Emil Velikov [Fri, 31 Mar 2017 11:08:38 +0000 (12:08 +0100)]
egl: use designated initializers
All the compilers used to build Mesa support them.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Thu, 4 May 2017 18:34:43 +0000 (19:34 +0100)]
egl: drop unneeded sentinel from level_strings[]
The array is local so we already know its size.
v2: Correct loop condition (Bartosz)
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Thu, 4 May 2017 17:55:36 +0000 (18:55 +0100)]
egl: remove suprous header eglcompiler.h
The header is used only to provide STATIC_ASSERT. The latter is already
available in utils/macros.h so use that instead and kill of the header.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Thu, 4 May 2017 18:31:12 +0000 (19:31 +0100)]
egl: remove unneeded else statement in _eglInitLogger
The variable level is already initialized to -1 which is already
interpreted as FALLBACK_LOG_LEVEL.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Thu, 4 May 2017 18:20:17 +0000 (19:20 +0100)]
egl: remove no longer needed logger infra
As of last commit nobody requires anything else but the
_eglDefaultLogger(). As such use it directly and simplify the
implementation.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Thu, 4 May 2017 18:10:21 +0000 (19:10 +0100)]
egl: fold Android logger into main/
Will allow us to greatly simplify a lot of the code in egllog.c
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Emil Velikov [Fri, 31 Mar 2017 11:17:19 +0000 (12:17 +0100)]
egl: remove unused _eglSetLogLevel()
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Samuel Pitoiset [Sat, 6 May 2017 14:55:47 +0000 (16:55 +0200)]
glsl: apply the image format for members of structures
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Sat, 6 May 2017 14:55:46 +0000 (16:55 +0200)]
glsl: store the image format in glsl_struct_field
ARB_bindless_texture allows to declare image types inside
structures, which means we need to keep track of the format.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 5 May 2017 09:01:37 +0000 (11:01 +0200)]
st/glsl_to_tgsi: don't use rzalloc_array() when it's unnecessary
When the arrays are initialized later on with -1, that's useless
to use rzalloc_array().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Lionel Landwerlin [Mon, 8 May 2017 08:01:56 +0000 (09:01 +0100)]
anv: check return value of anv_execbuf_add_bo
CID: 1405919 (Error handling issues)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Lionel Landwerlin [Wed, 3 May 2017 05:06:01 +0000 (22:06 -0700)]
anv: avoid null pointer dereference
The application might not give an output structure.
CID: 1405765 (Null pointer dereferences)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Eric Engestrom [Sun, 7 May 2017 22:44:12 +0000 (23:44 +0100)]
egl: avoid dereferencing a null display
Fixes:
ddb99127a6f6c ("egl/x11: Honor the EGL_PLATFORM_X11_SCREEN_EXT attribute")
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Andres Gomez [Mon, 27 Mar 2017 18:48:16 +0000 (21:48 +0300)]
docs/releasing: added relevant people for build/check with MacOSX
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Cc: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Reviewed-by: Jeremy Sequoia <jeremyhu@apple.com>
Andres Gomez [Fri, 5 May 2017 09:44:16 +0000 (12:44 +0300)]
docs/releasing: added relevant people for build/check with Android
v2: Tapani as main contact and Mauro just for help with
debugging/building (Mauro).
v3: Mauro my provide feedback for android-x86 only (Mauro).
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Mauro Rossi <issor.oruam@gmail.com>
Acked-by: Tapani Pälli <tapani.palli@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Andres Gomez [Wed, 3 May 2017 18:14:38 +0000 (21:14 +0300)]
docs/releasing: added relevant people for build/check with Windows
v2: Brian Paul as main contact point and Jose Fonseca as
fallback (Vinson, Jose)
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Cc: Vinson Lee <vlee@freedesktop.org>
Cc: Brian Paul <brianp@vmware.com>
Cc: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Andres Gomez [Mon, 27 Mar 2017 18:48:13 +0000 (21:48 +0300)]
docs/releasing: if possible, do some every day use on the RC
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Andres Gomez [Mon, 27 Mar 2017 18:48:12 +0000 (21:48 +0300)]
docs/releasing: further explain the build/check testing process
The build/check test should be done with an appropriate combination of
flags, depending on the changes introduced by the patch set.
