| Commit message (Collapse) | Author | Age | Files | Lines |
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The shader cache is expected to be developed incrementally over a
fairly long series of commits. For that period of instability, we
require users to opt into the shader cache by setting:
MESA_GLSL_CACHE_ENABLE=1
In the future, when the shader cache is complete, we can revert this
commit so that the cache will be on by default.
The user can always disable the cache with
MESA_GLSL_CACHE_DISABLE=1. That functionality is not affected by this
commit, (nor will it be affected by the future revert).
Reviewed-by: Eric Anholt <[email protected]>
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Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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v2: add u_bit_consecutive64
Reviewed-by: Nicolai Hähnle <[email protected]>
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Currently its dependant on the user calling and checking the result
of list_empty() before using the result of list_is_singular().
Cc: "13.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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We're missing the close() to the matching open().
CID 1373407
v2: Fixes from Emil Velikov's review
Update the teardown in reverse order of the setup/init.
Cc: "13.0" <[email protected]>
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
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Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Check for Clang before GCC.
Clang defines __GNUC__ == 4 and __GNUC_MINOR__ == 2 and matches the GCC
check but not the GCC version for trivial destructor.
Fixes: 98ab905af0e0 ("mesa: Define introspection macro to determine
whether a type is trivially destructible.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98526
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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It's not dependent on GLSL and it can be useful for shader caches that don't
deal with GLSL.
v2: address review comments
v3: keep the other 3 lines in configure.ac
Reviewed-by: Emil Velikov <[email protected]>
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fixes following compilation warnings on Android build:
"warning: implicit declaration of function 'static_assert' is invalid in
C99 [-Wimplicit-function-declaration]"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Based on a patch by George Kyriazis but changed to test for
_MSC_VER >= 1800 (Visual Studio 2015).
This fixes the failed CANARY assertion in src/util/ralloc.c:get_header()
on Windows.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98595
Tested-by: Brian Paul <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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v2: remove goto, cosmetic changes
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]>
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only do it in rzalloc_size as it was supposed to be
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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time GALLIUM_NOOP=1 ./run shaders/private/alien_isolation/ >/dev/null
Before (2 takes):
real 0m8.734s 0m8.773s
user 0m34.232s 0m34.348s
sys 0m0.084s 0m0.056s
After (2 takes):
real 0m8.448s 0m8.463s
user 0m33.104s 0m33.160s
sys 0m0.088s 0m0.076s
Average change in "real" time spent: -3.4%
calloc should only do 2 things compared to malloc:
- check for overflow of "n * size"
- call memset
I'm not sure if that explains the difference.
v2: clear "parent" and "next" in the caller of add_child.
Reviewed-by: Edward O'Callaghan <[email protected]> (v1)
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Fix build error with clang.
Compiling src/compiler/glsl/link_varyings.cpp ...
In file included from src/compiler/glsl/link_varyings.cpp:33:
In file included from src/compiler/glsl/glsl_symbol_table.h:34:
In file included from src/compiler/glsl/ir.h:33:
In file included from src/compiler/glsl_types.h:29:
/usr/include/string.h:518:12: error: exception specification in declaration does not match previous declaration
extern int ffs (int __i) __THROW __attribute__ ((__const__));
^
src/util/bitscan.h:51:13: note: expanded from macro 'ffs'
^
src/util/bitscan.h:96:18: note: previous declaration is here
const int i = ffs(*mask) - 1;
^
src/util/bitscan.h:51:13: note: expanded from macro 'ffs'
^
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97952
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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vulkan allocation allows for overriding the allocator used,
add some macros for anv/radv to share for this.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Although the vulkan drivers include mesa macros.h, for
radv I'd like to move away from that.
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is ported from anv, both anv and radv can share this.
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Also initialise page at declaration.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is basically a re-write of the slab allocator into a design where
multiple child pools are linked to a parent pool. The intention is that
every (GL, pipe) context has its own child pool, while the corresponding
parent pool is held by the winsys or screen, or possibly the GL share group.
The fast path is still used when objects are freed by the same child pool
that allocated them. However, it is now also possible to free an object in a
different pool, as long as they belong to the same parent. Objects also
survive the destruction of the (child) pool from which they were allocated.
The slow path will return freed objects to the child pool from which they
were originally allocated. If that child pool was destroyed, the corresponding
page is considered an orphan and will be freed once all objects in it have
been freed.
This allocation pattern is required for pipe_transfers that correspond to
(GL) buffer object mappings when the mapping is created in one context
which is later destroyed while other contexts of the same share group live
on -- see the bug report referenced below.
Note that individual drivers do need to migrate to the new interface in
order to benefit and fix the bug.
v2: use singly-linked lists everywhere
v3: use p_atomic_set for page->u.num_remaining
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97894
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This is motivated by the fact that p_atomic_read and p_atomic_set may
somewhat surprisingly not do the right thing in the old version: while
stores and loads are de facto atomic at least on x86, the compiler may
apply re-ordering and speculation quite liberally. Basically, the old
version uses the "relaxed" memory ordering.
