| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
(cherry picked from commit db269ae495425849804fb1d05cfe42b0d3d304b3)
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src1 would contain the predicate, which would get emitted as a register
source by an undiscerning srcId helper. Work around this in the same way
as in emitTEX.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
(cherry picked from commit a9d08a250ada5fbd4e3f78f8e4119ec295d692cf)
Squashed with commit
nvc0/ir: fix predicated PFETCH for real
Commit a9d08a250 accidentally didn't make use of the new src1 variable.
Use it.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
(cherry picked from commit 33f0d1138d6ffa4596d3deda68fa5ba9a3d7cf86)
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This was causing src0 to always have the absolute value flag set.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
(cherry picked from commit 515ac907e68ae1485bd9c65d7351dfb3c3d1e33f)
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Accidentally added since the introduction of the file.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
(cherry picked from commit b124dc2b70a1ba546d1ce46578036d263a4287fe)
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This will set the FTZ flag (flush denorms to zero) on all opcodes that
can take it.
This resolves issues in Unigine Heaven 4.0 where there were solid-filled
boxes popping up.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89455
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 6fe0d4f0354418c6e68dd352996e9891ddd4dfd6)
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The BLT engine on Gen8+ requires linear surfaces to be cacheline
aligned. This restriction was added as part of converting the BLT to
use 48-bit addressing.
The main user, intel_emit_linear_blit, now handles this properly.
But we might also have linear miptrees; just refuse to blit those.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88521
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: [email protected]
(cherry picked from commit 5957da1edb9ad504d8af83878c10c3a24e41fc6c)
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The BLT engine on Gen8+ requires linear surfaces to be cacheline
aligned. This restriction was added as part of converting the BLT to
use 48-bit addressing.
intel_emit_linear_blit needs to handle blits that are not cacheline
aligned, as we use it for arbitrary glBufferSubData calls and subrange
mappings.
Since intel_emit_linear_blit uses 1 byte per pixel, we can use the src/dst
pixel X offset field to represent the unaligned portion, and subtract
that from the address so it's cacheline aligned.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88521
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: [email protected]
(cherry picked from commit 8c17d53823c77ac1c56b0548e4e54f69a33285f1)
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We were resetting the prim id count for each run of the prim assembler,
hence this only worked when the draw calls were very small (the exact limit
depending on the vertex size), since larger draw calls get split up.
So, do the same as we do already if there's a gs, reset it to zero explicitly
for every new instance (this possibly could use the same variable but that
isn't doable without some heavy refactoring and I'm not sure it makes sense).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90130.
Reviewed-by: Jose Fonseca <[email protected]>
CC: <[email protected]>
(cherry picked from commit f2a7fd9943fcb7d3de3bc2b21907e0a157b88e96)
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This should be more efficient than the previous snprintf() solution.
But more importantly, it avoids a buffer overflow bug that could result
in crashes or unpredictable results when processing very large interface
blocks.
For the app in question, key->length = 103 for some interfaces. The check
if size >= sizeof(hash_key) was insufficient to prevent overflows of the
hash_key[128] array because it didn't account for the terminating zero.
In this case, this caused the call to hash_table_string_hash() to return
different results for identical inputs, and then shader linking failed.
This new solution also takes all structure fields into account instead
of just the first 15 when sizeof(pointer)==8.
Cc: [email protected]
Reviewed-by: Ian Romanick <[email protected]>
(cherry picked from commit 31667e6237d30188d0b29e17f5b9892f10c0d83a)
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Commit dd6f641303c(mesa: Build with subdir-objects.) removed the SRCDIR
variable, but forgot to update all references of it.
v2: Fix path - must be relative to LOCAL_PATH. (Chih-Wei)
Cc: "10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 669cfc267a1102ff903b3e562f9aa45a410e0312)
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Required by the i965 driver.
v2:
- Split out the nir_builder_opcodes.h rules.
- Do not unconditionally hide the python command - use $(hide)
- Use LOCAL_EXPORT_C_INCLUDE_DIRS to manage includes for the generated
sources.
Cc: "10.5" <[email protected]>
[Emil Velikov: Split from a larger commit, v2]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 06619749a11651a50e353168c7c793082820585d)
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The dri modules depend on symbols provided by it.
Cc: "10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 618885f71fcacb3d68bf37fa23be36830d4178d2)
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Required by the format_{un,}pack rework. Otherwise the build will fail
to locate the respective headers - format_{un,}pack.h
Cc: "10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 0afbd2df0485cd480979d9f4cdae00262d1a3c62)
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Otherwise we'll fail to find the drm.h header.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8d90bfb724f89b04d703f869362cf2fc2a3d7567)
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... via local_shared_libraries. Otherwise the sync/sync.h header won't
be found.