Also, mention to cross compile with mingw-w64 for Windows.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Andres Gomez [Mon, 27 Mar 2017 18:48:11 +0000 (21:48 +0300)]
docs/releasing: check in master for forgotten nomination candidates
The maintanier should not just rely on the mesa-stable@ mailing list
but actually check the master branch in search for suitable nomination
candidates.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Andres Gomez [Mon, 27 Mar 2017 18:48:10 +0000 (21:48 +0300)]
docs/releasing: format/style homogenization
Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Andres Gomez [Sat, 6 May 2017 14:09:35 +0000 (17:09 +0300)]
bin/get-fixes-pick-list.sh: don't warn if more than one, go over them
If an identified commit was having more than one fix, we would warn
about that and only treat the first.
Now, we don't warn but treat all of them.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Rafael Antognolli [Fri, 5 May 2017 18:22:18 +0000 (11:22 -0700)]
i965: Update gen6_depth_stencil_state to use genX macro.
While moving depth stencil state to use genxml, this one was left
behind.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Rafael Antognolli [Thu, 4 May 2017 18:49:08 +0000 (11:49 -0700)]
i965: Move MOCS macros to brw_state.h.
brw_state.h is a better place to keep them, instead of brw_context.h.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Kenneth Graunke [Thu, 4 May 2017 02:24:32 +0000 (19:24 -0700)]
i965: Don't try to unmap NULL program cache BO.
When running shader-db with intel_stub and recent Mesa, context creation
fails when making a logical hardware context. In this case, we call
intelDestroyContext(), which gets here and tries to unmap the cache BO.
But there isn't one - we haven't made it yet. So we try to unmap a
NULL pointer, which used to be safe (it did nothing), but crashes
after commit
7c3b8ed87859bfdfb985d21685115a729f9cd138.
The result is that we crash rather than failing context creation with
a nice message. Either way nothing works, but this is more polite.
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Kenneth Graunke [Fri, 5 May 2017 16:20:56 +0000 (09:20 -0700)]
Revert "mesa: Require mipmap completeness for glCopyImageSubData(), sometimes."
This reverts commit
c5bf7cb52942cb7df9f5d73746ffbf3c102d12cc.
This broke rendering in "Total War: WARHAMMER", which uses a single
level RGBA_UINT32 texture and the default filter modes of GL_LINEAR
and GL_NEAREST_MIPMAP_LINEAR. However, the texture max level is 0,
so it is actually mipmap complete - it's the integer + linear rule
that causes the error.
I'm working with Khronos to find a real solution. However it turns
out, this patch is not correct and breaks real programs, so let's
revert it for now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100690
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16224
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Grazvydas Ignotas [Tue, 2 May 2017 18:06:50 +0000 (21:06 +0300)]
glsl: destroy function and subroutine hash tables
Just like other type hash tables are destroyed in
_mesa_glsl_release_types(), also destroy the ones for function and
subroutine types.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Dave Airlie [Sun, 7 May 2017 23:54:49 +0000 (00:54 +0100)]
radv: fix regression in blit2d push constant change.
These were being fed to the shader as floats via the vertex
path, so also push them as floats here.
This fixes missing overlay in Sascha Willems demos.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 19 Apr 2017 04:25:19 +0000 (14:25 +1000)]
radv/meta: cleanup some unused code path
After moving everything to using push constants,
these paths are no longer needed.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 19 Apr 2017 03:27:27 +0000 (13:27 +1000)]
radv/meta: port blit to using push constants
Remove use of vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 19 Apr 2017 03:17:48 +0000 (13:17 +1000)]
radv/meta: move blit2d to using push constants
This allows us to drop the vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 19 Apr 2017 00:34:37 +0000 (10:34 +1000)]
radv/meta: move clear color to using push constants
The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.
The depth clear value needs to be emitted from the vertex
shader, but is only a single value.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 19 Apr 2017 03:29:21 +0000 (13:29 +1000)]
radv/meta: use novertex save path for resolve pass.
This was missing in the original change.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Fri, 5 May 2017 00:42:40 +0000 (10:42 +1000)]
radv: set base/ranges for push constant loads.
This isn't necessary yet but I'd like to use the range in
some future patches.
