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* mesa: remove redundant modulus operationTimothy Arceri2017-05-251-3/+2
| | | | | | | The if check above means we can only get here if size is less than 4. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa: Remove GL_APPLE_vertex_array_object stubsIan Romanick2017-05-233-22/+0
| | | | | | | | | | | | | | | | | | Mark the functions 'exec="skip"' in the XML instead. libGL will still have the functions, but the driver won't try to use them. I verified that this commit works with piglit's 'object-namespace-pollution glClear vertex-array' on x64 with a driver built from mesa-12.0.3 tag. In fairness, this test also works with a libGL built from 7927d03. I believe it continues to work because on non-Windows platforms we generate some extra, dummy dispatch functions that can be used when a driver requests a function unknown to libGL. This was done to provide some "forward" compatibility with drivers that need more functions. This doesn't work on Windows because the Windows calling convention is for the callee to clean up the stack. That's the theory anyway. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* i965: Enable ASTC HDR for BroxtonNanley Chery2017-05-221-0/+3
| | | | | | | | This platform passes the following GLES3 tests: ES3-CTS.functional.texture.compressed.astc.endpoint_value_hdr_cem_* Reviewed-by: Anuj Phogat <[email protected]> Signed-off-by: Nanley Chery <[email protected]>
* mesa: GL_ARB_shader_subroutine is not optional in core profileIan Romanick2017-05-228-48/+3
| | | | | | | | | | | text data bss dec hex filename 7038459 235248 37280 7310987 6f8e8b 32-bit i965_dri.so before 7038227 235248 37280 7310755 6f8da3 32-bit i965_dri.so after 6681438 303400 50608 7035446 6b5a36 64-bit i965_dri.so before 6681254 303400 50608 7035262 6b597e 64-bit i965_dri.so after Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* drirc: Add allow_glsl_builtin_variable_redeclaration for Dead Island Riptide ↵Benedikt Schemmer2017-05-221-0/+4
| | | | | | | Definitive Edition Signed-off-by: Marek Olšák <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
* mesa: add APPLE_vertex_array_object stubsTimothy Arceri2017-05-223-0/+22
| | | | | | | | | | | APPLE_vertex_array_object support was removed in 7927d0378fc7. However it turns out we can't remove the functions because this can cause issues when libglapi is used together with DRI drivers built prior to said commit Fixes: 7927d0378fc ("mesa: drop APPLE_vertex_array_object support") Reviewed-by: Emil Velikov <[email protected]>
* main: Move hashLockMutex/hashUnlockMutex to header and inlineThomas Helland2017-05-222-45/+40
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* main: Use _mesa_HashLock/UnlockMutex consistentlyThomas Helland2017-05-221-13/+10
| | | | | | | | | This is shorter and easier on the eyes. At the same time this also ensures that we are always asserting that the table pointer is not NULL. Currently that was not done for all situations. Reviewed-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* drirc: Add allow_glsl_builtin_variable_redeclaration for Dying Light and ↵John Brooks2017-05-201-1/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Dead Island Definitive Edition This fixes the long-standing problem with Dying Light where the game would produce a black screen when running under Mesa. This happened because the game's vertex shaders redeclare gl_VertexID, which is a GLSL builtin. Mesa's GLSL compiler is a little more strict than others, and would not compile them: error: `gl_VertexID' redeclared The allow_glsl_builtin_variable_redeclaration directive allows the shaders to compile and the game to render. The game also requires OpenGL 4.4+ (GLSL 440), but does not request it explicitly. It must be forced with an override, such as MESA_GL_VERSION_OVERRIDE=4.5 and MESA_GLSL_VERSION_OVERRIDE=450. A compatibility context is *not* required and forcing one with 4.5COMPAT or allow_higher_compat_version results in graphical artifacts. Dead Island Definitive Edition is another Techland port on the same engine with the same problems, so we set the allow_glsl_builtin_variable_redeclaration option for that game as well. v2 (Samuel Pitoiset): - Rename allow_glsl_builtin_redeclaration -> allow_glsl_builtin_variable_redeclaration Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96449 Signed-off-by: John Brooks <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
* driconf: Add allow_glsl_builtin_variable_redeclaration optionJohn Brooks2017-05-205-0/+16
