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* mesa: Implement GL_DEBUG_OUTPUTTimothy Arceri2013-09-045-1/+20
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Update builds scripts to build object labelsTimothy Arceri2013-09-042-0/+2
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Implement KHR_debug ObjectLabel functionsTimothy Arceri2013-09-042-0/+343
| | | | | | | | | | | | | | V3: make sure to add null terminator when setting label, generate error when the client specifies an explicit length that exceeds MAX_LABEL_LENGTH, set label pointer to NULL when freed, and output correct length in MAX_LABEL_LENGTH error message. V2: fixed indentation of comment Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: make _mesa_validate_sync() non-staticTimothy Arceri2013-09-042-1/+4
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: free object labels when deletingTimothy Arceri2013-09-0413-0/+16
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: add debug Label field to several data structuresTimothy Arceri2013-09-041-0/+12
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: make _mesa_lookup_list() non-staticTimothy Arceri2013-09-042-6/+8
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: make _mesa_lookup_arrayobj() non-staticTimothy Arceri2013-09-042-5/+8
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Implement glPushDebugGroup and glPopDebugGroupTimothy Arceri2013-09-043-71/+214
| | | | | | | | | | | | V4: fixes _mesa_error() compiler warnings (BrianP). V3: removed C++ style comment V2: fixed spelling typo in comment Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Add a clone function to mesa hashTimothy Arceri2013-09-042-0/+31
| | | | | | | | V2: const qualify table parameter Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Share common code between ARB_debug_output and KHR_debug functionsTimothy Arceri2013-09-042-97/+226
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Add some constants and state variables for KHR_debug functionsTimothy Arceri2013-09-043-6/+20
| | | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename gl_context::swtnl_im to vbo_context; use proper type.Kenneth Graunke2013-09-033-4/+5
| | | | | | | | | | | | | | | The main GL context's swtnl_im field is the VBO module's vbo_context structure. Using the name "swtnl" in the name is confusing since some drivers use hardware texturing and lighting, but still rely on the VBO module for drawing. v2: Forward declare the type and use that instead of void * (suggested by Eric Anholt). v3: Remove unnecessary cast (pointed out by by Topi Pohjolainen). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Rename "prim" parameter to "prims" where it's an array.Kenneth Graunke2013-09-033-18/+18
| | | | | | | | | | | | | Some drawing functions take a single _mesa_prim object, while others take an array of primitives. Both kinds of functions used a parameter called "prim" (the singular form), which was confusing. Using the plural form, "prims," clearly communicates that the parameter is an array of primitives. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Actually check every primitive for cut index support.Kenneth Graunke2013-09-031-2/+2
| | | | | | | | | | | | can_cut_index_handle_prims() was passed an array of _mesa_prim objects and a count, and ran a loop for that many iterations. However, it treated the array like a pointer, repeatedly checking the first element. This patch makes it actually check every primitive. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* radeonsi: Don't save/restore FMASK sampler view states for u_blitterMichel Dänzer2013-09-021-1/+2
| | | | | | | Fixes assertion failues in 24 piglit tests with MESA_GL_VERSION_OVERRIDE=3.0, 12 of which are now passing. Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Expose pure integer vertex formatsMichel Dänzer2013-09-021-1/+6
| | | | | | Fixes 20 piglit tests with MESA_GL_VERSION_OVERRIDE=3.0. Reviewed-by: Marek Olšák <[email protected]>
* nvc0: restore viewport after blitMaarten Lankhorst2013-09-023-4/+7
| | | | | | | Based on calim's original fix in the nine branch. Signed-off-by: Maarten Lankhorst <[email protected]> Cc: "9.2 and 9.1" <[email protected]>
* radeon/uvd: save the aligned width & heightChristian König2013-09-021-0/+2
| | | | | | Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=68845 Signed-off-by: Christian König <[email protected]>
* glx: make the interval of LIBGL_SHOW_FPS adjustableChia-I Wu2013-09-021-4/+8
| | | | | | | | | LIBGL_SHOW_FPS=1 makes GLX print FPS every second while other values do nothing. Extend it so that LIBGL_SHOW_FPS=N will print the FPS every N seconds. Signed-off-by: Chia-I Wu <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* i965: Use the proper element of the prim array in brw_try_draw_prims.Kenneth Graunke2013-09-011-4/+4
| | | | | | | | | | | | | | | | | | The VBO module actually calls us with an array of _mesa_prim objects. For example, it may break up a DrawArrays() call into multiple primitives when primitive restart is enabled. Previously, we treated prim like a pointer, always accessing element 0. This worked because all of the primitive objects in a single draw call have the same value for num_instances and basevertex. However, accessing an array as a pointer and using the wrong object's fields is misleading. For stylistic reasons alone, we should use the right object. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Combine brw_emit_prim and gen7_emit_prim.Kenneth Graunke2013-09-011-63/+18
| | | | | | | | | | | | | | These functions have almost identical code; the only difference is that a few of the bits moved around. Adding a few trivial conditionals allows the same function to work on all generations, and the resulting code is still quite readable. v2: Comment that the workaround flush is only necessary on SNB (requested by Paul Berry). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Remove unused ATTRIB_BIT_DWORDS define.Kenneth Graunke2013-09-011-7/+0
| | | | | Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* nvc0: delete compute object on screen destructionChristoph Bumiller2013-09-011-0/+1
| | | | Cc: "9.2" <[email protected]>
* nvc0: fix blitctx memory leakJoakim Sindholt2013-09-013-0/+9
| | | | Cc: "9.2 and 9.1" <[email protected]>
* nvc0: don't use bufctx in nvc0_cb_pushChristoph Bumiller2013-09-011-7/+3
| | | | Too many calls into libdrm when a single one is enough.
