| Commit message (Collapse) | Author | Age | Files | Lines |
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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This is only used to print linked shaders which always have a name of 0
so this was pointless.
Acked-by: Iago Toral Quiroga <[email protected]>
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_mesa_write_shader_to_file() is only used to print gl shader objects
so Program should never be set as it only gets set for linked shaders.
Acked-by: Iago Toral Quiroga <[email protected]>
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This will allow us to later split gl_shader into two structs.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This will allow us to split gl_shader into two different structs, one for
shader objects and one for linked shaders.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The drivers function only needs to be used when creating a struct for
linked shaders.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Rather than passing in gl_shader we now pass in the IR. This will
allow us to later split gl_shader into two structs. One for use
as a linked per stage shader struct and one for use as a GL shader
object.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Khronos recommends that the GLES 3.1 library also be called libGLESv2.
It also requires that functions be statically linkable from that
library.
NOTE: Mesa has supported the EGL_KHR_get_all_proc_addresses extension
since at least Mesa 10.5, so applications targeting Linux should use
eglGetProcAddress to avoid problems running binaries on systems with
older, non-GLES 3.1 libGLESv2 libraries.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "11.2 12.0" <[email protected]>
Cc: Mike Gorchak <[email protected]>
Reported-by: Mike Gorchak <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Stop using drmCommandWriteRead for such a simple ioctl.
v2: Handle errno correctly. [ickle]
Reviewed-by: Chris Wilson <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[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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Reviewed-by: Nicolai Hähnle <[email protected]>
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DRI3:
- Only slows clears can enable it for the first frame.
- A good PS/draw ratio can enable it for other frames.
DRI2:
- Only slows clears can enable it for a frame.
- Page-flipped color buffers are unref'd at the end of each frame,
so it can't be enabled in any other way.
- Relying on slow clears is sufficient for our synthetic benchmarks.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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DCC for displayable surfaces is allocated in a separate buffer and is
enabled or disabled based on PS invocations from 2 frames ago (to let
queries go idle) and the number of slow clears from the current frame.
At least an equivalent of 5 fullscreen draws or slow clears must be done
to enable DCC. (PS invocations / (width * height) + num_slow_clears >= 5)
Pipeline statistic queries are always active if a color buffer that can
have separate DCC is bound, even if separate DCC is disabled. That means
the window color buffer is always monitored and DCC is enabled only when
the situation is right.
The tracking of per-texture queries in r600_common_context is quite ugly,
but I don't see a better way.
The first fast clear always enables DCC. DCC decompression can disable it.
A later fast clear can enable it again. Enable/disable typically happens
only once per frame.
The impact is expected to be negligible because games usually don't have
a high level of overdraw. DCC usually activates when too much blending
is happening (smoke rendering) or when testing glClear performance and
CMASK isn't supported (Stoney).
v2: rename stuff, add assertions
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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for a later use
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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Replace some open-coded ioctls with intel_get_param().
This is just a cleanup. No change in behavior.
Reviewed-by: Ian Romanick <[email protected]>
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Replace the function's __DRIscreen parameter with struct intel_screen.
The callsites feel more natural that way.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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ported from Vulkan
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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ported from Vulkan
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Offchip-only tessellation allows this.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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AA lines are not completely correct (see TODO), but everything else
should be.
+ 3 linestipple piglits
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Commit 87d062a94080 ("i965: Fix shared local memory size for Gen9+.")
added u_math.h include which broke the Android build:
In file included from external/mesa3d/src/intel/isl/isl_storage_image.c:25:
In file included from external/mesa3d/src/mesa/drivers/dri/i965/brw_compiler.h:29:
external/mesa3d/src/mesa/main/macros.h:35:10: fatal error: 'util/u_math.h' file not found
^
Add the missing include paths for libmesa_isl.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Kenneth Garunke <[email protected]>
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With commit fb9fe35, we start using transfer_inline_write
for memcpy of TexSubImage. But SurfaceDMA command does not work
well with texture array. This patch forces direct map when
transfering multiple slices of a texture array.
Fixes piglit regression "texelFetch fs sampler1DArray"
Tested with MTT piglit, glretrace, conform.
Reviewed-by: Sinclair Yeh <[email protected]>
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Rely on the existence of a second destination when emitting a setcond
flag is dangerous, because this doesn't mean that the flag has been
correctly set. Instead rely on flagsDef like what emitX() does
for flagsSrc.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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This was missing.
Cc: 12.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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The call for vl_video_buffer_adjust_size is with wrong order of
arguments, apparently it will have problem when interlaced false;
The size of OMX result buffer depends on real size of clips, vl buffer
dimension is aligned with 16, so 1080p(1920*1080) video will overflow
the OMX buffer
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Julien Isorce <[email protected]>
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Make pipe_loader_sw_probe_kms take ownership of the passed in fd,
like pipe_loader_drm_probe_fd does.
The only caller is dri_kms_init_screen which passes in a dupped fd,
just like dri2_init_screen passes in a dupped fd to
pipe_loader_drm_probe_fd.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Acked-by: Francisco Jerez <[email protected]>
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This file still only has my name on the copyright notice even though
most of the code (likely more than 90% of it) was authored by various
contributors -- It doesn't seem right to have the whole file
attributed to myself.
Acked-by: Michel Dänzer <[email protected]>
Acked-by: Serge Martin <[email protected]>
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This was useful when debugging the previous commit's issue.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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emit_urb_writes() contains code to emit an EOT write with no actual
data when there are no output varyings. This makes sense for the VS
and TES stages, where it's called once at the end of the program.
However, in the geometry shader stage, emit_urb_writes() is called once
for every EmitVertex(). We explicitly emit a URB write with EOT set at
the end of the shader, separately from this path. So we'd better not
terminate the thread. This could get us into trouble for shaders which
do EmitVertex() with no varyings followed by SSBO/image/atomic writes.
It also caused us to emit multiple sends with EOT set, which apparently
confuses the register allocator into not using g112-g127 for all but
the first one. This caused EU validation failures in OglGSCloth
shaders in shader-db. (The actual application was fine, but shader-db
thinks there are no outputs because it doesn't understand transform
feedback.)
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The only part of an ir_texture which can be an array is the
offsets array in textureGatherOffsets() calls. We don't want
to lower those, because they're required to remain constants.
Fixes textureGatherOffsets with Gallium drivers such as llvmpipe,
which commit ef78df8d3b0cf540e5f08c8c2f6caa338b64a6c7 regressed.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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