| Commit message (Collapse) | Author | Age | Files | Lines |
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Add support for polygonmode point in the binner. This is done by
splitting BinPostSetupPoints from BinPoints, so the earlier call can be
called from BinTriangles. Setup has already been done at the time
BinPostSetupPoints needs to be called.
This checkin just adds support in the rasterizer. A separate checkin
will add the appropriate driver support.
v2: remove cc stable
v3: modified commit message and subject line
Reviewed-by: Bruce Cherniak <[email protected]>
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Also added clang check.
macro.h is include by p_compiler.h so no other change is needed.
Reviewed-by: Nicolai Hähnle <[email protected]>
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v3: list piglit tests fixed by this patch. Fixed typo Tim pointed out.
v2: Reword commit message to more closely adhere to community
guidelines.
This patch moves msaa resolve down into core/StoreTiles where the
surface format conversion routines are available. The previous
"experimental" resolve was limited to 8-bit unsigned render targets.
This fixes a number of piglit msaa tests by adding resolve support for
all the render target formats we support.
Specifically:
layered-rendering/gl-layer-render: fail->pass
layered-rendering/gl-layer-render-storage: fail->pass
multisample-formats *[2,4,8,16] gl_arb_texture_rg: crash->pass
multisample-formats *[2,4,8,16] gl_ext_texture_snorm: crash->pass
multisample-formats *[2,4,8,16] gl_arb_texture_float: fail->pass
multisample-formats *[2,4,8,16] gl_arb_texture_rg-float: fail->pass
MSAA is still disabled by default, but can be enabled with
"export SWR_MSAA_MAX_COUNT=4" (1,2,4,8,16 are options)
The default is 0, which is disabled.
This patch improves the number of multisample-formats supported by swr,
and fixes several crashes currently in the 17.1 branch. Therefore, it
should be considered for inclusion in the 17.1 stable release. Being
disabled by default, it poses no risk to most users of swr.
Reviewed-by: Tim Rowley <[email protected]>
cc: [email protected]
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The spec text cited above says you can't, but only the GLSL 3.00 (redefine
or overload) case was implemented.
Fixes dEQP scoping.invalid.redefine_builtin_fragment/vertex.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Fixes DEQP's scoping.invalid.redeclare_function_fragment/vertex.
v2: Fix accidental rejection of prototype+decl.
Reviewed-by: Samuel Pitoiset <[email protected]> (v1)
Tested-by: Matt Turner <[email protected]>
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Fixes deqp_gles2 undefine_invalid_object_* failures.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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From the spec,
Arrays are allowed as arguments, but not as the return type. [...] The
return type can also be a structure if the structure does not contain
an array.
Fixes DEQP shaders.functions.invalid.return_array_in_struct_fragment.
v2: Spec cite wording change
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Fixes: 53aa109b ("nir: add pass to lower atomic counters to SSBO")
Signed-off-by: Rob Clark <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The renumbering code didn't take into account that multiple VS exports
can have the same PARAM index. This also significantly simplifies
the renumbering. Thankfully, we have piglits for this:
spec@arb_gpu_shader5@arb_gpu_shader5-interpolateatcentroid-packing
[email protected]@execution@interface-blocks-complex-vs-fs
Reported by Michel Dänzer.
Fixes: b08715499e61 ("ac: eliminate duplicated VS exports")
Reviewed-by: Nicolai Hähnle <[email protected]>
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main/egldisplay.c: In function '_eglParseX11DisplayAttribList':
main/egldisplay.c:491:38: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast]
display->Options.Platform = (void *)value;
The fix: cast to uinptr_t before void*.
^
Fixes: ddb99127 egl/x11: Honor the EGL_PLATFORM_X11_SCREEN_EXT attribute
Cc: Adam Jackson <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: use the st_common_program() helper
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It contains only one member: the update function. Let's use the update
function directly.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Make it a bit clearer that the index spaces are logically seperate by
having them defined in different functions.