The new ordering always uses acquire/release ordering. This is the
strongest possible memory ordering that doesn't require additional
fence instructions on x86. (And the only stronger ordering is
"sequentially consistent", which is usually more than you need anyway.)
I would feel more comfortable if p_atomic_set/read in the old
implementation were at least using volatile loads and stores, but I
don't see a way to get there without typeof (which we cannot use here
since the code is compiled with -std=c99).
Eventually, we should really just move to something that is based on
the atomics in C11 / C++11.
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Support for this compiler was dropped in 51564f04b77e6
Acked-by: Edward O'Callaghan <[email protected]>
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Tested-by: Mauro Rossi <[email protected]>
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This clears the last bits of the usecases of the hash table
located in mesa/program, allowing us to remove it.
V2: Rebase on top of changes to Makefile.sources
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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It is included through the util/hash_table include in
the program hash_table, so this should be safe.
This will be needed when we start converting each use of
the program_hash_table, as some places need this function.
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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should fix "src/util/slab.c:57:13: error: ‘uint8_t’ undeclared"
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There are also some cosmetic changes.
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This just ports the simpler endian detection bits, addrlib
sharing wants this outside gallium.
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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GL_EXT_packed_float, 2.1.B Unsigned 10-Bit Floating-Point Numbers:
0.0, if E == 0 and M == 0,
2^-14 * (M / 32), if E == 0 and M != 0,
2^(E-15) * (1 + M/32), if 0 < E < 31,
INF, if E == 31 and M == 0, or
NaN, if E == 31 and M != 0,
In the second case (E == 0 and M != 0), we were multiplying the mantissa
by 2^-20, when we should have been multiplying by 2^-19 (which is
2^(-14 + -5), or 2^-14 * 2^-5, or 2^-14 / 32).
The previous section defines the formula for 11-bit numbers, which is:
2^-14 * (M / 64), if E == 0 and M != 0,
In other words, we had accidentally copy and pasted the 11-bit code
to the 10-bit case, and neglected to change the exponent.
Fixes dEQP-GLES3.functional.pbo.renderbuffer.r11f_g11f_b10f_triangles
when run with surface dimensions of 1536x1152 or 1920x1080.
Cc: [email protected]
References: https://code.google.com/p/chrome-os-partner/issues/detail?id=56244
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Stephane Marchesin <[email protected]>
Reviewed-by: Antia Puentes <[email protected]>
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The lrint() and lrintf() functions are pretty slow and make some
texture transfers very inefficient. This patch makes a better effort
at using those intrisics for 32-bit gcc and MSVC.
Note, this patch doesn't address the use of SSE4.1 with MSVC.
v2: get rid of the ROUND_WITH_SSE symbol, per Matt.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: Split into two patches.
v3: Fix off by one problem.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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As requested with the initial creation of util/bitscan.h
now move other bitscan related functions into util.
v2: Split into two patches.
Signed-off-by: Mathias Fröhlich <[email protected]>
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Both the rgb9e5 and r11g11b10 formats are defined based on how they are
packed into a 32-bit integer. It makes sense that the functions that
manipulate them take an explicitly sized type.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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There are a number of reasons for this refactor. First, format_rgb9e5.h is
not something that a user would expect to define such a generic union.
Second, defining it requires checking for endianness which is ugly. Third,
90% of what we were doing with the union was float <-> uint32_t bitcasts
and the remaining 10% can be done with a sinmple left-shift by 23.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The rgb9e5 format is a packed format defined in terms of slicing up a
single 32-bit value. The bitfields are far more confusing than simple
shifts and require that we check the endianness.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Before, it would happily copy list_head next/prev (ie. pointer to the
*from* list_head), leaving things in a confused state and causing much
mayhem.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The functions are also useful for mesa.
Introduce src/util/bitscan.{h,c}. Move ffs function
implementations from src/mesa/main/imports.{h,c}.
Move bit scan related functions from
src/gallium/auxiliary/util/u_math.h. Merge platform
handling with what is available from within mesa.
v2: Try to fix MSVC compile.
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Juha-Pekka found this back in May 2015:
<[email protected]>
From the discussion, obviously it would be preferable to make
ralloc_size no longer return zeroed memory, but Juha-Pekka found that
it would break Mesa.
In <[email protected]>, Juha-Pekka mentioned that patches
exist to fix i965 when ralloc_size is fixed to not zero memory, but
the patches have not made their way to mesa-dev yet.
For now, let's stop doing the double zeroing of rzalloc buffers.
v2:
* Move ralloc_size code to rzalloc_size, and add a comment as
suggested by Ken.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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