Note: 10.5 and earlier will need similar change in st/egl.
v2: Append the library to the local_shared_libraries list. (Chih-Wei)
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 2d06791f6f9e8ab37109be52e63d247bbbcb42d4)
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Missed out with commit e1fdcddafe9(mesa: Autogenerate format_unpack.c)
v2: Conditionaly print the python commands - s/@/$(hide) / (Chih-Wei)
Cc: "10.5" <[email protected]>
[Emil Velikov: Split our from a larger commit.]
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 5f7081eb90bc5a25f0740314fa22e04d189238ca)
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Many parts of mesa already have the include with others depending on it
but it's missing. Add it once at the top makefile and be done with it.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
(cherry picked from commit 6fb801786604c270fae99c3d665dcebaa0bff3a6)
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... to manage the LIBDRM*_CFLAGS. The former is the recommended approach
by the Android build system developers while the latter has been
depreciated for quite some time.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 86919352e3da1c80409fdcb67c36f29a9687b7a9)
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Appears to fix shader compilation. Tested by starting the client,
dragging the "quality and speed" slider back and forth, and watching the
console output - instead of piles of "shader failed to compile", the CPU
seems to be busy compiling shaders. I haven't actually tried to play.
Signed-off-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69226
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71591
Cc: [email protected]
(cherry picked from commit 00bf7d2e9cd60dbd82d25b459c448e11c545a89a)
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Cc: 10.4 10.5 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit dcc74d47c40bf117f2dfaa359f9de7faef2c2200)
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This fixes piglit shaders@glsl-fs-uniform-array-loop-unroll with immediate
shader compilation - it's a compiler test, so it has never been translated
to TGSI before.
Cc: 10.4 10.5 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit 14c5bc3b9a6b03a8e42ef79da66d8b81b239cf96)
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The ir_tex opcode turns into a sample or sample_c message, which will try to
compute derivatives to determine the lod. This produces garbage for
non-fragment shaders where the sample coordinates don't correspond to
subspans.
We fix this by rewriting the opcode from ir_tex to ir_txl and setting the
lod to 0.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89457
Cc: "10.5" <[email protected]>
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
(cherry picked from commit 993a6288f72fa98932df7cdb6f64d9dd645e670d)
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Cc: "10.5" <[email protected]>
(cherry picked from commit bc672e261c5f7ff56cd2b8f6b518ebfdc0163bb7)
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new_prim was declared as a stack variable within a nested scope; we
tried to retain a pointer to that data beyond the scope, which is bogus.
GCC with -O1 eliminated most of the code that set new_prim's fields.
Move the declaration to fix the bug.
v2: Also fix new_ib (thanks to Matt Turner and Ben Widawsky).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81025
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Cc: [email protected]
(cherry picked from commit 406df68736a213f17f21a38a7c2da4ea15acd053)
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We create textures internally for texsubimage, and we use
the values from sub image to create a new texture, however
we don't align these to valid sizes, and cube map arrays
must have an array size aligned to 6.
This fixes texsubimage cube_map_array on CAYMAN at least,
(it was causing GPU hang and bad values), it probably
also fixes it on radeonsi and evergreen.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89957
Tested-by: Tom Stellard <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit cc5860e40787b3afe36856674f028e830685271b)
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Since we can subimage upload a number of cube map array layers,
that aren't a complete cube map array, we should specify things
as a 2D array and blit from that.
Suggested by Ilia Mirkin as an alternate fix for texsubimage
cube map array issues.
seems to work just as well.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
(cherry picked from commit 5ed79312ed99f3b141c35569b9767f82f5ba0a93)
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This change fixes a regression with timer queries introduced with
commit 3eb6258. There the pending batchbuffer is flushed
only if glEndQuery is executed. This present change adds such
a flush to glQueryCounter which also schedules a value query
just like glEndQuery does. The patch fixes GPU timer queries
going mad from within osgviewer.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
Cc: [email protected]
(cherry picked from commit 1e1d5456ba3dff82301ad4bbdde2fb6e2f562fe3)
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Accidentally added with commit 64d0f0e3b24(radeonsi: Cache
LLVMTargetMachineRef in context instead of in screen)
Reported-by: Michel Dänzer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Otherwise the scons build will fail.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89905
Signed-off-by: Emil Velikov <[email protected]>
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Increase the device info .urb.size for CHV to match the default URB
size (192kB).
