| Commit message (Collapse) | Author | Age | Files | Lines |
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SI will handle BR_CC different from R600, so we need to move it
out of the shared instruction selector.
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SI will handle SETCC different from R600, so we need to move it
out of the shared instruction selector.
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SI will handle SELECT_CC different from R600, so we need to move it out
of the shared instruction selector.
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If you want to change your compiler arguments, just set CFLAGS/CXXFLAGS.
Having Mesa have this separate variable is a great way to have your arguments
not thoroughly propagated to all compiler invocations.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In all current uses, it was appended to CFLAGS, which already had -m32. If
you want to do some other flag supplied to compiler invocations, there's
CFLAGS/CXXFLAGS.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No functional change. This patch modifies brw_blorp_blit.cpp to use
the ROUND_DOWN_TO macro instead of open-coded bit manipulations, for
clarity.
Reviewed-by: Kenneth Graunke <[email protected]>
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The emit->key.fkey info is only valid if we're generating a fragment shader.
We should not look at it if we're generating a vertex shader.
When generating a vertex shader, the value of emit->key.fkey.num_textures was
garbage and the loop over num_textures would read invalid data. At best
this would cause us to emit an unused constant. At worse, we could segfault.
Just by dumb luck, fkey.num_textures was usually a smallish integer.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=52563
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Recently more files were removed from control to be auto-generated
in the dricore library. Android build was not able to locate the
new files if they were not created beforehand.
LOCAL_SRC_FILES includes some of those files and Android.gen.mk
re-defines this variable by filtering out the auto-generated files.
Unfortunately for this variable it is not the same to have the SRCDIR
variable defined as the current directory.
By re-defining SRCDIR for the autotools build the Android build system
is happy again and the new files were actually removed from the sources
to use the auto generated versions.
Also patch d5c1801a018efda8ac2b was partially reverted as the files
can not be compiled to the LOCAL_PATH, instead they should live on the
intermediates folder so that a clean can wipe them out.
v3: [chad] Fix the definition of SRCDIR in libdricore/Makefile.am.
Signed-off-by: Chad Versace <[email protected]>
Signed-off-by: Daniel Charles <[email protected]>
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=47375
NOTE: This is a candidate for the 8.0 branch.
Tested-by: Barto <[email protected]>
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XGetImage() will generate a BadMatch error if the source window isn't
visible. When that happens, create a new XImage. Fixes piglit 'select'
test failures with swrast/xlib driver.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
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Always allocate space for the inverse matrix in _math_matrix_ctr()
since we were always calling _math_matrix_alloc_inv() anyway.
Reviewed-by: Kenneth Graunke <[email protected]>
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When computing a matrix inverse, if the determinant is too small we could hit
a divide by zero. There's a check to prevent this (we basically give up on
computing the inverse and return the identity matrix.) This patch loosens
this test to fix a lighting bug reported by Lars Henning Wendt.
v2: use abs(det) to handle negative values
NOTE: This is a candidate for the 8.0 branch.
Tested-by: Lars Henning Wendt <[email protected]>
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The sendc instruction causes the fragment shader thread to wait for
any dependent threads (i.e. threads rendering to overlapping pixels)
to complete before sending the message. We need to use sendc on the
first render target write in order to guarantee that fragment shader
outputs are written to the render target in the correct order.
Previously, we only used the "sendc" instruction when writing to
binding table index 0. This did the right thing for fragment shaders,
because our fragment shader back-ends always issue their first render
target write to binding table index 0. However, it did the wrong
thing for blorp, which performs its render target writes to binding
table index 1.
A more robust solution is to use sendc for all render target writes.
This should not produce any performance penalty, since after the first
sendc, all of the dependent threads will have completed.
For more information about sendc, see the Ivy Bridge PRM, Vol4 Part3
p218 (sendc - Conditional Send Message), and p54 (TDR Registers).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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A lot of code was still differentiating between between winsys and
user fbos by testing the fbo's name against zero. This converts
everything in the i915 and 965 drivers over to use _mesa_is_user_fbo()
and _mesa_is_winsys_fbo().