[airlied: add new resolve pass]
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Fri, 28 Apr 2017 07:06:09 +0000 (08:06 +0100)]
radv: drop resolve hack workarounds
This drops the resolve workarounds that change an image
tiling mode behinds it's back, this is horrible and breaks
the image_view->image relationship. Remove all this.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Fri, 28 Apr 2017 02:56:25 +0000 (03:56 +0100)]
radv/meta: select resolve paths
There are 3 resolve paths, the fastest being the hw resolver
but it has restriction on tile modes and can't do subresolves,
the compute resolver is next speed wise, but can't handle DCC
destinations, the fragment resolver handles that case.
This will end up with a slow down as currently we hack the
hw resolver paths when they shouldn't work, but we shouldn't
keep doing that.
The next patch removes the hacks.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Thu, 27 Apr 2017 00:47:22 +0000 (01:47 +0100)]
radv/meta: add resolve pass using fragment/vertex shaders
In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.
This code isn't used until later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Thu, 4 May 2017 03:02:08 +0000 (04:02 +0100)]
radv: add subpass resolve compute path
This adds a path to allow compute resolves to be used
for subpass resolves.
This isn't used yet, but will be later.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Thu, 4 May 2017 03:01:35 +0000 (04:01 +0100)]
radv/resolve: split resolve emission out for compute
This will allow to add a subpass compute resolve path.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Wed, 3 May 2017 03:23:04 +0000 (04:23 +0100)]
radv/meta: split out core part of resolve shader
I want to reuse the same code for the fragment shader
version of the resolve shaders.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Thu, 20 Apr 2017 03:42:26 +0000 (04:42 +0100)]
radv/meta: add srgb conversion to end of resolve shader.
If we are resolving into an srgb dest, we need to convert
to linear so the store does the conversion back.
This should fix some wierdness seen when we subresolves
hit the compute path.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Jose Fonseca [Sun, 7 May 2017 16:58:56 +0000 (17:58 +0100)]
nir: Fix missing snprintf symbol on Windows.
Copy nir_print.c's snprintf definition for now, to unbreak Windows
builds.
We can and should cleanup all snprintf definitions in a follow up
change, but I rather not leave Windows build broken any further.
Trivial.
Pierre Moreau [Sat, 6 May 2017 21:47:23 +0000 (23:47 +0200)]
nv50/ir: Replace NV50_PROGRAM_IR_* by PIPE_SHADER_IR_*
Signed-off-by: Pierre Moreau <pierre.morrow@free.fr>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Pierre Moreau [Sat, 6 May 2017 21:47:22 +0000 (23:47 +0200)]
nv50/ir: Remove unused translation methods
This code was merged commented out, and has stayed that way ever since.
Signed-off-by: Pierre Moreau <pierre.morrow@free.fr>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Pierre Moreau [Sat, 6 May 2017 21:47:21 +0000 (23:47 +0200)]
nv50/ir: Free target if we failed to create a program
Signed-off-by: Pierre Moreau <pierre.morrow@free.fr>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Pierre Moreau [Sat, 6 May 2017 21:47:20 +0000 (23:47 +0200)]
nv50/ir: Fail if encountering unknown shader type
Signed-off-by: Pierre Moreau <pierre.morrow@free.fr>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Dave Airlie [Fri, 28 Apr 2017 06:17:10 +0000 (07:17 +0100)]
radv: set PERF_MOD in sample state like radeonsi.
This just aligns the code with radeonsi.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Dave Airlie [Sat, 6 May 2017 20:14:11 +0000 (21:14 +0100)]
radv: apply the tess+GS hang workaround to Polaris12 as well
As I pointed out for radeonsi, and AMD confirmed, so fix this
in radv as well.
