| Commit message (Collapse) | Author | Age | Files | Lines |
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It's harmless to use ALIGN_NPOT() for uncompressed formats
because they have block width/height = 1.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Fixes crash in piglit
`egl_khr_gl_renderbuffer_image-clear-shared-image GL_DEPTH_COMPONENT24`
on Skylake.
The crash happened because blorp attempted to execute a pending hiz
clear after the hiz buffer was deleted. Deleting the pending hiz ops
when the hiz buffer gets deleted fixes the crash.
For good measure, this patch also deletes all pending CCS/MCS ops when
the CCS/MCS buffer gets deleted. I'm now aware of any bugs
caused by the dangling ops, but deleting them is clearly the right thing
to do.
Cc: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99265
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The current message sounds like a small warning, clarify that it can
result in lack of presentation support and application crashes.
v2: add "if they do" (Bas)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98263
Signed-off-by: Andres Rodriguez <[email protected]>
Acked-by: Jason ekstrand <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In situations where libdrm_amdgpu and mesa are installed to the same
location, the mesa installed headers will take precedence over the git
source headers.
This is due to the AMDGPU_CFLAGS containing the install directory.
This situation can cause build errors if the git version of a header is
newer than the currently installed version of a header (e.g. git pull
updates vulkan.h)
Note: using the same install prefix for mesa and libdrm is probably a
common occurrence since it is described in the radeonBuildHowTo wiki:
https://www.x.org/wiki/radeonBuildHowTo/
v2: added sign-off
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This should fix a coverity defect.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This fixes VM faults. Discovered by Samuel Pitoiset.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98975
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99450
Cc: 17.0 13.0 <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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PresentPixmap only works if the pixmap depth matches with the
window depth, otherwise it returns a BadMatch protocol error.
Even if the depths match, the result won't look correctly
if the VDPAU RGB component order doesn't match the X11 one so
we only allow the X11 format.
For other buffers we copy them to a buffer which is send to X.
v2: only send buffers with format VDP_RGBA_FORMAT_B8G8R8A8
v3: reword commit message
v4: add comment explaining the code
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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At least on VI, texture gather doesn't work with a 24_8 data format, so
use 8_8_8_8 and a modified swizzle instead.
A bit of background: When creating a GL_STENCIL_INDEX8 texture, we select
the X24S8 pipe format because we don't support stencil-only render targets
properly. With mip-mapping this can lead to a setup where the tiling is
incompatible with stencil texturing, and a flushed stencil texture is
used. For the flushed stencil, a literal X24S8 is used because there were
issues with an 8bpp DB->CB copy.
Longer term, it would be good if we could get away from these workarounds,
i.e. properly support an S8 format for stencil-only rendering and flushed
stencil. Since stencil texturing is somewhat rare, it's not a high
priority.
Fixes GL45-CTS.texture_cube_map_array.sampling.
Cc: 17.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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When the attachment type is NONE (att->Type),
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE should be NONE always.
Note that technically, the current behaviour follows the spec. From
OpenGL 4.5 spec, Section 9.2.3 "Framebuffer Object Queries":
"If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then
either no framebuffer is bound to target; or the default
framebuffer is bound, attachment is DEPTH or STENCIL, and the
number of depth or stencil bits, respectively, is zero."
Reading literally this paragraph, for the default framebuffer, NONE
should be only returned if attachment is DEPTH and STENCIL without
being allocated.
But it doesn't makes too much sense to return DEFAULT_FRAMEBUFFER if
the attachment type is NONE. For example, this can happens if the
attachment is FRONT_RIGHT run on monoscopic mode, as that attachment
is only available on stereo mode.
With the current behaviour, defensive querying of the object type
would not work properly. So you could query the object type checking
for NONE, get DEFAULT_FRAMEBUFFER, and then get and INVALID_OPERATION
when requesting other pnames (like RED_SIZE), as the real attachment
type is NONE.
