| Commit message (Collapse) | Author | Age | Files | Lines |
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These classes declared a placement new operator, but didn't declare a
delete operator. Switching to the macro gives them a delete operator,
which probably is a good idea anyway.
This also eliminates a lot of boilerplate.
v2: Properly use RZALLOC in Mesa IR/TGSI translators. Caught by Eric
and Chad.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This eliminates a lot of boilerplate and should be 100% equivalent.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Most of our C++ classes define placement new and delete operators so we
can do convenient allocation via:
thing *foo = new(mem_ctx) thing(...)
Currently, this is done via a lot of boilerplate. By adding simple
macros to ralloc, we can condense this to a single line, making it
trivial to add this feature to a new class.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Allocate a CMASK on demand and use it to fast clear single-sample
colorbuffers. Both FBOs and window system colorbuffers are fast
cleared. Expand as needed when colorbuffers are mapped or displayed
on screen.
v2: cosmetics, move transfer expansion into dma_blit
Signed-off-by: Marek Olšák <[email protected]>
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v2: check for NULL cbufs
Signed-off-by: Marek Olšák <[email protected]>
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r600g needs explicit flushing before DRI2 buffers are presented on the screen.
v2: add (stub) implementations for all drivers, fix frontbuffer flushing
v3: fix galahad
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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We must take rounding in consideration when re-scaling to narrow
normalized channels, such as 2-bit normalized alpha.
Reviewed-by: Roland Scheidegger <[email protected]>
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Prevents calling NULL pointer with softpipe in certain cases.
Trivial.
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Based on the earlier apitrace tracediff.sh script.
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expressions'
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The function takes a parameter, but none was given. Also, in the
non-GET_DEBUG case, silence the unused parameter warning.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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FragmentProgram.MaxInputComponents in standalone scaffolding
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, GL_MAX_GEOMETRY_OUTPUT_VERTICES,
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, and
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS all have the same enum value and
meaning as their _ARB counterparts.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The comment '# GL 3.0 / GLES3' was incorrect. The
MAX_VERTEX_OUTPUT_COMPONENTS and MAX_FRAGMENT_INPUT_COMPONENTS queries
were added in OpenGL 3.2 (with geometry shaders) and OpenGL ES 3.0.
This just fixes that comment.
v2: Add the GEOMETRY queries in the existing '# GL 3.2' section since
they have nothing to do with GLES3. Suggested by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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FragmentProgram.MaxInputComponents
In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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In OpenGL ES 3.0 the minimum-maximum for GL_MAX_VERTEX_OUTPUT_VECTORS is 16,
but the minimum-maximum for GL_MAX_FRAGMENT_INTPUT_VECTORS is 15.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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FragmentProgram.MaxInputComponents
This was the only remaining place in Mesa that sets MaxVaryings without
also setting these values.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that MaxVaryings is > 16, VertexProgram.MaxOutputComponents,
GeometryProgram.MaxInputComponents, GeometryProgram.MaxOutputComponents,
and FragmentProgram.MaxInputComponents also need to be set.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Paul Berry <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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There are no longer any users.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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Previously gl_constants::MaxVaryingComponents was used. Now
gl_constants::VertexProgram::MaxOutputs and
gl_constants::GeometryProgram::MaxOutputs are used.
This means that st_extensions.c had to be updated to set these fields
instead of MaxVaryingComponents. It was previously the only place that
set MaxVaryingComponents.
I believe that the structure is allocated by calloc, so the value should
be initialized to zero in non-Gallium drivers before and after my
change. Right now nobody enables GL_ARB_geometry_shader4, so it's
pretty much dead code anyway.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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In OpenGL 3.2 these are independently queryable. In addition, the spec
has different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_COMPONENTS is 64, but
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS (and GL_MAX_FRAGMENT_INPUT_COMPONENTS)
is 128.
In OpenGL ES 3.0 these are also independently queryable. The spec has
different minimum-maximums for various values.
GL_MAX_VERTEX_OUTPUT_VECTORS is 16, but GL_MAX_FRAGMENT_INTPUT_VECTORS
is 15.
None of these values are used yet. I have just added space to the
structures. Future patches will add users and eventually remove some
old fields.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Zack Rusin <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: "9.1 9.2" <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was an embarassingly large amount of copy and pasted code,
and it wasn't particularly simple code either. By factoring it out
into a helper function, we consolidate the complexity.
v2: Properly NULL-check bo. Caught by Eric Anholt.
v3: Do the subtraction by 1 in gen7_emit_buffer_surface_state, rather
than making callers do it. This makes the buffer_size parameter
the actual size of the buffer. Suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The value that's split into width/height/depth needs to be the size of
the buffer minus one. This makes it consistent with the constant buffer
and shader time SURFACE_STATE setup code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes myriads of regressions since commit 169f9c030c16d1247a3a7629
("i965: Add an assertion that writemask != NULL for non-ARFs.").
On Sandybridge, our control flow handling (such as brw_IF) does:
brw_set_dest(p, insn, brw_imm_w(0));
insn->bits1.branch_gen6.jump_count = 0;
This results in a IMM destination with zero for the writemask. IMM
destinations are rather bizarre, but the code has been working for ages,
so I'm loathe to change it.
Fixes glxgears on Sandybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I would use _mesa_delete_shader, but it's declared static, and we don't
really need any of the stuff in it anyway.