Reviewed-by: Marek Olšák <[email protected]>
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Limiting LS-HS to a single wave is required on all SI chips due to an
issue with a power management feature.
Reviewed-by: Marek Olšák <[email protected]>
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Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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For some reason, this change is only necessary on SI.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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In a VS->TCS->TES->PS pipeline, the primitive ID is read from TES exports,
so it is as if TES were using the primitive ID.
Specifically, this fixes a bug where the primitive ID is not reset at
the start of a new instance.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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There are a bunch of piglit fast clear tests that regressed on SI, for
example ./bin/ext_framebuffer_multisample-fast-clear single-sample.
The problem is that a texture is bound as a framebuffer, cleared, and
then rendered from in a loop that loops through different clear colors.
The texture is never rebound during all this, so the change to
tex->dirty_level_mask during fast clear was not taken into account
when checking for compressed textures.
I have considered simply reverting the problematic commit. However,
I think this solution is better. It does require looping through all
bound textures after a fast clear, but the alternative would require
visiting more textures needless on every draw. Draws are much more
common than clears.
Note that the rendering feedback loop rules do not apply here, because
the framebuffer binding is changed between the glClear and the draw
that samples from the texture that was cleared.
Fixes: bdd644976952 ("radeonsi: don't mark non-dirty textures with CMASK as compressed")
Cc: 17.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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All the compilers used to build Mesa support them.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The array is local so we already know its size.
v2: Correct loop condition (Bartosz)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The header is used only to provide STATIC_ASSERT. The latter is already
available in utils/macros.h so use that instead and kill of the header.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The variable level is already initialized to -1 which is already
interpreted as FALLBACK_LOG_LEVEL.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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As of last commit nobody requires anything else but the
_eglDefaultLogger(). As such use it directly and simplify the
implementation.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Will allow us to greatly simplify a lot of the code in egllog.c
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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ARB_bindless_texture allows to declare image types inside
structures, which means we need to keep track of the format.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When the arrays are initialized later on with -1, that's useless
to use rzalloc_array().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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CID: 1405919 (Error handling issues)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The application might not give an output structure.
CID: 1405765 (Null pointer dereferences)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Fixes: ddb99127a6f6c ("egl/x11: Honor the EGL_PLATFORM_X11_SCREEN_EXT attribute")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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While moving depth stencil state to use genxml, this one was left
behind.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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brw_state.h is a better place to keep them, instead of brw_context.h.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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When running shader-db with intel_stub and recent Mesa, context creation
fails when making a logical hardware context. In this case, we call
intelDestroyContext(), which gets here and tries to unmap the cache BO.
But there isn't one - we haven't made it yet. So we try to unmap a
NULL pointer, which used to be safe (it did nothing), but crashes
after commit 7c3b8ed87859bfdfb985d21685115a729f9cd138.
The result is that we crash rather than failing context creation with
a nice message. Either way nothing works, but this is more polite.
Cc: "17.1" <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This reverts commit c5bf7cb52942cb7df9f5d73746ffbf3c102d12cc.
This broke rendering in "Total War: WARHAMMER", which uses a single
level RGBA_UINT32 texture and the default filter modes of GL_LINEAR
and GL_NEAREST_MIPMAP_LINEAR. However, the texture max level is 0,
so it is actually mipmap complete - it's the integer + linear rule
that causes the error.
I'm working with Khronos to find a real solution. However it turns
out, this patch is not correct and breaks real programs, so let's
revert it for now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100690
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16224
Cc: "17.1" <[email protected]>
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Just like other type hash tables are destroyed in
_mesa_glsl_release_types(), also destroy the ones for function and
subroutine types.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These were being fed to the shader as floats via the vertex
path, so also push them as floats here.
This fixes missing overlay in Sascha Willems demos.
Signed-off-by: Dave Airlie <[email protected]>
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After moving everything to using push constants,
these paths are no longer needed.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Remove use of vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This allows us to drop the vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.
The depth clear value needs to be emitted from the vertex
shader, but is only a single value.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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