| Commit message (Collapse) | Author | Age | Files | Lines |
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Split apart utility function framebuffer_texture to better prepare for
implementing NamedFramebufferTexture and NamedFramebufferTextureLayer. This
should also pave the way for some future cleanup work.
[Fredrik: - Mention which limit was exceeded when <layer> is out of range.
- Update a comment to reflect that <fb> might not be the bound
framebuffer.
- Make it clear that the error message in glFramebufferTexture*D
refers to the <textarget> parameter.
- Remove EXT suffixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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gl*FramebufferTexture should generate GL_INVALID_VALUE when the
texture doesn't exist.
[Fredrik: Split this change out from the next commit]
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Generate GL_INVALID_OPERATION if the texture hasn't been created.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Remove the DummyRenderbuffer checks now that they are
done in _mesa_lookup_renderbuffer_err.
- Fix the <renderbuffertarget> name in error messages.
- Make the error message in _mesa_framebuffer_renderbuffer
reflect that <fb> might not be the bound framebuffer.
- Remove EXT suffixes from GL tokens.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Rename _mesa_framebuffer_renderbuffer to _mesa_FramebufferRenderbuffer_sw in
preparation for adding the ARB_direct_state_access backend function for
FramebufferRenderbuffer and NamedFramebufferRenderbuffer to share.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Generate an error for non-existent renderbuffers]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Whitespace fixes]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Generate an error for non-existent framebuffers]
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Some bits were already there for texture views but some were missing.
In particular for cube map views things needed to change a bit.
For simplicity I ended up removing the separate face addr bit (just use
the z bit) - cube arrays didn't use it already, so just follow the same
logic there. (In theory using separate bits could allow for better hash
function but I don't think anyone ever did some measurements of that so
probably not worth the trouble, if we'd reintroduce it we'd certainly
wanted to use the same logic for cube arrays and cube maps.)
Also extend the seamless cube sampling to cube arrays - as there were no
piglit failures before this is apparently untested, but things now generally
work quite the same for cube textures and cube array textures so there
hopefully shouldn't be any trouble...
49 new piglits, 47 pass, 2 fail (both due to fake multisampling).
v2: incorporate Brian's feedback, add sampler view validation,
function rename, formatting fixes.
Reviewed-by: Brian Paul <[email protected]>
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All the functionality was pretty much there, just not tested.
Trivially fix up the missing pieces (take target info from view not
resource), and add some missing bits for cubes.
Also add some minimal debug validation to detect uninitialized target values
in the view...
49 new piglits, 47 pass, 2 fail (both related to fake multisampling,
not texture_view itself). No other piglit changes.
v2: move sampler view validation to sampler view creation, update docs.
Reviewed-by: Brian Paul <[email protected]>
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This was missing, and drivers relying on the target in the view could get
into quite some trouble.
Signed-off-by: Roland Scheidegger <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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* The Haiku glapi has a C++ wrapper around the dispatch code.
Reviewed-by: Brian Paul <[email protected]>
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* No impact risk to any other platforms
* Tracing printf needs stdio.h now due to child header change
* Add missing #/src include directory for util/macros.h
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This problem can easily be reproduced with a number of
ARB_shader_image_load_store piglit tests, which use a buffer object as
PBO for a pixel transfer operation and later on bind the same buffer
to the pipeline as shader image -- The problem is not exclusive to
images though, and is likely to affect other kinds of buffer objects
that can be bound to the 3D pipeline, including vertex, index,
uniform, atomic counter buffers, etc.
CC: 10.5 <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Commit dd5c825 changed the way how execution size for instructions
get set. Previously it was based on destination register width, now
it is set explicitly when emitting instructions.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90258
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gcc 4.4.7 really doesn't like them, and they aren't standard
C++, they seem to be a gcc extension.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This aligns it to work similarly to nv50. However there's no library
code there, so the whole thing can be freed. Here we end up with an
allocated node that's not attached to a specific program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86792
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Now that ARB_texture_stencil8 is supported, this might happen.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[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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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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event.
Tested-by: Tom Stellard <[email protected]>
CC: 10.5 <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
CC: 10.5 <[email protected]>
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reentrancy issues.