| | | | | | | | | | | | | | | This option will allow GLSL builtins to be redeclared verbatim (e.g. redeclaring "in int gl_VertexID" in a vertex shader). This is not strictly valid and would normally fail to compile, but some applications (such as newer Techland ports) do it and need more leniency. v2 (Samuel Pitoiset): - Rename allow_glsl_builtin_redeclaration -> allow_glsl_builtin_variable_redeclaration Signed-off-by: John Brooks <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
* i965: Use the upload BO for push constants on Gen7.5-Gen8.Kenneth Graunke2017-05-202-2/+2
| | | | | | | | | | | | | | | | | | | | We can easily use the upload BO for push constants on Gen7.5/Gen8 too, at the cost of a relocation when emitting 3DSTATE_CONSTANT_XS. We can simply switch to using constant buffer pointer 2 instead of pointer 0, like we do on Gen9+. Ivybridge and Baytrail can't do this trick because they require the constant buffers to be enabled in order, starting with 0. We'd have to set the INSTPM bit to make the constant buffer pointer not relative to dynamic state base address, which would need kernel command parser support. Improves performance in GLBenchmark 2.7/TRex Offscreen by: - Broadwell GT2: 0.305608% +/- 0.19877% (n = 68) - Braswell: No difference proven (n = 742) - Haswell GT3e: 0.180755% +/- 0.0237505% (n = 30) Reviewed-by: Chris Forbes <[email protected]>
* i965: Use the upload BO for push constants on Gen9+.Kenneth Graunke2017-05-202-6/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | Shaders can use quite a bit of uniform data. Better to put it in the upload buffers, like we do for client vertex data, rather than the batch buffer state area, which is primarly used for indirect state. This should free up batch space, allowing us to emit more commands in a batch before flushing. Because BRW_NEW_BATCH also causes a lot of state to be re-emitted, it may also reduce CPU overhead a little bit. We took this approach on Gen4-5, but switched to using the batch area on Gen6+ because buffer 0 is relative to Dynamic State Base Address by default, which is set to the start of the batch. On Gen9+, we already use a relocation due to a workaround, so this is trivial to change and has basically no downside. Unfortunately we can't change compute shader push constants because MEDIA_CURBE_LOAD always uses an offset from dynamic state base address. Improves performance in GLBenchmark 2.7/TRex Offscreen by: - Skylake GT4e: 0.52821% +/- 0.113402% (n = 190) - Apollolake: 0.510225% +/- 0.273064% (n = 70) Reviewed-by: Chris Forbes <[email protected]>
* i965: Drop BRW_NEW_PUSH_CONSTANT_ALLOCATION from CS packets.Kenneth Graunke2017-05-202-3/+1
| | | | | | | | | | | I don't think CS push constant uploading uses the section of L3 controlled by 3DSTATE_PUSH_CONSTANT_ALLOC_XS. So I don't think it needs to be re-emitted when that space is reallocated. The programming note in gen7_allocate_push_constants doesn't indicate this is necessary, at least. Reviewed-by: Chris Forbes <[email protected]>
* st/mesa: don't mark the program as in cache_fallback when there is cache missTimothy Arceri2017-05-202-1/+8
| | | | | | | | | | | | | | | | | | When we fallback currently the gl_program objects are re-allocated. This is likely to change when the i965 cache lands, but for now this fixes a crash when using MESA_GLSL=cache_fb. This env var simulates the fallback path taken when a tgsi cache item doesn't exist due to being evicted previously or some kind of error. Unlike i965 we are always falling back at link time so it's safe to just re-allocate everything. We will be unnecessarily freeing and re-allocate a bunch of things here but it's probably not a huge deal, and can be changed when the i965 code lands. Fixes: 0e9991f957e2 ("glsl: don't reference shader prog data during cache fallback") Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add an env var to force cache fallbackTimothy Arceri2017-05-203-1/+8
| | | | | | | | | | | | | | | | | For the gallium state tracker a tgsi binary may have been evicted from the cache to make space. In this case we would take the fallback path and recompile/link the shader. On i965 there are a number of reasons we can get to the program upload stage and have neither IR nor a valid cached binary. For example the binary may have been evicted from the cache or we need a variant that wasn't previously cached. This environment variable enables us to force the fallback path that would be taken in these cases and makes it easier to debug these otherwise hard to reproduce scenarios. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: improve shader cache debug infoTimothy Arceri2017-05-201-2/+4
