VertexAttrib[size]N[type]v(0, generic vertex attribute 0 array element i);
else
VertexAttrib[size][type]v(0, generic vertex attribute 0 array element i);
} else if (vertex array enabled) {
Vertex[size][type]v(vertex array element i);
}
Page 23 (page 37 of the PDF) of the same spec says:
"Setting generic vertex attribute zero specifies a vertex; the
four vertex coordinates are taken from the values of attribute
zero. A Vertex2, Vertex3, or Vertex4 command is completely
equivalent to the corresponding VertexAttrib* command with an
index of zero."
Fixes piglit test attribute0.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If no pixels pass the clip test, return false.
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=41768
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In commit 018ea68d8780ab5baeef0b8122b8410e5e55ae6d, when I
de-compacted clip planes on Gen6+, I updated both the old and new VS
back-ends to reflect the change in how clip planes are stored, but I
failed to change the code in gen6_vs_state.c that uploads clip plane
constants when using the old VS back-end.
As a result, if the set of enabled clip planes wasn't contiguous
starting with 0, then clipping would not occur properly. This patch
corrects gen6_vs_state.c to upload clip plane constants in the new
de-compacted form.
This only affects the old VS back-end (which is used for
fixed-function and ARB vertex programs, not for GLSL vertex shaders).
Fixes Piglit test fixed-clip-enables.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41603
Reviewed-by: Eric Anholt <[email protected]>
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