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There is no need to check sampler == 0 twice. This removes now
unused _mesa_lookup_samplerobj_locked().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was a hook I came up when trying to do the initial performance
counter work years ago. Nothing's used it for a long time, and the
upcoming performance counter support doesn't want it either.
So, goodbye render ring prelude.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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With mesa/drm commit cd2f91e18db087edf93fed828e568ee53b887860
Author: Kristian Høgsberg Kristensen <[email protected]>
Date: Fri Jul 31 10:47:50 2015 -0700
intel: Drop aub dumping functionality
the drm_intel_aub routines are mere stubs and do nothing. Likewise
remove our invocations.
Signed-off-by: Chris Wilson <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We will have already loaded the uniforms when the parameter list
was restored from cache.
Reviewed-by: Marek Olšák <[email protected]>
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This returns a pointer, not a boolean. No actual effect, but cleaner.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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screen->devinfo.gen is annoying to type and linewrap.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We never actually used the resource streamer in any shipping build
of Mesa. We have no plans to do so in the future. We looked into
using it in Vulkan, and concluded that it was unusable. We're not
the only ones to arrive at the conclusion that it's not worth using.
So, drop the last vestiges of resource streamer support and move on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We've updated our libdrm requirement, and it will already provide these.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Oops.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100088
Fixes: 5ae54c0cf7 ("getteximage: avoid to lookup textures with id 0")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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_mesa_lookup_samplerobj() returns NULL if sampler is 0.
v2: use _mesa_lookup...(...) != NULL
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes the following assertion when the key is 0.
main/hash.c:181: _mesa_HashLookup_unlocked: Assertion `key' failed.
Fixes: 633c959fae ("getteximage: Return correct error value when texure object is not found")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The OpenGL 4.5 specification's description of TexBuffer says:
"The number of texels in the texture image is then clamped to an
implementation-dependent limit, the value of MAX_TEXTURE_BUFFER_SIZE."
We set GL_MAX_TEXTURE_BUFFER_SIZE to 2^27. For buffers with a byte
element size, this is the maximum possible size we can encode in
SURFACE_STATE. If you bind a buffer object larger than this as a
texture buffer object, we'll exceed that limit and hit an isl assert:
assert(num_elements <= (1ull << 27));
To fix this, clamp the size in bytes to MaxTextureSize / texel_size.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Equivalent *TexSubImage* methods generates INVALID_ENUM.
From OpenGL 4.5 spec, section 8.6 Alternate Texture Image
Specification Commands:
"An INVALID_ENUM error is generated by *TexSubImage* if target does
not match the command, as shown in table 8.15."
And:
"An INVALID_OPERATION error is generated by *TextureSubImage* if
the effective target of texture does not match the command, as
shown in table 8.15."
Fixes:
GL45-CTS.direct_state_access.textures_copy_errors
v2: slightly change commit summary (Samuel)
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes: 7ac47b1af767 ("i965: Add a header for brw_vec4_vs_visitor")
Signed-off-by: Emil Velikov <[email protected]>
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The is_color_attachement variable is later read when handling two
separate error cases, where only one of the cases results in the
variable being initialized.
This can be avoided by giving the variable a safe default value.
Coverity-Id: 1398631
Cc: [email protected]
Signed-off-by: Robert Foss <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In validate_DrawElements_common() we need to check for OES_geometry_shader
extension to determine if we should fail if transform feedback is
unpaused. However current code reads ctx->Extensions.OES_geometry_shader
directly, which does not take context version into account. This means
that if the context is GLES 3.0, which makes the OES_geometry_shader
inapplicable, we would not validate the draw properly. To fix it, let's
replace the check with a call to _mesa_has_OES_geometry_shader().
Fixes following dEQP tests on i965 with a GLES 3.0 context:
dEQP-GLES3.functional.negative_api.vertex_array#draw_elements
dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_incomplete_primitive
dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_instanced
dEQP-GLES3.functional.negative_api.vertex_array#draw_elements_instanced_incomplete_primitive
dEQP-GLES3.functional.negative_api.vertex_array#draw_range_elements
dEQP-GLES3.functional.negative_api.vertex_array#draw_range_elements_incomplete_primitive
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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One less set of enums. Dropped the #defines from brw_defines.h and ran:
$ for file in *.cpp *.c *.h; do sed -i \
-e 's/BRW_SURFACEFORMAT_/ISL_FORMAT_/g' \
-e 's/ISL_FORMAT_ASTC_[A-Zxs0-9_]*/\U&/g' $file; \
done
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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If we don't have pipelined register access (e.g. Haswell before kernel
v4.2), then we can only implement EXT_transform_feedback by reseting the
SO offsets *between* batches. However, if we do have pipelined access to
the SO registers on gen7, we can simply emit an inline reset of the SO
registers without a full batch flush.
v2 [by Ken]: Simplify after recent kernel feature detection changes.