* nvc0: clear the flushed flagChristoph Bumiller2013-09-011-5/+4
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* nvc0/ir: add f32 long immediate cannot saturateChristoph Bumiller2013-09-011-0/+12
| | | | Cc: "9.2" <[email protected]>
* nvc0/ir: fix use after free in texture barrier insertion passTiziano Bacocco2013-09-011-1/+2
| | | | | | Fixes crash with Amnesia: The Dark Descent. Cc: "9.2 and 9.1" <[email protected]>
* nv30: find first unused texcoord rather than bailing if first is usedIlia Mirkin2013-09-011-2/+1
| | | | | | | This fixes shaders produced by supertuxkart. Cc: "9.2" <[email protected]> Signed-off-by: Ilia Mirkin <[email protected]>
* nouveau: initialise the nouveau_transfer mapsEmil Velikov2013-09-011-0/+2
| | | | | Cc: "9.2 and 9.1" <[email protected]> Signed-off-by: Emil Velikov <[email protected]>
* i965/fs: Gen4: Zero out extra coordinates when using shadow compareChris Forbes2013-09-011-1/+7
| | | | | | | | Fixes broken rendering if these MRFs contained anything other than zero. NOTE: This is a candidate for stable branches. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: Implement support for geometry shader samplers.Paul Berry2013-08-313-0/+30
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: add geometry shader support to brw_texture_surfaces.Paul Berry2013-08-311-0/+7
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: generalize brw_texture_surfaces in preparation for gs.Paul Berry2013-08-311-31/+33
| | | | | | | | | | | There is a slight functionality change. Previously we would compute a common value for num_samplers for all stages, and populate that many entries in each stage's surf_offset table regardless of how many samplers each stage used. Now we only populate the number of entries in the surf_offset table corresponding to the number of samplers actually used by the stage. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Modify signature to update_texture_surface functions.Paul Berry2013-08-313-22/+17
| | | | | | | | | | | | Previously these functions would accept a pointer to the binding table and an index indicating which entry in the binding table should be updated. Now they merely take a pointer to the binding table entry to be updated. This will make it easier to generalize brw_texture_surfaces to support geometry shaders. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/vs: generalize gen6_vs_push_constants in preparation for GS.Paul Berry2013-08-312-16/+36
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: make the state atom for compiling Gen7 geometry shaders.Paul Berry2013-08-3112-6/+401
| | | | | | Reviewed-by: Kenneth Graunke <[email protected]> v2: Use "unsigned" rather than "GLuint".