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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A lot of code was still differentiating between between winsys and
user fbos by testing the fbo's name against zero. This converts
everything in core mesa, the state tracker, and src/mesa/program over
to use _mesa_is_user_fbo() and _mesa_is_winsys_fbo().
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The OpenGL(R) ES Shading Language
Version 1.00 Revision 17 (12 May, 2009)
> 4.6.1 The Invariant Qualifier
> ... To force all output variables to be invariant, use the pragma
> #pragma STDGL invariant(all)
Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We already provided these files on 'make install', but only created a
'libglapi.so' in the top-level lib/ convenience folder. We used to
create all three, but at some point in the build system churn, it broke.
Various applications (like the ES2 conformance suite) seem to link
against libglapi.so.0, so without these links, setting LD_LIBRARY_PATH
and LIBGL_DRIVERS_PATH can lead to using /usr/lib/libglapi.so.0 with
/home/whatever/libGL.so, which leads to API calls getting routed
incorrectly (i.e. glCompileShader -> _mesa_LinkProgramARB), which leads
to rage problems.
Preserve developer sanity...install links.
Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Ever since ctx->NativeIntegers was set, the conversion flag has been
PARAM_NO_CONVERT.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=52369
Reviewed-by: Brian Paul <[email protected]>
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Since osmesa now has been converted to Makefile.am, an appropriate install: rule
is generated to install the shared libary, so we no longer need to do that in
src/mesa/Makefile.old
This leaves nothing in src/mesa/Makefile.old but the tags: rule, so move that to
Makefile.am and remove Makefile.old
Also, nothing now uses OSMESA_LIB_GLOB anymore, so remove it
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Commit 6c6803f28de0d4cb6937fcd95a47aa81da31fd78 removed xm_image.[ch], and removed
xm_image.c, but not xm_image.h from the Makefile, this was subsequently carried over
into Makefile.am
Remove xm_image.h from Makfile.am. This allows 'make dist' to succeed, even if it
doesn't do anything useful
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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"Use -no-undefined to assure libtool that the library has no
unresolved symbols at link time, so that libtool will build a shared
library on platforms require that all symbols are resolved when the
library is linked."
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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"Use -no-undefined to assure libtool that the library has no
unresolved symbols at link time, so that libtool will build a shared
library on platforms require that all symbols are resolved when the
library is linked."
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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MCS buffers use 32 bits per pixel in 8x MSAA, and 8 bits per pixel in
4x MSAA. This patch adjusts the format we use to allocate the buffer
so that enough memory is set aside for 8x MSAA.
Reviewed-by: Kenneth Graunke <[email protected]>
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The code to emit 3DSTATE_SAMPLE_MASK was already correct for 8x
MSAA--this patch just removes an assertion that would have prevented
it from being used for 8x MSAA.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This patch updates the blorp functions encode_msaa() and decode_msaa()
to properly handle the encoding of IMS MSAA buffers when
num_samples=8.
Acked-by: Kenneth Graunke <[email protected]>
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When operating in persample dispatch mode, the blorp engine would
previously assume that subspan N always represented sample N (this is
correct assuming 4x MSAA and a 16-wide dispatch). In order to support
8x MSAA, we must compute which sample is associated with each subspan,
using the "Starting Sample Pair Index" field in the thread payload.
Reviewed-by: Kenneth Graunke <[email protected]>
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When rendering to an IMS MSAA surface on Gen7, blorp sets up the
rendering pipeline as though it were rendering to a single-sampled
surface; accordingly it must adjust the size of the primitive it sends
down the pipeline to account for the interleaving of samples in an IMS
surface.
This patch modifies the size adjustment code to properly handle 8x
MSAA, which makes room for the extra samples by using an interleaving
pattern that is twice as wide as 4x MSAA.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch adds a num_samples argument to the blorp function
manual_blend(), allowing it to be told how many samples need to be
blended together. Previously it assumed 4x MSAA, since that was all
we supported.