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Timothy Arceri [Thu, 4 May 2017 06:53:56 +0000 (16:53 +1000)]
mesa: small texture targetIndex tidy up
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 06:36:40 +0000 (16:36 +1000)]
mesa: fix broken indentation
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 06:14:33 +0000 (16:14 +1000)]
mesa: some C99 tidy ups
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 04:48:02 +0000 (14:48 +1000)]
mesa: add KHR_no_error support to copy buffer subdata functions
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 04:32:28 +0000 (14:32 +1000)]
mesa: remove _mesa from static function
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 04:23:16 +0000 (14:23 +1000)]
st/mesa: stop calling _mesa_init_buffer_object_functions()
After calling this we were then overriding all the functions with
st versions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 04:06:57 +0000 (14:06 +1000)]
mesa: make _mesa_buffer_storage() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 04:02:10 +0000 (14:02 +1000)]
mesa: make _mesa_copy_buffer_sub_data() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:59:29 +0000 (13:59 +1000)]
mesa: make _mesa_clear_buffer_sub_data() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:49:02 +0000 (13:49 +1000)]
mesa: add KHR_no_error support for flush mapped buffer functions
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:39:59 +0000 (13:39 +1000)]
mesa: make _mesa_flush_mapped_buffer_range() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:31:27 +0000 (13:31 +1000)]
mesa: add KHR_no_error support for unmap buffer functions
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:26:45 +0000 (13:26 +1000)]
mesa: split unmap_buffer() in two
This will allow us to implement KHR_no_error support for unmap
functions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:14:27 +0000 (13:14 +1000)]
mesa: make _mesa_unmap_buffer() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 03:08:57 +0000 (13:08 +1000)]
mesa: add KHR_no_error support for some map buffer functions
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 02:28:09 +0000 (12:28 +1000)]
mesa: split out validation from map_buffer_range()
This will allow us to add KHR_no_error support for *BufferRange
functions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Timothy Arceri [Thu, 4 May 2017 02:16:48 +0000 (12:16 +1000)]
mesa: make map_buffer_range() static
Reviewed-by: Eric Anholt <eric@anholt.net>
Kenneth Graunke [Thu, 4 May 2017 08:25:21 +0000 (01:25 -0700)]
i965: Drop BRW_NEW_BLORP from 3DSTATE_VF atom.
BLORP doesn't program 3DSTATE_VF, since it doesn't use index buffers,
making the setting irrelevant. So there's no need to re-emit it after
a BLORP operation - the old setting will still be in place.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Kenneth Graunke [Thu, 4 May 2017 08:17:29 +0000 (01:17 -0700)]
i965: Port 3DSTATE_VF to genxml and simplify the implementation.
The whole "it might be used for non-indexed draws" thing is no longer
true - it turns out this was a mistake, and removed in OpenGL 4.5.
(See Marek's commit
96cbc1ca29e0b1f4f4d6c868b8449999aecb9080.) So
we can simplify this and just program 0 for non-indexed draws.
We can also use #if blocks to remove the atom on Ivybridge/Baytrail,
now that they have a separate atom list from Haswell. No more runtime
checks.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Kenneth Graunke [Thu, 4 May 2017 08:08:25 +0000 (01:08 -0700)]
mesa: Simplify _mesa_primitive_restart_index().
We can use a simple shift equation rather than a switch statement.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Marek Olšák [Sat, 6 May 2017 19:15:53 +0000 (21:15 +0200)]
Revert "radeonsi: constify a bunch of the perfcounter structs."
This reverts commit
7088b655e8828bb960f528dd33132de27c505b8f.
It breaks performance counters. If you use them with this commit, they hang
the machine hard. Sysrq and ssh don't work.
Marek Olšák [Sat, 6 May 2017 19:15:51 +0000 (21:15 +0200)]
Revert "radeonsi: fix build with GCC 4.8"
This reverts commit
485ece83aceb3a35792efbc6fe2bca57ba46c04a.
It's needed to revert
7088b655e8828bb960f528dd33132de27c505b8f.
Rob Clark [Sat, 6 May 2017 18:00:35 +0000 (14:00 -0400)]
freedreno/a3xx: fix hang w/ large render targets and small gmem
Possibly other gen's have a similar limit. Fixes glmark2 -b shadow
with larger resolutions on devices with small gmem (for example,
fullscreen 1080p on 8x16/db410c).