* i965/gs: Implement support for geometry shader surfaces.Paul Berry2013-08-315-0/+131
| | | | | | | | | | | | | | This patch implements pull constant upload, binding table upload, and surface setup for geometry shaders, by re-using vertex shader code that was generalized in previous patches. Based on work by Eric Anholt <[email protected]>. v2: Update ditry bits for brw_gs_ubo_surfaces to account for commit 77d8fbc (mesa: add & use a new driver flag for UBO updates instead of _NEW_BUFFER_OBJECT). Reviewed-by: Kenneth Graunke <[email protected]>
* i965/vs: generalize brw_vs_binding_table in preparation for GS.Paul Berry2013-08-312-13/+35
| | | | | | | v2: Use GLbitfield instead of GLbitfield64 in brw_vec4_upload_binding_table. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: generalize brw_vs_pull_constants in preparation for GS.Paul Berry2013-08-312-26/+51
| | | | | | | v2: Use GLbitfield instead of GLbitfield64 in brw_upload_vec4_pull_constants. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Make sure constants re-sent after constant buffer reallocation.Paul Berry2013-08-317-5/+24
| | | | | | | | | | | | | | | | | | | | The hardware requires that after constant buffers for a stage are allocated using a 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} command, and prior to execution of a 3DPRIMITIVE, the corresponding stage's constant buffers must be reprogrammed using a 3DSTATE_CONSTANT_{VS,HS,DS,GS,PS} command. Previously we didn't need to worry about this, because we only programmed 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} once on startup (or, previous to that, whenever BRW_NEW_CONTEXT was flagged). But now that we reallocate the constant buffers whenever geometry shaders are switched on and off, we need to make sure the constant buffers are reprogrammed. We do this by adding a new bit, BRW_NEW_PUSH_CONSTANT_ALLOCATION, to brw->state.dirty.brw. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: Allocate push constant space for use by GS.Paul Berry2013-08-316-22/+68
| | | | | | | | | | | | | | | | | | Previously, we would always use the same push constant allocation regardless of what shader programs were being run: the available push constant space was split into 2 equal size partitions, one for the vertex shader, and one for the fragment shader. Now that we are adding geometry shader support, we need to do something smarter. This patch adjusts things so that when a geometry shader is in use, we split the available push constant space into 3 nearly-equal size partitions instead of 2. Since the push constant allocation is now affected by GL state, it can no longer be set up by brw_upload_initial_gpu_state(); instead it must be set up by a state atom. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen7: Emit CS stall after 3DSTATE_PUSH_CONSTANT_ALLOC_PS.Paul Berry2013-08-311-0/+30
| | | | | | | | | This is required by the internal hardware docs and the PRM. Probably the reason we were getting away with not doing it was because we only emitted 3DSTATE_PUSH_CONSTANT_ALLOC_PS during startup. However that's going to change with the introduction of geometry shaders. Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gs: Allocate URB space for use by GS.Paul Berry2013-08-313-35/+143
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we gave all of the URB space (other than the small amount that is used for push constants) to the vertex shader. However, when a geometry shader is active, we need to divide it up between the vertex and geometry shaders. The size of the URB entries for the vertex and geometry shaders can vary dramatically from one shader to the next. So it doesn't make sense to simply split the available space in two. In particular: - On Ivy Bridge GT1, this would not leave enough space for the worst case geometry shader, which requires 64k of URB space. - Due to hardware-imposed limits on the maximum number of URB entries, sometimes a given shader stage will only be capable of using a small amount of URB space. When this happens, it may make sense to allocate substantially less than half of the available space to that stage. Our algorithm for dividing space between the two stages is to first compute (a) the minimum amount of URB space that each stage needs in order to function properly, and (b) the amount of additional URB space that each stage "wants" (i.e. that it would be capable of making use of). If the total amount of space available is not enough to satisfy needs + wants, then each stage's "wants" amount is scaled back by the same factor in order to fit. When only a vertex shader is active, this algorithm produces equivalent results to the old algorithm (if the vertex shader stage can make use of all the available URB space, we assign all the space to it; if it can't, we let it use as much as it can). In the future, when we need to support tessellation control and tessellation evaluation pipeline stages, it should be straightforward to expand this algorithm to cover them. v2: Use "unsigned" rather than "GLuint". Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Make CACHE_NEW_GS_PROG.Paul Berry2013-08-311-0/+2
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* i965/gs: Create brw_context::gs structure to track GS program state.Paul Berry2013-08-311-0/+5
| | | | | | | v2: Change name from "vec4_gs" to simply "gs". Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* i965: Move data from brw->vs into a base class if gs will also need it.Paul Berry2013-08-3112-85/+108
| | | | | | | | | This paves the way for sharing the code that will set up the vertex and geometry shader pipeline state. v2: Rename the base class to brw_stage_state. Reviewed-by: Chad Versace <[email protected]>
* i965/gs: Update defines related to GS surface organization.Paul Berry2013-08-318-29/+29
| | | | | | | | | | | | | | | | Defines that previously referred to VS now refer to VEC4, since they will be shared by the user-programmable vertex shader and geometry shader stages. Defines that previously referred to the Gen6 geometry shader stage (which is only used for transform feedback) are now renamed to explicitly refer to Gen6, to avoid confusion with the Gen7 user-programmable geometry shader stage. Based on work by Eric Anholt <[email protected]>. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* i965: Move vec4 register allocation data structures to brw->vec4.Paul Berry2013-08-312-29/+33
| | | | | | | | This will avoid confusion when we add geometry shaders, since these data structures will be shared by vertex and geometry shaders. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>