We also bump up LOG2_MAX_BLEND_SAMPLES from 2 to 3, so that
manual_blend() will be able to handle 8x MSAA.
Reviewed-by: Kenneth Graunke <[email protected]>
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Gen6+ hardware now supports MSAA properly.
Reviewed-by: Chad Versace <[email protected]>
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When the client program uses glDrawBuffer() or glDrawBuffers() to
select more than one color buffer for drawing into, and then performs
a blit, we need to blit into every single enabled draw buffer.
+2 oglconforms.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50407
Reviewed-by: Chad Versace <[email protected]>
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This patch rearranges the order of steps performed by a blorp blit
from this:
- Sync up state of window system buffers.
- Find buffers.
- Find miptrees.
- Make sure buffer formats match.
- Handle mirroring.
- Make sure width and height match.
- Handle clipping/scissoring.
- Account for window system origin conventions.
- Do depth resolves, if applicable.
- Do the blit.
- Record the need for a future HiZ resolve, if applicable.
To this:
- Sync up state of window system buffers.
- Handle mirroring.
- Make sure width and height match.
- Handle clipping/scissoring.
- Account for window system origin conventions.
- Find buffers.
- Make sure buffer formats match.
- Find miptrees.
- Do depth resolves, if applicable.
- Do the blit.
- Record the need for a future HiZ resolve, if applicable.
The steps are the same, but they are now performed in an order that
will make it possible to implement correct DrawBuffers support. Note
that the last four steps are now in a separate function
(do_blorp_blit), since they will need to be executed repeatedly when
DrawBuffers support is added.
Reviewed-by: Chad Versace <[email protected]>
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Previously, the blorp engine would fall back to swrast if the source
or destination of a blit had no associated miptree. This was
unnecessary, since _mesa_BlitFramebufferEXT() already takes care of
making the blit silently succeed if there are no buffers bound, so the
fallback paths could never actually happen in practice.
Removing these fallback paths will simplify the implementation of
correct DrawBuffers support in blorp.
Reviewed-by: Chad Versace <[email protected]>
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This patch modifies the order of operations in the blorp engine so
that clipping and scissoring are performed before adjusting the
coordinates to account for the difference in origin convention between
window system buffers and framebuffer objects. Previously, we would
do clipping and scissoring after adjusting for origin conventions, so
we would get scissoring wrong in window system buffers.
Fixes Piglit test "fbo-scissor-blit window".
Reviewed-by: Chad Versace <[email protected]>
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When checking that the source and destination dimensions match, we
don't need to store the width and height in variables; doing so just
risks confusion since right after the check, we do clipping and
scissoring, which may alter the width and height.
No functional change.
Reviewed-by: Chad Versace <[email protected]>
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On Gen6, multisampled null render targets don't seem to work
properly--they cause the GPU to hang. So, as a workaround, we render
into a dummy color buffer.
Fortunately this situation (multisampled rendering without a color
buffer) is rare, and we don't have to waste too much memory, because
we can give the workaround buffer a very small pitch.
Fixes piglit test "EXT_framebuffer_multisample/no-color {2,4}
depth-computed *" on Gen6.
Reviewed-by: Chad Versace <[email protected]>
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The HW docs say that the width and height of null render targets need
to match the width and height of the corresponding depth and/or
stencil buffers, and that they need to be marked as Y-tiled. Although
leaving these values at 0 doesn't seem to cause any ill effects, it
seems wise to follow the documented requirements.
Reviewed-by: Chad Versace <[email protected]>
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Previously, we used the number of samples in draw buffer 0 to
determine whether to set up the 3D pipeline for multisampling. Using
the visual is cleaner, and has the benefit of working properly when
there is no color buffer.
Fixes all piglit tests "EXT_framebuffer_multisample/no-color" on Gen7.
On Gen6, the "depth-computed" variants of these tests still fail; this
will be addresed in a later patch.
Reviewed-by: Chad Versace <[email protected]>
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