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
(cherry picked from commit 970dc2360372a7859691d690bd2f1976c3c97fb0)
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When nvc0_push_vbo calls nouveau_scratch_done it does not mean
scratch buffers can be freed immediately. It means "when hardware
advances to this place in the command stream the scratch buffers
can be freed".
To fix it, just postpone scratch runout destruction after current
fence is signalled.
The bug existed for a very long time. Nobody noticed, because
"scratch runout" code path is rarely executed.
Fixes hang at the very beginning of first mission in "Serious Sam 3"
on nve7/gk107. It manifested as:
nouveau E[ PFIFO][0000:01:00.0] read fault at 0x000a9e0000 [PTE] from GR/GPC0/PE_2 on channel 0x007f853000 [Sam3[17056]]
Cc: "10.4 10.5" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
(cherry picked from commit f9e2295560f9b4869fa2a94933c1881ec7970af4)
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We limit y-tiling to 0x20 when depth is involved. However the function is
run for each miplevel, and the hardware expects miplevel 0 to have the
highest tiling settings. Perform the y-tiling limit on all levels of a
3d texture, not just the ones that have depth.
Fixes:
texelFetch fs sampler3D 98x129x1-98x129x9
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Nick Tenney <[email protected]> # GT216
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit ae720c66cb91c2640dfd6707446899694a24ab5b)
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Haswell hardware seems to ignore Render Stream Select bits from
3DSTATE_STREAMOUT packet when the SOL stage is disabled even if
the PRM says otherwise. Because of this, all primitives are sent
down the pipeline for rasterization, which is wrong. If SOL is
enabled, Render Stream Select is honored and primitives bound to
non-zero streams are discarded after stream output.
Since the only purpose of primives sent to non-zero streams is to
be recorded by transform feedback, we can simply discard all geometry
bound to non-zero streams then transform feedback is disabled
to prevent it from ever reaching the rasterization stage.
Notice that this patch introduces a small change in the behavior we
get when a geometry shader emits more vertices than the maximum declared:
before, a vertex that was emitted to a non-zero stream when TF was
disabled would still count for the purposes of checking that we don't
exceed the maximum number of output vertices declared by the shader. With
this change, these vertices are completely ignored and won't increase
the output vertex count, making more room for other (hopefully more
useful) vertices.
Fixes piglit test arb_gpu_shader5-emitstreamvertex_nodraw on Haswell
and Broadwell.
v2 (Ken): Drop is_haswell check in favor of doing this unconditionally.
Broadwell needs the workaround as well, and it doesn't hurt to do it in
general. Also tweak comments - the Haswell PRM does actually mention
this ("Command Reference: Instructions" page 797).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83962
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
(cherry picked from commit 2042a2f961a07e04eaca0347e42859c249325531)
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Fixes Piglit's arb_gpu_shader5-xfb-streams-without-invocations.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: [email protected]
(cherry picked from commit f368d0fa1fe37a58780ee555d4a9ccf15474782b)
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Jordan added this in commit 741782b5948bb3d01d699f062a37513c2e73b076 for
Gen7 platforms. I missed this when adding the Broadwell code.
Fixes Piglit's spec/arb_gpu_shader5/invocation-id-{basic,in-separate-gs}
with MESA_EXTENSION_OVERRIDE=GL_ARB_gpu_shader5 set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: [email protected]
(cherry picked from commit f9e5dc0a85df8dbfb8213ff772dfeb218972db12)
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Commit 1a170980a09 started writing to q->data[4]/[5] but kept the
per-query space at 16, which meant that in some cases we would write
past the end of the buffer. Rotate by 32, like nvc0 does. This ensures
that we always have 32 bytes in front of us, and the data writes will go
within the allocated space.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89679
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Nick Tenney <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit ba353935a392d2a43422f1d258456336b40b60ea)
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This will allow us to finally remove python from the build time
dependencies list. Considering that you're building from a release
tarball of course :-)
Cc: Bernd Kuhls <[email protected]>
Reported-by: Bernd Kuhls <[email protected]>
Cc: "10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
(cherry picked from commit a665b9b3c89095923cf2251895afc69c9f79aafe)
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fails v2
v2:
- Don't use _errs map
Cc: 10.5 10.4 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
(cherry picked from commit fda7558057a301a5a0ee1cb4d68f09ea39b03bb3)
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Fixes a crash in genymotion with several threads compiling shaders
concurrently.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89746
Cc: 10.5 <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
(cherry picked from commit d64adc3a79e419062432cfa8d1cbc437676a3fbd)
Conflicts:
src/gallium/drivers/radeonsi/si_shader.c
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The division is probably a holdover from the days when the fixed point
inline functions generated by headergen were broken.