This fixes a memory leak caught by Valgrind.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Not a candidate for stable since GS code doesn't exist in 9.2.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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&a and &b are the address of the local stack variables, not the actual
structures. Instead of comparing the fields of a and b, we compared
...some stack memory.
Caught by Valgrind on Piglit's glsl-lod-bias test (among many others).
Signed-off-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68233
Reviewed-by: Chad Versace <[email protected]>
Cc: [email protected]
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The code to upload the binding tables for each stage was scattered
across brw_{vs,gs,wm}_surface_state.c and brw_misc_state.c, which also
contain a lot of code to populate individual SURFACE_STATE structures.
This patch brings all the binding table upload code together, and splits
it out from the code which fills in SURFACE_STATE entries.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is not quite the same: brw_upload_binding_table() also has code to
early-return if there are no entries, while the existing code did not.
The PS binding table is unlikely to be empty since it will have at least
one color buffer. If it ever is empty, early returning seems wise.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of passing in a brw_vec4_prog_data structure, we can simply
pass the one field it needs: the number of entries in the binding table.
We also need to pass in the shader time surface index rather than
hardcoding SURF_INDEX_VEC4_SHADER_TIME.
Since the resulting function is stage-agnostic, this patch removes
"vec4_" from the name.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is probably more efficient. At any rate, it's less code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The first comment was a bit stale; there are more kinds of surfaces than
textures and pull constants.
The second was a leftover "to do" comment for something I already did.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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xlib_sw_winsys.h:5:22: fatal error: X11/Xlib.h: No such file or directory
The compiler cannot find the Xlib.h in the installed system headers.
All supplied include directives point to inside the mesa module.
The X11_CFLAGS variable is undefined (not defined in config.status).
It appears the intent was to use X11_INCLUDES defined in configure.ac.
The Xlib.h file is not installed on my workstation. It is supplied in
the libx11-dev package. This allows an X developer control over which
version of this file is used for X development.
Signed-off-by: Gaetan Nadon <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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egl_glx.c:40:22: fatal error: X11/Xlib.h: No such file or directory
The compiler cannot find the Xlib.h in the installed system headers.
All supplied include directives point to inside the mesa module.
The X11_CFLAGS variable is undefined (not defined in config.status).
It appears the intent was to use X11_INCLUDES defined in configure.ac.
The Xlib.h file is not installed on my workstation. It is supplied in
the libx11-dev package. This allows an X developer control over which
version of this file is used for X development.
Signed-off-by: Gaetan Nadon <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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duh, we still need to flush if there are pending draws and it isn't an
unsynchronized case.
Signed-off-by: Rob Clark <[email protected]>
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Technically without seamless filtering enabled GL allows any wrap mode, which
made sense when supporting true borders (can get seamless effect with border
and CLAMP_TO_BORDER), but gallium doesn't support borders and d3d9 requires
wrap modes to be ignored and it's a pain to fix up the sampler state (as it
makes it texture dependent). It is difficult to imagine a situation where an
app really wants another behavior so just cheat here. (It looks like some
graphics hw (intel) actually requires this too hence it should be safe.)
Reviewed-by: Jose Fonseca <[email protected]>
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The first part was done in:
commit c845140a20efa6a30a5465301d1f9b4acea79155
Author: Kenneth Graunke <[email protected]>
Date: Tue Sep 3 21:22:17 2013 -0700
Signed-off-by: Adrian Negreanu <[email protected]>
Acked-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This removes a lot of code, but not everything, as util_blit_pixels_tex
is still useful when one needs to override pipe_sampler_view::swizzle_?.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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By calling util_map_texcoords2d_onto_cubemap.
A new parameter for util_blit_pixels_tex is necessary, as
pipe_sampler_view::first_layer is always supposed to point to the first
face when sampling from cubemaps.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Only compile-tested but it seems straightforward.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The previous names were really confusing to talk about:
- brw_fs_visitor() contained methods named emit_whatever().
- brw_fs_generator() contained methods named generate_whatever(), but
lived in brw_fs_emit.cpp.
So when someone said "the emit layer", or "emit code", we weren't sure
whether they meant the visitor's emit() functions or the generator in
brw_fs_emit.cpp.
By renaming these files, the method names, class names, and file names
all match, which is much less confusing.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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lrp() can take a scalar as a third argument, and fma() cannot.
Reviewed-by: Kenneth Graunke <[email protected]>
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I initially implemented frexp() as an IR opcode with a lowering pass,
but since it returns a value and has an out-parameter, it would break
assumptions our optimization passes make about ir_expressions being pure
(i.e., having no side effects).
For example, if opt_tree_grafting encounters this code:
uniform float u;
void main()
{
int exp;
float f = frexp(u, out exp);
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(f, g, h, g + h);
}
it may try to optimize it to this:
uniform float u;
void main()
{
int exp;
float g = float(exp)/256.0;
float h = float(exp) + 1.0;
gl_FragColor = vec4(frexp(u, out exp), g, h, g + h);
}
Some hardware has an instruction which performs frexp(), but we would
need some other compiler infrastructure to be able to generate it, such
as an intrinsics system that would allow backends to emit specific code
for particular bits of IR.
Reviewed-by: Paul Berry <[email protected]>
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v2: Drop frexp lowering.
Reviewed-by: Paul Berry <[email protected]>
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