| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2, review from Francisco Jerez:
- make the destination variable as large as what the nir instrinsic
defines (4) instead of the size of the return variable of glsl. This
is still safe for the already existing code because all the intrinsics
affected returned the same amount of components as expected by glsl IR.
In the case of image_size, it is not possible to do so because the
returned number of component depends on the image type and this case
is not well handled by nir.
v3:
- Style fix
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The code is heavily inspired from Francisco Jerez's code supporting the
image_load_store extension.
Backends willing to support this builtin should handle
__intrinsic_image_size.
v2: Based on the review of Ilia Mirkin
- Enable the extension for GLES 3.1
- Fix indentation
- Fix the return type (float to int, number of components for CubeImages)
- Add a warning related to GLES 3.1
v3: Based on the review of Francisco Jerez
- Refactor the code to share both add_image_function and _image with the other
image-related functions
v4: Based on Topi Pohjolainen's comments
- Do not add parenthesis for the return value
v5: based on Francisco Jerez's comments:
- Fix a few indent issues
- Reduce the size of a condition by testing the dimension and array properties
instead of enumerating all the formats.
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
I'll mark the OES_shader_image_atomic extension entry with this tag to
make sure that we don't expose it on earlier GLES API versions
accidentally, because according to the extension:
"OpenGL ES 3.1 and GLSL ES 3.10 are required."
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This includes the minimum required desktop/ES GLSL version in the
format qualifier table in anticipation of new GLSL versions extending
the set of supported image formats. According to section 4.4.7 of the
GLSL ES 3.1 spec:
"The format layout qualifier identifiers for image variable
declarations are:
[...]
rgba32f
rgba16f
r32f
rgba8
rgba8_snorm
[...]
rgba32i
rgba16i
rgba8i
r32i
[...]
rgba32ui
rgba16ui
rgba8ui
r32ui"
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
constants.
These seem to have been re-added at some point during the
ARB_tessellation_shader implementation work. AFAICT the second
(correct) definition of each constant would have had no effect because
the symbols were already defined.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
| |
These are a subset of the image types supported by desktop GL,
excluding 1D, 1D array, rectangle, buffer, cube array, 2D MS and 2D
MS array texture targets.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
| |
These are not part of unextended GLSL ES 3.1.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
From the GLSL ES 3.1 spec, section 4.7.3:
"Any floating point, integer, opaque type declaration can have the
type preceded by one of these precision qualifiers: [...] highp
[...], mediump [...], lowp [...]."
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
| |
writeonly.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Note that this is slightly more permissive than the spec language
requires: "Any image variable must specify a format layout qualifier."
The GLSL ES spec seems really sketchy regarding format layout
qualifiers on function formal parameters -- On the one hand they are
required, but on the other hand it doesn't provide any syntax to
specify them (see section 6.1.1), they don't participate in parameter
type matching for overload resolution, and are in fact explictly
forbidden ("Layout qualifiers cannot be used on formal function
parameters"). Of course none of the image built-in functions defined
by the spec specify format layout qualifiers (and they probably
couldn't sensibly), to contradict its own requirement.
This probably qualifies for a spec bug, but in the meantime do the
sensible thing and require layout qualifiers on uniforms *only*.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
Support for binding an image to an image unit explicitly in the shader
source is required by both GLSL 4.2 and GLSL ES 3.1, but not by the
original ARB_shader_image_load_store extension.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
| |
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
The GLES 3.1 spec removed support for updating the image unit bound to
an image uniform using glUniform1i() calls.
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
| |
There is no GL_R8 image format in GLES, according to the state table
20.32 of the GLES 3.1 spec the default value should be GL_R32UI. The
ES31-CTS.shader_image_load_store.basic-api-bind Khronos conformance
test checks that this is the case.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
deleted.
The ES31-CTS.shader_image_load_store.basic-api-bind conformance test
expects the whole image unit state to be reset when the bound texture
object is deleted. The ARB_shader_image_load_store extension is
rather vague regarding what should happen with image unit state other
than the texture object in that case, but the GL 4.2 and GLES 3.1
specifications (section "Automatic Unbinding of Deleted Objects")
explicitly require it to be reset to the default values.
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
user.
The spec requires that all layers of the image starting from the 0-th
are bound to the image unit regardless of the Layer parameter when
Layered is true, so I was setting gl_image_unit::Layer to zero in that
case for the convenience of the driver back-end. However the
ES31-CTS.shader_image_load_store.basic-api-bind conformance test
checks that the layer value returned by glGetInteger is the same that
was originally specified, regardless of the value of layered. Rename
Layer to _Layer as is usual for other derived state and keep track of
the original layer value as gl_image_unit::Layer.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
MaxCombinedShaderOutputResources.