Refactor ::trigger and ::abort to split out the operations that access
concurrently modified data members and require locking from the
recursive and possibly re-entrant part of these methods. This will
avoid some deadlock situations when locking is implemented.
Tested-by: Tom Stellard <[email protected]>
CC: 10.5 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Undefine coordinate components not applicable to the target.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Undefine coordinate components not applicable to the target.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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stride == 0 implies that the register has one channel per vector
component.
Reviewed-by: Matt Turner <[email protected]>
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Regression from commit 41868bb6824c6106a55c8442006c1e2215abf567.
Fixes a bunch of ARB_shader_image_load_store tests.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This fixes bugs with special cases where we have arrays of
structures containing samplers or arrays of samplers.
I've verified that patch results in calculating same index value as
returned by _mesa_get_sampler_uniform_value for IR. Patch makes
following ES3 conformance test pass:
ES3-CTS.shaders.struct.uniform.sampler_array_fragment
v2: remove unnecessary comment (Topi)
simplify changes and the overall code (Jason)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90114
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Previously whenever a primitive is drawn the driver would call
_mesa_check_conditional_render which blocks waiting for the result of
the query to determine whether to render. On Gen7+ there is a bit in
the 3DPRIMITIVE command which can be used to disable the primitive
based on the value of a state bit. This state bit can be set based on
whether two registers have different values using the MI_PREDICATE
command. We can load these two registers with the pixel count values
stored in the query begin and end to implement conditional rendering
without stalling.
Unfortunately these two source registers were not in the whitelist of
available registers in the kernel driver until v3.19. This patch uses
the command parser version from intel_screen to detect whether to
attempt to set the predicate data registers.
The predicate enable bit is currently only used for drawing 3D
primitives. For blits, clears, bitmaps, copypixels and drawpixels it
still causes a stall. For most of these it would probably just work to
call the new brw_check_conditional_render function instead of
_mesa_check_conditional_render because they already work in terms of
rendering primitives. However it's a bit trickier for blits because it
can use the BLT ring or the blorp codepath. I think these operations
are less useful for conditional rendering than rendering primitives so
it might be best to leave it for a later patch.
v2: Use the command parser version to detect whether we can write to
the predicate data registers instead of trying to execute a
register load command.
v3: Simple rebase
v4: Changes suggested by Kenneth Graunke: Split the
load_64bit_register function out to a separate patch so it can be
a shared public function. Avoid calling
_mesa_check_conditional_render if we've already determined that
there's no query object. Some styling fixes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Adds brw_load_register_mem64 which is similar to brw_load_register_mem
except that it queues two GEN7_MI_LOAD_REGISTER_MEM commands in order
to load both halves of a 64-bit register. The function is implemented
by splitting the 32-bit version into an internal helper function which
takes a size.
This will later be used to set the 64-bit predicate source registers.
Reviewed-by: Kenneth Graunke <[email protected]>
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In order to detect whether the predicate source registers can be used
in a later patch we will need to know the version number for the
command parser. This patch just adds a member to intel_screen and does
an ioctl to get the version.
Reviewed-by: Kenneth Graunke <[email protected]>
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i2b has to work for all integers, not just 1. INEG would not necessarily
result with all bits set, which is something that other operations can
rely on by e.g. using AND (or INEG for b2i).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: [email protected]
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It was possible for some events never to get triggered if one thread
was creating events and another threads was waiting for them.
This patch consolidates soft_event::wait() and hard_event::wait()
into event::wait() so that hard_event objects will now wait for
all their dependencies to be submitted before flushing the command
queue.
v2:
- Rename variables
- Use mutable varibales so we can keep event::wait() const
- Open code signalled() call so mutex can be atted to signalled
without deadlocking.
CC: 10.5 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This fixes a potential crash where on a sequence like this:
Thread 0: Check if queue is not empty.
Thread 1: Remove item from queue, making it empty.
Thread 0: Do something assuming queue is not empty.
CC: 10.5 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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No backend wires this up to anything, and the extension spec has been
marked obsolete for 4+ years.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Enables to use dri config for swrast, like vblank_mode.
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>.
Signed-off-by: Axel Davy <[email protected]>
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