| | | | | | | | | | | This will explicitly state that we are following the fallback path when we find invalid/corrupt cache items. It will also output the fallback message when the fallback path is forced via an environment variable, the following patches will allow this. Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* i965/formats: Update the three-channel DXT1 mappingsNanley Chery2017-05-182-14/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The procedure for decompressing an opaque DXT1 OpenGL format is dependant on the comparison of two colors stored in the first 32 bits of the compressed block. Here's the specified OpenGL behavior for reference: The RGB color for a texel at location (x,y) in the block is given by: RGB0, if color0 > color1 and code(x,y) == 0 RGB1, if color0 > color1 and code(x,y) == 1 (2*RGB0+RGB1)/3, if color0 > color1 and code(x,y) == 2 (RGB0+2*RGB1)/3, if color0 > color1 and code(x,y) == 3 RGB0, if color0 <= color1 and code(x,y) == 0 RGB1, if color0 <= color1 and code(x,y) == 1 (RGB0+RGB1)/2, if color0 <= color1 and code(x,y) == 2 BLACK, if color0 <= color1 and code(x,y) == 3 The sampling operation performed on an opaque DXT1 Intel format essentially hard-codes the comparison result of the two colors as color0 > color1. This means that the behavior is incompatible with OpenGL. This is stated in the SKL PRM, Vol 5: Memory Views: Opaque Textures (DXT1_RGB) Texture format DXT1_RGB is identical to DXT1, with the exception that the One-bit Alpha encoding is removed. Color 0 and Color 1 are not compared, and the resulting texel color is derived strictly from the Opaque Color Encoding. The alpha channel defaults to 1.0. Programming Note Context: Opaque Textures (DXT1_RGB) The behavior of this format is not compliant with the OGL spec. The opaque and non-opaque DXT1 OpenGL formats are specified to be decoded in exactly the same way except the BLACK value must have a transparent alpha channel in the latter. Use the four-channel BC1 Intel formats with the alpha set to 1 to provide the behavior required by the spec. Note that the alpha is already set to 1 for RGB formats in brw_get_texture_swizzle(). v2: Provide a more detailed commit message (Kenneth Graunke). v3: Ensure the alpha channel is set to 1 for DXT1 formats. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100925 Cc: <[email protected]> Acked-by: Tapani Pälli <[email protected]> (v1) Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Nanley Chery <[email protected]>
* st/mesa: silence a valgrind warning in u_threaded_context due to st_draw_vboMarek Olšák2017-05-181-0/+1
| | | | | Reviewed-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl_to_tgsi: declare all SSBOs and atomics when indirect indexing is usedMarek Olšák2017-05-181-16/+14
| | | | | | | | Only the first array element was declared, so tgsi_shader_info:: shader_buffers_declared didn't match what the shader was using. Reviewed-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* tgsi: store the sampler view type directly in the instructionSamuel Pitoiset2017-05-184-16/+28
| | | | | | | | | | | RadeonSI needs to do a special lowering for Gather4 with integer formats, but with bindless samplers we just can't access the index. Instead, store the return type in the instruction like the target. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: remove an incorrect assertionNicolai Hähnle2017-05-181-2/+0
| | | | | | | | | | | There is really no reason why the current DrawBuffer needs to be complete at this point. In particular, the assertion gets hit on the X server side in libglx when running .../piglit/bin/glx-get-current-display-ext -auto (which uses indirect GLX rendering). Fixes: 19b61799e3d0 ("st/mesa: don't cast the incomplete framebufer to st_framebuffer") Reported-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa: don't check mapped buffers in every draw call if drivers allow itMarek Olšák2017-05-171-1/+14
| | | | | | | | | Before: DrawElements (16 VBOs) w/ no state change: 4.34 million/s After: DrawElements (16 VBOs) w/ no state change: 8.80 million/s This inefficiency was uncovered by Timothy Arceri's no_error work. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add gl_constants::AllowMappedBuffersDuringExecutionMarek Olšák2017-05-172-0/+6
| | | | | | for skipping mapped-buffer checking in every GL draw call Reviewed-by: Nicolai Hähnle <[email protected]>
* Android: correct libz dependencyChih-Wei Huang2017-05-171-1/+2
