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3d0fac7aca237bbe8ed8e2a362d3b42d0ef8c46c changed all
VK_PROTOTYPES to VK_NO_PROTOTYPES
This brings the Intel header in line with the rest of the Vulkan code.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This adds map and unmap functions to GBM utilizing the DRIimage extension
mapImage/unmapImage functions or existing internal mapping for dumb
buffers. Unlike prior attempts, this version provides a region to map and
usage flags for the mapping. The operation follows the same semantics as
the gallium transfer_map() function.
This was tested with GBM based gralloc on Android.
Signed-off-by: Rob Herring <[email protected]>
[Emil Velikov: drop no longer relevant hunk from commit message.]
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In preparation to add public map/unmap functions, rename the existing
gbm_dri_bo_{map,unmap} functions to indicate that they are only for dumb
buffers.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Implement support for mapImage/unmapImage functions in version 12 of the
DRIimage extension.
Signed-off-by: Rob Herring <[email protected]>
[Emil Velikov: align/indent the map/unmap vfuncs]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In order to use libgbm for gralloc, add it to the Android build.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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GBM needs the same special gallium_dri.so loading as EGL for Android, so
copy over the same hunk from the EGL code.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In preparation to add Android build support, split out the source file
lists to Makefile.sources
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
[Emil Velikov: Whitespace cleanup.]
Signed-off-by: Emil Velikov <[email protected]>
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Move the defining of DEFAULT_DRIVER_DIR path to a common location so both
EGL and GBM can use it.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
"A program with more than the value of MAX_VERTEX_ATTRIBS
active attribute variables may fail to link, unless
device-dependent optimizations are able to make the program
fit within available hardware resources. For the purposes
of this test, attribute variables of the type dvec3, dvec4,
dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
count as consuming twice as many attributes as equivalent
single-precision types. While these types use the same number
of generic attributes as their single-precision equivalents,
implementations are permitted to consume two single-precision
vectors of internal storage for each three- or four-component
double-precision vector."
This commits makes dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4,
dmat4x3 and dmat4 consume twice as many attributes as equivalent
single-precision types.
v3: count doubles as consuming two attributes (Dave Airlie)
v4: make reference to spec (Michael Schellenberger Costa)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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The previous implementation relied on the std140 alignment rules to
avoid handling misalignment in the case where we are loading more than
2 double components from a vector, which requires to emit a second load
message.
This alternative implementation deals with misalignment and is more
flexible going forward.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I think these are not strictly necessary since the floats in them
should be automatically promoted to doubles when operated with
double sources, but it makes things more explicit at least.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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For geometry/compute inputs and tess control outputs, we create
an AST node to keep track of some things. However if we have
multiple layout sections, we don't ever link the node into the AST.
This is because we create the node on the rightmost layout declaration
and don't pass it back in so it gets linked at the end of the parsing
of the rightmost.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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GLSL 4.20 allows overriding the layout qualifiers.
This helps fix:
GL45-CTS.shading_language_420pack.qualifier_override_layout
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The code didn't deal with explicit function indexes properly.
It also handed out the indexes at link time, when we really
need them in the lowering pass to create the correct if ladder.
So this patch moves assigning the non-explicit indexes earlier,
fixes the lowering pass and the lookups to get the correct values.
This fixes a few of:
GL45-CTS.explicit_uniform_location.subroutine-index-*
Signed-off-by: Dave Airlie <[email protected]>
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Fixes:
GL45-CTS.shader_subroutine.subroutine_uniform_reset
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The code was implementing the ACTIVE_SUBROUTINE_UNIFORMS
incorrectly, using the number of types not the number of
uniforms. This is different than the locations as the
locations may be sparsly allocated.
This fixes:
GL43-CTS.shader_subroutine.four_subroutines_with_two_uniforms
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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GLSL spec says this doesn't generate an error.
Fixes:
GL45-CTS.explicit_uniform_location.subroutine-loc
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.shader_subroutine.subroutines_with_separate_shader_objects
Since we set the stream flags earlier on all geom shaders, we
shouldn't fall over later if we find one.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a crash in:
GL45-CTS.explicit_uniform_location.subroutine-loc-negative-link-max-num-of-locations
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes .length() on subroutine uniform arrays, if
we don't find the identifier normally, we look up the corresponding
subroutine identifier instead.
Fixes:
GL45-CTS.shader_subroutine.arrays_of_arrays_of_uniforms
GL45-CTS.shader_subroutine.arrayed_subroutine_uniforms
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.explicit_uniform_location.subroutine-index-negative-link-max-num-of-indices
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If a subroutine uniform is declared with no functions backing it,
that isn't legal, so we should fail to link.
Fixes:
GL43-CTS.shader_subroutine.subroutine_uniform_wo_matching_subroutines
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL43-CTS.shader_subroutine.subroutines_incompatible_with_subroutine_type
It just makes sure the signatures match as well as the return
types.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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_mesa_GetActiveSubroutineUniformiv needs to check
against the number of types here.
Noticed while playing with ogl conform.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This happens with dEQP tests. The code doesn't at all protect against
this condition, so while unhandled, this is an expected situation.
Also avoid using more than the first 16 registers for nv3x vertex
programs.
Signed-off-by: Ilia Mirkin <[email protected]>
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On nv30, for example, there is no hardware index buffer support. So all
of those will be created entirely in user memory.
Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't used anymore in the tree, culldist's
are part of the clipdist semantic, we could in theory
rename it, but I'm not sure there is much point, and
I'd have to be careful with virgl.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The way the HW works doesn't really fit with having
two semantics for this.
The GLSL compiler emits 2 vec4s and two properties,
this makes draw use those instead of CULLDIST semantics.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Cc: Dave Airlie <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.direct_state_access.queries_errors
The ARB_direct_state_access spec agrees.
v2: move check down further (Ilia)
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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When the array doesn't start at 0 we need to account for su->tex.r.
While we are at it, make sure to avoid out of bounds access by masking
the index.
This fixes GL45-CTS.shading_language_420pack.binding_image_array.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reported-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Apparently the stencil mask applies to clears on nv30/nv40. Reset it to
0xff before doing a stencil clear. This fixes gl-1.0-readpixsanity and
a number of other piglit tests.
Signed-off-by: Ilia Mirkin <[email protected]>
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The mesa state tracker has recently started to query this.
Signed-off-by: Ilia Mirkin <[email protected]>
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This fixes a lot of INVALID_VALUE errors reported by the card when
running dEQP tests.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Left over from the pre-mainline tess support. Adapt to use the new
defines.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Caught by Coverity (CID 1362021). Caused by commit 015f2207c.
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We would have segfaulted in the above code if prog could be NULL.
Reviewed-by: Kenneth Graunke <[email protected]>
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nir_instr_rewrite_src() expects a nir_src and it is currently being fed a
nir_tex_src. This will crash something.
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This makes sure that rIndirectSrc and other things stay updated.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Initially to make sure the format doesn't mismatch and won't produce
out-of-bounds access, we checked that both formats have exactly the same
number of bytes, but this should not be checked for type stores.
This fixes serious rendering issues in the UE4 demos (tested with
realistic and reflections).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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