Also reduce the maximum point size to 4092 (vs 4096), which is what the
blob does.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 7fc5da8b9392042b5f8a989d2afa49ea1944f9a9)
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The SZ2 field contains the layer size of a lower miplevel. It only
contains 4 bits, which limits the maximum layer size it can describe. In
situations where the next miplevel would be too big, the hardware
appears to keep minifying the size until it hits one of that size.
Unfortunately the hardware's ideas about sizes can differ from
freedreno's which can still lead to issues. Minimize those by stopping
to minify as soon as possible.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit 738c8319ac85b175994b35d1fdc4860e18184b93)
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Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 58030a8f99d94d6c1bab02ef113d93c6c2636216)
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Multiply operations can have a post-factor on them, which other ops
don't support. Only perform the peephole optimizations when there is no
post-factor involved.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89758
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 49b86007aa2bb599ada6cdbed7ff56246917f12e)
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Fixes the recently-sent gl-2.0-vertex-const-attr piglit test. Makes sure
to revalidate arrays when only the current attribute has been updated
via glVertexAttrib*.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89754
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit 9d1b5febb62d74c9fc564635d4e0fa5207928c46)
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Don't propagate ARRAYs
This should fix:
https://bugs.freedesktop.org/show_bug.cgi?id=89759
v2: just specify arrays so we get input propagation
Signed-off-by: Dave Airlie <[email protected]>
Cc: [email protected]
Reviewed-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 91e3533481d6921c4b46109742d6f67b7f897f86)
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in different fragment shaders. This also applies to a case when gl_FragCoord
is redeclared with no layout qualifiers in one fragment shader and not
declared but used in other fragment shader.
Signed-off-by: Anuj Phogat <[email protected]>
Khronos Bug#12957
Cc: "10.5" <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
(cherry picked from commit d8208312a3a200b4e6d71ce533d835b2d705234a)
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glXGetProcAddress("glFoo") ends up in stub_add_dynamic() to
create dynamic stubs for dynamic functions. stub_add_dynamic()
doesn't store the caller provided name string "Foo" in a mesa
private copy, but just stores a pointer to the "glFoo" string
passed to glXGetProcAddress - a pointer into arbitrary memory
outside mesa's control.
If the caller passes some dynamically allocated/changing
memory buffer to glXGetProcAddress(), or the caller gets unmapped
from memory, e.g., some dynamically loaded application
plugin which uses OpenGL, this ends badly - with a dangling
pointer.
strdup() the name string provided by the client to avoid
this problem.
Cc: "10.3 10.4 10.5" <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit 1110113a7f0b6f9b21dd26dee8e95a021041c71c)
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The storage size for local kernel args can be queried before the
arguments are set by using the CL_KERNEL_LOCAL_MEM_SIZE param
of clGetKernelWorkGroupInfo().
The spec says that if local kernel arguments have not been specified,
then we should assume their size is 0.
v2:
- Implement using c++11 member initialization.
Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: 10.5 10.4 <[email protected]>
(cherry picked from commit dfb1ae9d914b7723ef50fdd2efe811feebc045ad)
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Patch changes lowering pass to use unique name for each uniform
so that arrays from different stages cannot end up having same
name.
v2: instead of global counter, use pointer to achieve
unique name (Kenneth Graunke)
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89590
Reviewed-by: Chris Forbes <[email protected]>
Cc: 10.5 10.4 <[email protected]>
(cherry picked from commit 3cf99701ba6c9e56c9126fdbb74107a31ffcbcfb)
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Both do_vs_prog and do_gs_prog initialize brw_stage_prog_data::nr_params to
the number of uniform *vectors* required by the shader rather than the number
of uniform components, contradicting the comment. This is inconsistent with
what the state upload code and scalar path expect but it happens to work until
Gen8 because vec4_visitor interprets it as a number of vectors on construction
and later on overwrites its original value with the number of uniform
components referenced by the shader.
Also there's no need to add the number of samplers, they're not actually
passed in as uniforms.
Fixes a memory corruption issue on BDW with SIMD8 VS.
Cc: "10.5" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit fd149628e142af769c1c0ec037bc297d8a3e871f)
[Emil Velikov: s/DIV_ROUND_UP/CEILING/]
Signed-off-by: Emil Velikov <[email protected]>
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