| Commit message (Collapse) | Author | Age | Files | Lines |
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At compressed_tex_sub_image we only can obtain the tex_object after
compressed_subtexture_target_check is validated for TEX_MODE_CURRENT.
So if the target is wrong the error is raised to the user.
This completes the fix for the regression introduced on "mesa: refactor
compressed_tex_sub_image function" of the pending failing tests:
dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage3d
dEQP-GLES31.functional.debug.negative_coverage.get_error.texture.compressedtexsubimage3d
v2: Fix warning that texObj might be used uninitialized (Gert Wollny)
Fixes: 7df233d68dc ("mesa: refactor compressed_tex_sub_image function")
Reviewed-By: Gert Wollny <[email protected]>
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Expose configs when allow_fp16_configs has been enabled and
DRI_LOADER_CAP_FP16 is set in the loader.
Also, make kms_swrast_dri respect format bpp, to allow for allocating
buffers wider than 32 bpp.
Make fp16 opt-in for gallium.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Expose configs when allow_fp16_configs has been enabled and
DRI_LOADER_CAP_FP16 is set in the loader.
Also, define a new dri configuration option so users can disable exposure of
fp16 formats. Make fp16 opt-in for i965.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Define and set a new loader cap DRI_LOADER_CAP_FP16, indicating that gbm can
handle fp16 formats.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add dri formats for RGBA ordered 64 bpp IEEE 754 half precision floating
point. Leverage existing offscreen render support for
MESA_FORMAT_RGBA_FLOAT16 and MESA_FORMAT_RGBX_FLOAT16.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In the case that __DRI_ATTRIB_FLOAT_BIT is set in the dri config, set
EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT in the egl config. Add a field to the
platform driver visual to indicate if it has components that are in floating
point form.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In order to handle pixel formats that consist of floating point data, enable
floatMode field in the dri config, and set __DRI_ATTRIB_FLOAT_BIT in the
render type attribute.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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glx doesn't read the masks from the dri config directly, but for consistency
add shifts to the glxconfig.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Change dri2_add_config to take arrays of shifts and sizes, and compare with
those set in the dri config. Convert all platform driver masks
to shifts and sizes.
In order to handle older drivers, where shift attributes aren't available,
we fall back to the mask attributes and compute the shifts with ffs.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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bitcount is free from the pipe header dependencies that make u_math.h hard
to include by non-gallium specific code, so move it to bitscan.h. bitscan.h
is included by u_math.h so existing references will continue working.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The existing mask attributes can only support up to 32 bpp. Introduce
per-channel SHIFT attributes that indicate how many bits, from lsb towards
msb, the bit field is offset. A shift of -1 will indicate that there is no
bit field set for the channel.
As old loaders will still be looking for masks, we set the masks to 0 for
any formats wider than 32 bpp.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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rgb10 uses an 'if(allowed) continue' approach, do the same for rgba_ordering.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The driver checks dri config options and loader caps to filter out certain
formats during config creation. Fold 4 call sites under a single helper
function.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This debug option allows vkGet[Instance/Device]ProcAddr() to succeed
even if the extension associated with the requested entrypoint was not
enabled.
This has come in handy in a few instances when debugging VR
applications, so I thought it would be good to have a cleaned up version
upstreamed.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This should fix glDepthRangef issues. Eventually, something similar
should allow implementing the depth bounds test.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We can handle some of it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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A pair of special flags can turn the texture/sampler handle fields into
register selects. This means code like:
texture(uTextures[hr28.w], ...)
can be compiled to something like:
texture ..., fsampler[hr28.w], texture[hr28.w]
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This data structure is shared in other parts of the texture word, so
let's streamline printing.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a large structure, apparently.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These are unsigned so the clamp-positive is redundant.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Useless check.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This allows nodes to be unsigned and prevents a class of weird
signedness bugs identified by Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This path shouldn't be possible for in-spec shaders, but let's be
defensive. (Because security, right? Mostly because Coverity.)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The checks confuse Coverity, so let's make it explicit what's going on.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's small; this way we don't leak memory.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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So many duplicated switch statements....
Reviewed-by: Kenneth Graunke <[email protected]>
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This better matches all the other atomic intrinsics such as those for
SSBOs and shared variables where the sign is part of the intrinsic
opcode. Both generators (GLSL and SPIR-V) know the sign from the type
of the image variable or handle. In SPIR-V, signed min/max are separate
opcodes from unsigned.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We can smush this into one-line per record as per usual. We still need
more validation and cleaning this up, especially around instancing. But
for LINEAR records, it works okay already.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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No need to break it out into extra lines.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This consolidates texture format and dimensionality into something simple:
tiled rgba8_unorm.rgb1: 512x512
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is another bit field describing layout.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We can just stick an "s" in if it's sRGB.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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No need to be so verbose.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Textures of a smaller dimension don't need higher dimensions printed.
This allows us to be more compact, while enforcing verification that
higher dimensions must be zero.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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