| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Eric Anholt <[email protected]>
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At this point, it's just gl_shader_program. Nobody even uses it; even
the program that creates them only returns gl_shader_program pointers.
Reviewed-by: Eric Anholt <[email protected]>
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With a name like that, it can't be used. Sure enough, it's not.
Reviewed-by: Eric Anholt <[email protected]>
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"#__symbol" doesn't work with nested macro expansions, at least not on gcc.
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The passthrough pipeline needs to check index values (which might be passed
through) as they can be invalid (which causes crashes and various assertion
failures if the clip code runs). Obviously, rendering won't be well-defined,
but those bogus indices might come directly from apps.
There were already debug printfs which reported the out-of-bounds indices but
we really ought to not crash.
While checking at that point doesn't seem like the most efficient solution,
it seems there isn't really another appropriate function to do it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Clean up a few magic numbers and rework the code a bit.
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Assert the the CB format is valid and default to
the INVALID hw format rather than ~0U when the format
doesn't match for non-debug builds.
v2: use INVALID hw format rather than ~0U
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Assert that the DB format is valid and default to
the INVALID hw format rather than ~0U when the format
doesn't match for non-debug builds.
v2: use INVALID hw format rather than ~0U
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Dmitry Cherkassov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This test was introduced in commit
35fd61bd99c15c2e13d3945b41c4db7df6e64319.
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This is necessary for backwards compatibility with pre-SI for stencil.
Fixes a number of stencil related piglit tests, and real apps using stencil.
Signed-off-by: Michel Dänzer <[email protected]>
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Fixes assertion failure with Mesa demo glsl/samplers.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Include the header for the inline symbol. MSVC does not have the inline
keyword for C.
Signed-off-by: Vinson Lee <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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It's been a no-op anyway.
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though I guess the DDX allocates them as LINEAR_GENERAL
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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On Gen6-7, we don't compact clip planes, and nr_userclip_plane_consts
is the last bit set, so iterating from i = 0..nr_userclip_plane_consts
covers all active clip planes and is the right thing to do.
works and is the right thing to do.
However, that doesn't work at all on Gen4-5. Since we don't compact
clip planes, we skip over ones which aren't active (via the continue
statement). We also set set nr_userclip_plane_consts to the number of
active clip planes, which means that we end the loop after checking that
many bits. If the set of clip planes wasn't contiguous, this means we'd
fail to find the last few.
By changing the iteration to MAX_CLIP_PLANES, we correctly find all of
the active clip planes.
Fixes regressions since 66c8473e028d (replacing the old VS backend) in
Piglit's spec/glsl-1.20/execution/clipping/fixed-clip-enables and
oglconform's mustpass(basic.clip) and userclip(basic.allCases).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56791
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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There's no compaction, so we can drop that code and simply use 'i'.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Since Gen4-5 compacts clip planes and Gen6-7 doesn't, it makes sense to
split them into separate code paths. This patch simply copies the code
to both halves; the next commits will simplify it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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BSD random is not available on some compilers.
Signed-off-by: Vinson Lee <[email protected]>
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Fixes SCons build regression introduced with commit
a665cf1226b80ec52a0c1a4a38378df4389e8ebf.
Signed-off-by: Vinson Lee <[email protected]>
Tested-by: Vinson Lee <[email protected]>
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Looks like I screwed up and didn't test gallium again after tweaking the
Makefile.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57044
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The previous 1023-entry chaining hash table never resized, so it was very
inefficient when there were many objects live. While one could have an even
more efficient implementation than this (keep an array for genned names with
packed IDs, or take advantage of the fact that key == hash or key ==
*(uint32_t *)data to store less data), this is fairly fast, and I want a nice
replacement hash table for other parts of Mesa, too.
It improves Minecraft performance 12.3% +/- 1.4% (n=9), dropping hash lookups
from 8% of the profile to 0.5%.
I also tested cairo-gl, which should be a pessimal workload for this hash
table: around 247000 FBOs created and destroyed, only around 65 live at any
time, and few lookups of them between creation and destruction. No
statistically significant performance difference at n=76 (mean 20.3/20.4
seconds, sd 2.8/3.2 seconds). If I remove the >20 seconds outliers that
appear to be due to thermal throttling, there's possibly a .97% +/- 0.31%
performance win (n=61/59). The choice of cutoff for outliers feels a lot like
cooking the data, but I've gone through this process 3 times for minor
iterations of the code with the same conclusion each time.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Chad Versace <[email protected]>
Acked-by: Kenneth Graunke <[email protected]> (v1)
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Mesa's chaining hash table for object names is slow, and this should be much
faster. I namespaced the functions under _mesa_*, to avoid visibility
troubles that we may have had before with hash_table_* functions.
v2: Move .c file to main/, const a few things, clean up loop conditions,
add/extend some comments.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Acked-by: Kenneth Graunke <[email protected]> (v1)
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sparc/clip.c got moved to sparc/sparc-clip.c to avoid doing this workaround in
the parent directory.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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While simplifying mesa/Makefile.am, the more important feature of this commit
is allowing a file with the same name to appear in both main/ and program/.
v2: [chadv] Add changes to Android makefiles.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Signed-off-by: Chad Versace <[email protected]> (v2)
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The pair of files src/mesa/Android.mk and src/mesa/Android.gen.mk are too
long and complex to be easily understood. This patch belongs to a series
that decomposes them into several easily digestible makefiles.
This patch move the rules for libmesa_st_mesa.a from Android.mk to
Android.libmesa_st_mesa.mk.
Signed-off-by: Chad Versace <[email protected]>
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The pair of files src/mesa/Android.mk and src/mesa/Android.gen.mk are too
long and complex to be easily understood. This patch belongs to a series
that decomposes them into several easily digestible makefiles.
This patch move the rules for libmesa_dricore.a from Android.mk to
Android.libmesa_dricore.mk.
Signed-off-by: Chad Versace <[email protected]>
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The pair of files src/mesa/Android.mk and src/mesa/Android.gen.mk are too
long and complex to be easily understood. This patch belongs to a series
that decomposes them into several easily digestible makefiles.
This patch move the rules for host executable mesa_gen_matypes from
Android.mk to Android.mesa_gen_matypes.mk.
Signed-off-by: Chad Versace <[email protected]>
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The pair of files src/mesa/Android.mk and src/mesa/Android.gen.mk are too
long and complex to be easily understood. This patch belongs to a series
that decomposes them into several easily digestible makefiles.
This patch move the rules for the host and target libmesa_glsl_utils.a
from Android.mk to Android.libmesa_glsl_utils.mk.
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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They were always used with the corresponding *_FILES variables now that
automake handles rule generation.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Array textures were broken.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Array textures were broken.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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It was pretty broken with array textures, where the array size (height or
depth depending on the target) shouldn't be magnified.
The guessing also doesn't fail with 1D and cube textures.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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MaxLog2 led to bugs, because it didn't work well with 1D and 3D textures.
NOTE: This is a candidate for the stable branches.
v2: correct the comment at MaxNumlevels
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This might have a slight overhead but handling mip offsets more like
the width (and image) strides should make some things easier (mip level
being just part of the offset calculation) later.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This is preparation work for using mip level offsets + base_ptr for texture
sampling instead of per-mip pointers.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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