| Commit message (Collapse) | Author | Age | Files | Lines |
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets them.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing calls it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The spec doesn't require it. This fixes a crash on Android.
v2: don't set any flags if ctx == NULL
v3: add the spec note
Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Albert Freeman <[email protected]>
Reviewed-by: Frank Binns <[email protected]>
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Not needed and it can be NULL.
v2: fix dri2_get_fence_from_cl_event - thanks Albert
Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Albert Freeman <[email protected]>
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instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
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instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
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We will only do depth-only or stencil-only decompress blits, whichever is
needed by textures, instead of always doing both.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This is more complicated, because tracking priority_usage needed changing
the relocs_bo type.
Reviewed-by: Michel Dänzer <[email protected]>
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For debugging.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Use the priority flags and expand them.
This information will be used for debugging.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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v2: indentation fix
Reviewed-by: Michel Dänzer <[email protected]>
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This will be used by radeonsi for logging.
Reviewed-by: Michel Dänzer <[email protected]>
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As of version 15 of the EGL_KHR_create_context spec, debug contexts
are allowed for ES contexts. We should allow creation instead of
erroring.
While we're here provide a more comprehensive checking for the other two
flags - ROBUST_ACCESS_BIT_KHR and FORWARD_COMPATIBLE_BIT_KHR
v2 [Emil Velikov] Rebase. Minor tweak in commit message.
Cc: Boyan Ding <[email protected]>
Cc: Chad Versace <[email protected]>
Cc: "10.6 11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91044
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Now that everything comes in through NIR, we can pick this directly out of
the shader source and don't need to reference the gl_fragment_program.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is a common enough operation that it's nice to not have to think about
the arguments to foreach_list_typed every time.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes a race condition in the glx-multithreaded-shader-compile
test.
v2:
- Replace gallivm_init_llvm_{begin,end}() with gallivm_init_llvm_targets().
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
CC: "10.6 11.0" <[email protected]>
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Drivers and state trackers that use LLVM for generating code, must
register the targets they use with LLVM's global TargetRegistry.
The TargetRegistry is not thread-safe, so all targets must be added
to the registry before it can be queried for target information.
When drivers and state trackers initialize their own targets, they need
a way to force gallivm to initialize its targets at the same time.
Otherwise, there can be a race condition in some multi-threaded
applications (e.g. glx-multihreaded-shader-compile in piglit),
when one thread creates a context for a driver that uses LLVM (e.g.
radeonsi) and another thread creates a gallivm context (glxContextCreate
does this).
The race happens when the driver thread initializes its LLVM targets and
then starts using the registry before the gallivm thread has a chance to
register its targets.
This patch allows users to force gallivm to register its targets by
calling the gallivm_init_llvm_targets() function.
v2:
- Use call_once and remove mutexes and static initializations.
- Replace gallivm_init_llvm_{begin,end}() with
gallivm_init_llvm_targets().
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
CC: "10.6 11.0" <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
CC: "10.6 11.0" <[email protected]>
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Unfortunately, we can't get rid of them entirely. The FS backend still
needs gl_program for handling TEXTURE_RECTANGLE. The GS vec4 backend still
needs gl_shader_program for handling transfom feedback. However, the VS
needs neither and we can substantially reduce the amount they are used.
One day we will be free from their tyranny.
Reviewed-by: Kenneth Graunke <[email protected]>
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It doesn't exist for anything other than an assert that, as far as I can
tell, isn't possible to trip. Soon, we will remove prog from the visitor
entirely and this will become even more impossible to hit.
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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The texunit variable we create and assign in nir_emit_texture gets passed
through two more layers of function calls before it gets to its sole use in
rescale_texcoord. The best part is that we already pass the sampler into
rescale_texcoord so we can just look it up there.
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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This commit also adds code to glsl_to_nir and prog_to_nir to fill it out.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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As of now, uniform setup is more-or-less unified between vec4 and fs and no
longer requires the fs_visitor. This makes uniform setup more of a
language/API thing than a backend compiler thing. This commit moves
setting up the stage_prog_data.params arrays to the same place as we set up
the rest of stage_prog_data.
Reviewed-by: Kenneth Graunke <[email protected]>
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Setting up binding tables really has little to do with the actual process
of turning shaders into instructions; it's more part of setting up
prog_data. This commit moves it out of the visitors and with the rest of
the prog_data setup stuff.
Reviewed-by: Kenneth Graunke <[email protected]>
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This really has nothing to do with the backend compiler and we'd like to
eventually be able to set this up earlier in the compile process.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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The way we deal with GLSL uniforms and builtins is basically the same in
both the vec4 and the fs backend. This commit takes the best parts of both
implementations and pulls the common code into a shared helper function.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The way we deal with ARB program uniforms is basically the same in both the
vec4 and the fs backend. This commit takes the best parts of both
implementations and pulls the common code into a shared helper function.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Previously, we were counting up uniforms as we set them up. However, this
count should be exactly identical to shader->num_uniforms provided by
nir_assign_var_locations. (If it's not, we're in trouble anyway because
that means that locations don't match up.) This matches what the fs
backend is already doing.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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It's not used by anything anymore
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I tried to do this once before but Curro pointed out that having it in
backend_shader meant it could use the setup_vec4_uniform_values helper
which did different things in vec4 and fs. Now the setup_uniform_values
function differs only by an assert in the two backends so there's no real
good reason to be using it anymore.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The uniform_vector_size array was only ever used by pack_uniform_registers
which no longer needs it.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Previously, pack_uniform_registers worked based on the size of the uniform
as given to us when we initially set up the uniforms. However, we have to
walk through the uniforms and figure out liveness anyway, so we migh as
well record the number of channels used as we go. This may also allow us
to pack things tighter in a few cases.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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