This fixes:
GL45-CTS.direct_state_access.framebuffers_get_attachment_parameters
v2: don't change the behaviour for att->Type != GL_NONE, as caused
some ES CTS regressions
v3: simplify condition (Iago)
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This commit makes si_update_poly_offset set poly_offset to NULL if
uses_poly_offset is false. This way poly_offset either points into the
currently queued rasterizer, or it is NULL.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99451
Cc: "13.0 17.0" <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Since _mesa_ClampColor properly checks for support of the API function
now, it's meta callers need to check support as well.
Fixes: 963311b71f ("mesa/main: fix version/extension checks in _mesa_ClampColor")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99401
Tested-by: Mark Janes <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Cc: "17.0" <[email protected]>
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Here we remove the single use of this field in gl_linked_shader
which allows us to move the field out of gl_shader_info
While we are at it we rewrite link_xfb_stride_layout_qualifiers()
to be more clear.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Also move out of the shared gl_shader_info.
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is never used in gl_linked_shader other than as a temp
during linking so just use a temp instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_shader not gl_linked_shader so move it
there.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no need to go via the pointer in nir_shader. This change
is required for the shader cache as we don't create a nir_shader.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This fixes the build on ppc/s390.
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: "17.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We only need to set it when linking was successful and the program
being linked is currently active.
The programs_in_use mask is just used as a flag for now but in
a future change we will use it to update the CurrentProgram array.
V2: make sure to flush vertices before linking (suggested by Marek)
Reviewed-by: Marek Olšák <[email protected]>
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A later patch will result in SSO programs calling this helper
per gl_program rather than per gl_shader_program.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move NumProgramResourceList at the same time.
GLES does interface validation on SSO at runtime so we need to move
this to be able to switch to storing gl_program pointers in
CurrentProgram.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently this just breaks up the linking code a bit but in the
future i965 will call this from the backend via Driver.LinkShader()
so that we can do NIR optimisations before assigning uniform
locations.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Blits do not need any special treatment as the target buffer
object is added to render cache just as one does for normal draw.
Color clears and resolves in turn require explicit "end of pipe
synchronization". It is not clear what this means exactly but the
assumption is that render cache flush with command stream stall
should be sufficient.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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instead of calling unconditionally brw_emit_mi_flush() which
does:
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_RENDER_TARGET_FLUSH |
PIPE_CONTROL_CS_STALL);
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE);
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Current blorp logic issues unconditional "flush everything"
(see brw_emit_mi_flush()) after each render. For example, all
blits issue this unconditionally which shouldn't be needed if
they set render cache properly so that subsequent renders do
necessary flushing before drawing.
In case of piglit:
ext_framebuffer_multisample-accuracy all_samples depth_draw small
intel_hiz_exec() is always preceded by blorb blit and the
unconditional flush looks to hide the lack of stall and flushes
in depth clears. By removing the brw_emit_mi_flush() I get gpu
hangs.
This patch adds the stalls and flushes mandated by the spec
and gets rid of those hangs.
v2 (Jason, Ken): Document the rational for separating
depth cache flush and stall on Gen7.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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by replacing brw_emit_mi_flush() with brw_render_cache_set_check_flush().
The latter splits the flush in two:
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_RENDER_TARGET_FLUSH |
PIPE_CONTROL_CS_STALL);
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE);
instead of
int flags = PIPE_CONTROL_NO_WRITE | PIPE_CONTROL_RENDER_TARGET_FLUSH;
if (brw->gen >= 6) {
flags |= PIPE_CONTROL_INSTRUCTION_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE |
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_VF_CACHE_INVALIDATE |
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CS_STALL;
}
brw_emit_pipe_control_flush(brw, flags);
v2 (Jason): Check that destination exists before trying to add to
render cache. Depth clears and resolves don't have it.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[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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struct brw_cache_item is an implementation detail of the program cache.
We don't need to make those internals available to the entire driver.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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v2: now it should be correct
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Only vertex buffers use a separate bool flag.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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the mutex lock is inside util_range_add.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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the next commit will use it in a clever way, because the CP DMA prefetch
doesn't need this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If the shader selector is created with a different context than
the shader variant, we should use the calling context's target machine
for the shader variant.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99419
Reviewed-by: Nicolai Hähnle <[email protected]>
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