Signed-off-by: Chris Wilson <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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This is shared between the Vulkan and GL drivers as it's a requirement
of the back-end compiler. However, it doesn't really belong in the
compiler. We rename the file to match the prefix of the other stuff in
common and because libdrm defines an intel_debug.h and this avoids a
pile of possible name conflicts.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This hasn't been used for quite some time now but we never bothered to
get rid of it when we dropped GLSL IR support for vec4.
Reviewed-by: Kenneth Graunke <[email protected]>
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brw_vs.h is not a compiler file but brw_vec4_visitor is definitely a
compiler thing.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's all GL-specific and brw_program.h is not part of i965_compiler.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's the only thing that's using it.
Reviewed-by: Kenneth Graunke <[email protected]>
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They're GL-specific.
Reviewed-by: Kenneth Graunke <[email protected]>
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One of these days, I'd like to see this function go away all together
but for now, let's at least put it near the struct it updates.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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It does sort-of go with MAX_UBO and friends but MAX_DRAW_BUFFERS is an
actual hardware constant based on the number of things we can blend
rather than an arbitrary "number of things allowed in GL" like some of
the other maximums are.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's a mesa define that's trivial to inline. This removes a dependence
on main/imports.h.
Reviewed-by: Kenneth Graunke <[email protected]>
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Its one and only caller is brw_compile_fs which lives there.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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While we're at it, we also change the GEN6 binding macro to be a start
index that gets added to the binding. This makes things a bit more
explicit.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's only users are in brw_vec4_gs_visitor and gen6_vec4_gs_visitor.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's currently in brw_util.c but that's the only bit of brw_util.c
that's shared between the compiler and the rest of the GL driver.
It's just a fairly obvious table so the duplication isn't bad. It's
certainly less pain than trying to figure out how to share the code.
Reviewed-by: Kenneth Graunke <[email protected]>
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Vulkan doesn't respect MAX_SURFACES so this assert isn't valid in that
case. It should, however, assert that it isn't insanely large.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a relic of when we wired up meta to be able to use RECTLIST
primitives. It's no longer needed.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This isn't used by Vulkan and is specific to the way the GL driver
works. There's no reason to have it in common compiler code. Also, it
relies on BRW_MAX_* defines which are defined in brw_context.h
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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These go in wm_prog_key so they're part of the compiler interface.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The queryid_valid() function asserts that an ID given by an application
isn't zero since the spec explicitly reserves an ID of zero as invalid.
The implementation was written as if the ID was a signed integer and
based on the assumption that queryid_to_index() is simply subtracting
one from the ID. It was broken because in fact the ID was stored in an
unsigned int and testing for an index >= 0 would always succeed.
This adds a spec quote to clarify why zero is considered invalid and
checks for zero before even passing the ID to queryid_to_index() for
then checking the upper bound.
This is a v2 of a patch originally posted by Juha-Pekka (thanks)
Cc: Juha-Pekka Heikkila <[email protected]>
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
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The last user is now gone.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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In the past, we used this on Gen4-5 to transform non-normalized texture
coordinates (for sampler2DRect) to normalized ones. We also used it on
Gen6-7.5 for sampler2DRect with GL_CLAMP.
Jason dropped this code in 6c8ba59cff14a1a86273f4008ff2a8e68335ab25
in favor of using nir_lower_tex(), which just does a textureSize()
call. But we were still setting up these state references for
useless uniform data.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Even though compute shaders cannot access the framebuffer, there is a
synchronization issue when a compute dispatch accesses a texture that
was previously bound and drawn to as a framebuffer.
Section 9.3 (Feedback Loops Between Textures and the Framebuffer) of
the OpenGL 4.5 spec rather implicitly clarifies that undefined behavior
results if the texture is still attached to the currently bound
framebuffer. However, the feedback loop is broken when the application
changes the framebuffer binding before a compute dispatch, and the
state tracker needs to let the driver known about this.
Fixes GL45-CTS.compute_shader.pipeline-post-fs on SI family Radeons.
Cc: [email protected]
Signed-off-by: Marek Olšák <[email protected]>
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