| Commit message (Collapse) | Author | Age | Files | Lines |
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FLOAT_32_UNSIGNED_INT_24_8_REV
V2: Follow the new naming convention for unpack functions.
Use double precision for converting Z24 to a float.
V3: Unpack stencil value to most significant byte.
Use 'struct z32f_x24s8' type.
V4: Unpack stencil value to least significant byte.
Add a comment to clarify stencil packing.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch makes non-functional changes in the code. New helper
function added here will make it easier to support more data
types in the following patches.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch contains non-functional changes. Assertion checks made
earlier in the functions make the if checks redundant. So, remove
the if checks and unindent the code in if block.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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_mesa_texstore_z24_s8() and _mesa_texstore_z32f_x24s8() are capable of
handling GL_DEPTH_STENCIL format. So, allow it in both the functions.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Depth-stencil teture targets are allowed to use source data of type
GL_UNSIGNED_INT_24_8_EXT and GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
Fixes few crashes in Khronos OpenGL CTS packed_pixels tests.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes a crash in Khronos CTS packed_pixels tests.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From OpenGL 4.0 spec, page 306:
"Calling GetTexImage with a format of STENCIL_INDEX
causes the error INVALID_ENUM."
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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V2: Alphabetize the new entry
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Link error conditions added in previous patch are equally applicable
to GL_ARB_fragment_coord_conventions implementation. Extension's spec
says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that program
that have a static use of gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must have
the same set of qualifiers."
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Section 4.3.8.1, page 39 of GLSL 1.50 spec says:
"Within any shader, the first redeclarations of gl_FragCoord
must appear before any use of gl_FragCoord."
GLSL compiler should generate an error in following case:
vec4 p = gl_FragCoord;
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch makes the glsl compiler to generate an error if we have a
fragment shader defined with conflicting layout qualifier declarations
for gl_FragCoord. For example:
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main()
{
}
V2: Some code refactoring for better readability.
Add compiler error conditions for redeclarations like:
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
and
in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
V3: Simplify function is_conflicting_fragcoord_redeclaration()
V4: Check for null pointer before doing strcmp(var->name, "gl_FragCoord").
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In OpenGL 3.1 attribute 0 becomes non-magic, just like in
OpenGL ES 2.0. Earlier versions of OpenGL used attribute 0
exclusively for vertex position.
V2: Add a utility function _mesa_attr_zero_aliases_vertex() in
varray.h
Fixes 4 Khronos OpenGL CTS failures:
glGetVertexAttrib
depth24_basic
depth24_precision
rgb8_rgba8_rgb
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch makes changes to the behavior of glGetAttribLocation(),
glGetFragDataLocation() and glGetFragDataIndex() functions.
Code changes handle a case described in following example:
shader program:
layout(location = 1)in vec4[4] a;
void main()
{
}
Currently, glGetAttribLocation("a") returns 1.
glGetAttribLocation("a[i]"), where i = {0, 1, 2, 3}, returns -1.
But the expected locations for array elements are: 1, 2, 3 and 4
respectively.
This clarification came up with the addition of
ARB_program_interface_query to OpenGL 4.3.
From Page 326 (page 347 of the PDF) of OpenGL 4.3 spec:
"Otherwise, the command is equivalent to
GetProgramResourceLocation(program, PROGRAM_INPUT, name);"
And, From Page 101 (page 122 of the PDF) of OpenGL 4.3 spec:
"A string provided to GetProgramResourceLocation or
GetProgramResourceLocationIndex is considered to match an active
variable if
• the string exactly matches the name of the active variable;
• if the string identifies the base name of an active array, where
the string would exactly match the name of the variable if the
suffix "[0]" were appended to the string; or
• if the string identifies an active element of the array, where
the string ends with the concatenation of the "[" character, an
integer (with no "+" sign, extra leading zeroes, or whitespace)
identifying an array element, and the "]" character, the integer
is less than the number of active elements of the array variable,
and where the string would exactly match the enumerated name of
the array if the decimal integer were replaced with zero."
V2: Simplify get_matching_index() function.
Add relevant text from OpenGL spec in commit message.
Fixes failures in Khronos OpenGL CTS tests:
explicit_attrib_location_room
draw_instanced_max_vertex_attribs
Proprietary linux drivers of NVIDIA (331.49) matches the behavior
expected by OpenGL 4.3 spec.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently overlapping locations of input variables are not allowed for all
the shader types in OpenGL and OpenGL ES.
From OpenGL ES 3.0 spec, page 56:
"Binding more than one attribute name to the same location is referred
to as aliasing, and is not permitted in OpenGL ES Shading Language
3.00 vertex shaders. LinkProgram will fail when this condition exists.
However, aliasing is possible in OpenGL ES Shading Language 1.00 vertex
shaders."
Taking in to account what different versions of OpenGL and OpenGL ES specs
say about aliasing:
- It is allowed only on vertex shader input attributes in OpenGL (2.0 and
above) and OpenGL ES 2.0.
- It is explictly disallowed in OpenGL ES 3.0.
Fixes Khronos CTS failing test:
explicit_attrib_location_vertex_input_aliased.test
See more details about this at below mentioned khronos bug.
V2: Fix the case where location exceeds the maximum allowed attribute
location.
V3: Simplify the condition added in V2.
Signed-off-by: Anuj Phogat <[email protected]>
Cc: "9.2 10.0 10.1" <[email protected]>
Bugzilla: Khronos #9609
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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don't leak the MCSubtargetInfo (not really big, was already fixed with
llvm master) and TargetMachine (big). While this is only used for debugging
the leak is large enough to get you into trouble in some cases.
