| Commit message (Collapse) | Author | Age | Files | Lines |
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If a linear image is requested, the only possible result should be a
linearly-tiled surface.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If a specific bit is set, the intention to create a surface with a
specific tiling format should be respected.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It wasn't properly handling the fact that wrap-around in the source may not
translate to wrap-around in the destination. This really needs unit tests.
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For OpenGL, see commit 9a939ebb47a0d37a6b29e3dbb1b20bdc9538a721.
Fixes:
* dEQP-VK.compute.indirect_dispatch.upload_buffer.empty_command
* dEQP-VK.compute.indirect_dispatch.gen_in_compute.empty_command
Signed-off-by: Jordan Justen <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
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This is required on SKL so that we can properly re-emit binding table
pointers commands.
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While Broadwell is very good about UINT formats, HSW is more restrictive.
Neither R8G8B8_UINT nor R16G16B16_UINT really exist on HSW. It should be
safe to just use the unorm formats.
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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The table in prog_instruction.h is correct.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Looks like more never-used crap from the first geometry shader attempt.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.
Cc: "11.2" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Fixes piglit tests:
- object-namespace-pollution glGetTexImage-compressed framebuffer
- object-namespace-pollution glGenerateMipmap framebuffer
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.
For framebuffers, the Bind call is still necessary.
sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
src/mesa/drivers/common/*.c
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This enables later patches that will stop calling _mesa_GenFramebuffers
or _mesa_CreateFramebuffers which pollute the framebuffer namespace.
For framebuffers, the Bind call is still necessary.
sed -i -e 's/_mesa_GenFramebuffers/_mesa_CreateFramebuffers/' \
src/mesa/drivers/dri/i965/*.c
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
This also fixes another latent bug in meta. In a multithreaded,
multicontext application, one thread can delete an object that is bound
in another thread. That object continues to exist until it is unbound
(i.e., its refcount drops to zero). Meta unbinds objects all over the
place. As a result, the rebind in _mesa_meta_end could fail because the
object vanished!
See https://bugs.freedesktop.org/show_bug.cgi?id=92363#c8.
Using _mesa_reference_<object type> to save and restore the objects
prevents the refcount from going to zero.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <[email protected]>
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Fixing dd_function_table::BindFramebuffer will come later because that
change is probably not suitable for stable.
v2: Fix whitespace issue noticed by Topi.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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sed -i -e 's/_mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER[^)]*/_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer/' \
-e 's/_mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER/_mesa_check_framebuffer_status(ctx, ctx->ReadBuffer/' \
$(grep -rl _mesa_CheckFramebufferStatus src/mesa/drivers)
The second expression catches both GL_FRAMEBUFFER and GL_FRAMEBUFFER_EXT.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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a GL API handle
Also change the name of the function to
_mesa_meta_framebuffer_texture_image. The function is basically a
wrapper around _mesa_framebuffer_texture (which is used to implement
glFramebufferTexture1D and friends), so it makes sense for it's name to
be similar to that.
The next patch will clean _mesa_meta_framebuffer_texture_image up
considerably.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This just passes the extra blit info to fix the render condition
tests.
Cc: "11.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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(This is commit 4a1c8a3037cd29938b2a6e2c680c341e9903cfbe for vec4 mode.)
Using the push model for inputs is much more efficient than pulling
inputs - the hardware can simply copy a large chunk into URB registers
at thread creation time, rather than having the thread send messages to
request data from the L3 cache. Unfortunately, it's possible to have
more TES inputs than fit in registers, so we have to fall back to the
pull model in some cases.
However, it turns out that most tessellation evaluation shaders are
fairly simple, and don't use many inputs. An arbitrary cut-off of
24 vec4 slots (12 registers) should suffice. (I chose this instead of
the 32 vec4 slots used in the scalar backend to avoid regressing a few
Piglit tests due to the vec4 register allocator being too stupid to
figure out what to do. We probably ought to fix that, but it's a
separate issue.)
Improves performance in GPUTest's tessmark_x64 microbenchmark by
41.5394% +/- 0.288519% (n = 115) at 1024x768 on my Clevo W740SU
(with Iris Pro 5200).
Improves performance in Synmark's Gl40TerrainFlyTess microbenchmark by
38.3576% +/- 0.759748% (n = 42).
v2: Simplify abs/negate handling, as requested by Matt.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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in order to make some winsys interface changes easier
This distros should use new DRM if they want to use new Mesa:
Distro kernel mesa eol
SLES 10 2.6.16 6.4.2 2016-07
SLED 11 3.0 9.0.3 2022-03
RHEL 5 2.6.18 6.5.1 2017-03
RHEL 6 2.6.32 10.4.3 2020-11
Debian 6 2.6.32 7.7.1 2016-02
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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including prolog and epilog disassemblies
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This can increase perf for shaders that kill pixels (kill, alpha-test,
alpha-to-coverage).
v2: add comments
Reviewed-by: Michel Dänzer <[email protected]>
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for radeonsi
Reviewed-by: Brian Paul <[email protected]>
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When reusing a depth attachment as a stencil, we need to propogate
the layered bit, otherwise we fail to complete the framebuffer.
discovered running ./bin/fbo-depth-array depth-layered-clear
on virgl on haswell.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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