The name of both the GLSL built-in variable and the glGetInteger param
with the same value changed in GLSL ES 3.1 and GL 4.5. Its semantics
also changed slightly, since the limit now also takes into account the
number of SSBs in use. Switch our internal data structures to the
up-to-date name.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Much more readable.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
Makes the function a bit smaller.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
Combine the adjacent cases which have the same GL type in the switch statemnt.
Reviewed-by: Chad Versace <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Add the classes of compressed formats as layouts. This allows the detection
of compressed formats belonging to a certain category of compressed formats.
v2. simplify layout name construction (Ilia).
Reviewed-by: Chad Versace <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
GL_ARB_compute_shader is limited for GLSL version 430.
This enables for GLSL ES version 310.
V2: Updated error string to also include GLSL 3.10
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
According to Open GL ES 3.1 specification, section 8.10.2
GL_IMAGE_FORMAT_COMPATIBILITY_TYPE should be supported by
glGetTexParameterfv.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
| |
Trivial.
|
|
|
|
|
|
|
|
|
| |
If the 32-bit types overflowed, the driver could submit an IB that uses much
more memory than is available.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
FMASK wasn't handled correctly.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This support should be removed in favor of something that actually works
in all the weird cases. However this is simple and is enough to allow
Bioshock Infinite to render properly on nvc0.
Since the functionality is not implemented correctly, the extension will
not appear in the extension string and mesa will still return
INVALID_OPERATION for any glCopyImageSubData calls. In order to make use
of this functionality, run with
MESA_EXTENSION_OVERRIDE=GL_ARB_copy_image
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Patch separates array samplers from the texture_multisample check so that we
can enable only [iu]sampler2DMS, [iu]sampler2DMSArray are not supported.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: code cleanup
v3: check only dimensions, samples is checked separately later
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is done so that following patch can use it to verify dimensions
for multisample variants of glTex*Storage.
v2: move function to header, use bool instead GLboolean
v3: small changes, cleanup
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
| |
Fails with old msvc otherwise.
|
|
|
|
| |
Needed for rint/rintf.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When gl_VertexID or gl_InstanceID is used a 3DSTATE_VF_SGVS
instruction is sent to create a sort of element to store the generated
values. The last instruction in this chunk of code looks like it was
trying to set the instancing state for the element using the
3DSTATE_VF_INSTANCING instruction. However it was sending
brw->vb.nr_buffers instead of the element index. This instruction is
supposed to take an element index and that is how it is used further
down in the function so the previous code looks wrong. Perhaps
previously the number of buffers coincidentally matched the number of
enabled elements so the value was generally correct anyway. In a
subsequent patch I want to change a bit how it chooses the SGVS
element index so this needs to be fixed.
v2 [by Ben]
Remove stable 10.5 stable tag (it's too late now)
Commit update as follows:
The number of vertex buffers emitted is always <= the number of vertex elements.
To maximize reuse (actually, to minimize relocations - according to the code
comments), a vertex buffer is only emitted once, even when we setup multiple
components (3DSTATE_VERTEX_ELEMENT) from that buffer. This meant that the
previous code would use the wrong indexed element for these reuse cases. This
patch by itself prevents hangs on BSW in the linked bug. It doesn't make the
test pass, the remaining patches are needed for that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91610
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Tested-by: Mark Janes <[email protected]>
Cc: <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Since i965 is now using make_reg_conflicts_transitive and doesn't need
q-value computations, they are disabled on i965. They are enabled
everywhere else so that they get the old behavior. This reduces the time
spent in eglInitialize() on BDW by around 10-15%.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Instead of adding transitive conflicts as we go, we now add regular
conflicts and them make them all transitive at the end. This reduces
screen creation time substantially on BDW. The time spent in eglInitialize
is reduced from 27.78 ms/call to 9.92 ms/call in debug mode and from 13.15
ms/call to 4.54 ms/call in release mode (about 65% in either case).
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
They're used by glsl_to_nir.cpp, and I want to use them in TGSI-to-NIR as
well (our use of the var->index slot to store slot properties no longer
works since it got truncated).
The *_MAX defines are left in mtypes.h, because they depend on config.h.
Acked-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This code was split out into a separate function to be used also
by GL_EXT_separate_shader_objects which has since been removed from
Mesa, so move it back.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
To properly support the case of waiting on a fence with a 0 timeout, we
still need to call down to the kernel. Which requires the use of the
new fd_pipe_wait_timeout() API.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
Don't take current timestamp/fence from current ring, as we might have
already rolled over to new rb.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
| |
Since 4d7e0fa8c731776 this file is generated by the configure script.
Reviewed-by: Tapani Palli <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Appears to fix shader compilation. Tested by starting the client and observing
that the screen was correct after the trailers ran when previously, it was
blank. Play tested on amd64.
This was suggested by "Kuuchan" on the Steam forums:
https://steamcommunity.com/app/200390/discussions/0/540731690861139279/?insideModal=1#c594820656479479870
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Richard Yao <[email protected]>
|