| | | | | | | | | | | | | | | | | | | Commit 6facb0c0 ("android: fix libz dynamic library dependencies") unconditionally adds libz as a dependency to all shared libraries. That is unnecessary. Commit 85a9b1b5 introduced libz as a dependency to libmesa_util. So only the shared libraries that use libmesa_util need libz. Fix Android Lollipop build by adding the include path of zlib to libmesa_util explicitly instead of getting the path implicitly from zlib since it doesn't export the include path in Lollipop. Fixes: 6facb0c0 "android: fix libz dynamic library dependencies" Signed-off-by: Chih-Wei Huang <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Rob Herring <[email protected]>
* mesa: add KHR_no_error support for glDispatchCompute*()Timothy Arceri2017-05-172-0/+38
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add DispatchCompute* helpersTimothy Arceri2017-05-171-13/+38
| | | | | | These will be used to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: move FLUSH_CURRENT() calls out of DispatchCompute*() validationTimothy Arceri2017-05-171-6/+6
| | | | | | This is required to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: compute.c C99 tidy upTimothy Arceri2017-05-171-4/+2
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: move DispatchCompute() validation to compute.cTimothy Arceri2017-05-173-252/+229
| | | | | | | This is the only place it is used so there is no reason for it to be in api_validate.c Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glBlendEquationSeparateiARB()Timothy Arceri2017-05-172-0/+12
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add blend_equation_separatei() helperTimothy Arceri2017-05-171-9/+17
| | | | | | Will be used to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glBlendFunc*iARB()Timothy Arceri2017-05-172-0/+24
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add blend_func_separatei() helperTimothy Arceri2017-05-171-17/+28
| | | | | | This will be used to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glBufferSubData()Timothy Arceri2017-05-172-3/+20
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glNamedBufferSubData()Timothy Arceri2017-05-172-7/+23
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add buffer_sub_data() helperTimothy Arceri2017-05-171-17/+24
| | | | | | | This will allow us to share code between the dsa, non-dsa and no_error variants. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: create validate_buffer_sub_data() helperTimothy Arceri2017-05-174-40/+45
| | | | | | | This change assumes meta will always pass valid arguments to _mesa_buffer_sub_data(). Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glBufferStorage()Timothy Arceri2017-05-172-3/+20
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glNamedBufferStorage()Timothy Arceri2017-05-172-7/+27
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add inlined_buffer_storage() helperTimothy Arceri2017-05-171-20/+27
| | | | | | | This will allow us to share code between the dsa, non-dsa and no_error variants. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add validate_buffer_storage() helperTimothy Arceri2017-05-171-15/+27
| | | | | | This will allow use to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glCompressedTex*SubImage3D()Timothy Arceri2017-05-172-1/+41
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add 3D support to compressed_tex_sub_image() helperTimothy Arceri2017-05-171-119/+66
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for glCompressedTex*SubImage2D()Timothy Arceri2017-05-172-0/+39
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add 2D support to compressed_tex_sub_image() helperTimothy Arceri2017-05-171-67/+16
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for CompressedTex*SubImage1D()Timothy Arceri2017-05-172-9/+51
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add compressed_tex_sub_image() helperTimothy Arceri2017-05-171-44/+38
| | | | | | | | This reduces duplication between the dsa and non-dsa function and will also be used in the following commit to add KHR_no_error support. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: make _mesa_compressed_texture_sub_image() staticTimothy Arceri2017-05-172-51/+30
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for NamedFramebufferTextureTimothy Arceri2017-05-172-0/+11
| | | | | | V3: use frame_buffer_texture() helper Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: add KHR_no_error support for FramebufferTextureTimothy Arceri2017-05-172-0/+12
| | | | | | V3: use the frame_buffer_texture() helper Reviewed-by: Nicolai Hähnle <[email protected]>