Tested with llvm 3.1 and master.
Before (llvm 3.1), GALLIVM_DEBUG=asm glxgears:
==14152== LEAK SUMMARY:
==14152== definitely lost: 105,228 bytes in 20 blocks
==14152== indirectly lost: 347,252 bytes in 261 blocks
==14152== possibly lost: 866,625 bytes in 1,453 blocks
==14152== still reachable: 7,344,677 bytes in 6,494 blocks
==14152== suppressed: 0 bytes in 0 blocks
After:
==13799== LEAK SUMMARY:
==13799== definitely lost: 3,108 bytes in 6 blocks
==13799== indirectly lost: 0 bytes in 0 blocks
==13799== possibly lost: 804,143 bytes in 1,429 blocks
==13799== still reachable: 7,314,267 bytes in 6,473 blocks
==13799== suppressed: 0 bytes in 0 blocks
Reviewed-by: Brian Paul <[email protected]>
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To fix MSVC build. Trivial.
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Fix SIMD mode comment (caught by Eric Anholt).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Drop unused num_components variable; fix SIMD Mode comment
(caught by Eric Anholt).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The brw_eu_emit.c code manually forces the header present bit when
used in align1 (scalar) mode. So, this has no effect currently.
However, it is nice to have fs_inst::header_present reflect reality.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is similar to what Eric did for Gen7 a little while ago; it also
has support for untyped surface reads.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Otherwise we crash when setting up atomic buffer objects.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Francisco made brw_mark_surface_used a freestanding function in
commit a32817f3c248125fb537c3a915566445e5600d45. We should use it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This must not have existed when I wrote the original code. The atomic
operation header setup code uses this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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For platforms using hardware contexts (currently Gen6+), we failed to
emit PIPELINE_SELECT and 3DSTATE_VF_STATISTICS, instead emitting MI_NOOP
for both.
During one of the context initialization reordering patches, we
accidentally moved brw_init_state before we set brw->CMD_PIPELINE_SELECT
and brw->CMD_VF_STATISTICS. So, when brw_init_state uploaded initial
GPU state (brw_init_state -> brw_upload_initial_gpu_state ->
brw_upload_invariant_state), these would be 0 (MI_NOOP).
Storing the commands in the context is not worthwhile. We have many
generation checks in our state upload code, and for platforms with
hardware contexts, this only gets called once per GL context anyway.
The cost is negligable, and it's easy to botch context creation
ordering.
This may fix hangs on Gen6+ when using the media pipeline.
Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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arekm reported that using Chrome with GPU acceleration enabled on GM45
triggered the hw_ctx != NULL assertion in brw_get_graphics_reset_status.
We definitely do not want to advertise reset notification support on
Gen4-5 systems, since it needs hardware contexts, and we never even
request a hardware context on those systems.
Cc: "10.1" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75723
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This was introduced with the comment and code below it, though the code
only touches prog_data (CACHE_NEW_WM_PROG).
Reviewed-by: Kenneth Graunke <[email protected]>
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This keeps us from having to emit the nonpipelined state packet on every
FBO binding.
-4.42003% +/- 1.09961% effect on cairo-perf-trace runtime on glamor (n=110).
Reviewed-by: Kenneth Graunke <[email protected]>
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No more walking 96*6 pointers looking to see if they're the current
texture, when we only use the first 2 out of 96 units. -6.26002% +/-
1.87817% effect on cairo runtime on no-fbo-cache glamor (n=36).
Reviewed-by: Kenneth Graunke <[email protected]>
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Instead of walking 6 shader stages for each of the 96 combined texture
image units, now we just walk the samplers used in each shader stage.
With cairo-perf-trace on Xephyr with glamor, I'm seeing a -6.50518% +/-
2.55601% effect on runtime (n=22) since the "drop _EnabledUnits" change.
No significant performance difference on an apitrace of minecraft (n=442).
Reviewed-by: Kenneth Graunke <[email protected]>
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I want to avoid walking the entire long array texture image units, but the
obvious way to do so means walking program samplers, and thus hitting the
units in a random order.
This change replaces the previous behavior of only setting up the fallback
texture for a fragment shader with setting up the fallback texture for any
shader that's missing a complete texture of the right target in its unit.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is kind of ugly, but I think it's worth it to finish off the last
consumers of _ReallyEnabled.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The _MaxEnabledTexImageUnit check assures us that Unit[0].Current != NULL.
This is the last consumer of _ReallyEnabled outside of the radeons.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We can just look at _Current's target.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I'm probably not the only person that has tried to kill _ReallyEnabled.
This does the mechanical part of the work, and cleans _ReallyEnabled from
i965.
I think that using _Current makes texture management clearer: You can't
have multiple targets in use in the same texture image unit at the same
time, because there's just that one pointer.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I'm going to try to delete _ReallyEnabled, which is this weird bitfield
with either 0 or 1 bits set with just the reference to _Current.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The field wasn't really valid, since we've got more than 32 units now. It
turns out it was mostly just used for checking != 0, or checking for fixed
function coordinates, though.
v2: Fix mis-conversion in xm_line.c (caught by Ken).
Reviewed-by: Matt Turner <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
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_EnabledUnits is all of the first 32 image units that are used by fixed
function or programs, while _EnabledCoordUnits is just which fixed function
fragment shader texcoords need to be generated. This is a theoretical bugfix
in the case of a vertex shader texturing from large texture image unit number
(we'd end up flagging something other than a VARYING_SLOT_TEXn as needing to
be generated), but it's actually just motivated by trying to kill
_EnabledUnits.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We now know what the max unit is in the context state.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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