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Thu, 4 May 2017 18:57:48 +0000 (14:57 -0400)]
freedreno/ir3: add macro to declare variable length arrays
We have enough of these, that we should stop open coding this.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Nicolai Hähnle [Wed, 26 Apr 2017 16:34:27 +0000 (18:34 +0200)]
glsl: skip tree grafting for sampler and image types
v2: - use is_sampler()/is_image() instead (Samuel Pitoiset)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Mon, 1 May 2017 13:53:56 +0000 (15:53 +0200)]
glsl: teach lower_ubo_reference about samplers inside structures
In a situation like:
(tex vec4 (record_ref (var_ref f) tex) (constant vec2 (0.000000 0.000000)) 0 1 () )
The sampler needs to be lowered, otherwise this ends up with
"ir_dereference_variable @ 0x229a100 specifies undeclared variable
`ubo_load_temp' @ 0x2290440"
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Tue, 21 Mar 2017 12:31:05 +0000 (13:31 +0100)]
glsl: link bindless layout qualifiers
From section 4.4.6 of the ARB_bindless_texture spec:
"If both bindless_sampler and bound_sampler, or bindless_image
and bound_image, are declared at global scope in any
compilation unit, a link- time error will be generated."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 19:57:02 +0000 (21:57 +0200)]
glsl: do not count bindless samplers/images when linking uniforms
From section 2.14.8 of the ARB_bindless_texture spec:
"(modify second paragraph, p. 126) ... against the
MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Samplers accessed
using texture handles (section 3.9.X) are not counted against
this limit."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Fri, 21 Apr 2017 12:37:24 +0000 (14:37 +0200)]
glsl: lower bindless sampler/image packed varyings
v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Fri, 21 Apr 2017 13:27:15 +0000 (15:27 +0200)]
glsl: implement ARB_bindless_texture conversions
From section 5.4.1 of the ARB_bindless_texture spec:
"In the following four constructors, the low 32 bits of the
sampler type correspond to the .x component of the uvec2 and
the high 32 bits correspond to the .y component."
uvec2(any sampler type) // Converts a sampler type to a
// pair of 32-bit unsigned integers
any sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to
// a sampler type
uvec2(any image type) // Converts an image type to a
// pair of 32-bit unsigned integers
any image type(uvec2) // Converts a pair of 32-bit unsigned integers to
// an image type
v4: - fix up comment style
v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Fri, 21 Apr 2017 16:45:42 +0000 (18:45 +0200)]
glsl: allow bindless samplers/images to be used with constructors
For the explicit conversions.
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
From section 4.1.X of the ARB_bindless_texture spec:
"Images are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> (v2)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 21 Apr 2017 14:31:52 +0000 (16:31 +0200)]
glsl: add is_valid_constructor() helper function
This will help for the explicit conversions for sampler and
image types as specified by ARB_bindless_texture.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 21 Apr 2017 12:35:32 +0000 (14:35 +0200)]
glsl: add ARB_bindless_texture operations
For the explicit pack/unpack conversions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 21 Apr 2017 17:27:16 +0000 (19:27 +0200)]
glsl: allow bindless samplers/images to be initialized
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:39:38 +0000 (18:39 +0200)]
glsl: allow bindless samplers/images to be l-values
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
v4: - invert the logic
v3: - update spec comment formatting
- keep the read_only check
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:08:28 +0000 (18:08 +0200)]
glsl: add _mesa_glsl_parse_state object to is_lvalue()
Yes, this is a bit hacky but we don't really have the choice.
Plain GLSL doesn't accept bindless samplers/images as l-values
while it's allowed when ARB_bindless_texture is enabled.
The default NULL parameter is because we can't access the
_mesa_glsl_parse_state object in few places in the compiler.
One is_lvalue(NULL) call is for IR validation but other checks
happen elsewhere, should be safe.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:52:54 +0000 (18:52 +0200)]
glsl: relax bindless sampler arrays indexing
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers aggregated into arrays within a shader (using square
brackets []) can be indexed with arbitrary integer expressions."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 22 Mar 2017 17:34:23 +0000 (18:34 +0100)]
glsl: reject bindless samplers/images frag inputs without 'flat'
From section 4.3.4 of the ARB_bindless_texture spec
"(modify last paragraph, p. 35, allowing samplers and images as
fragment shader inputs) ... Fragment inputs can only be signed
and unsigned integers and integer vectors, floating point scalars,
floating-point vectors, matrices, sampler and image types, or
arrays or structures of these. Fragment shader inputs that are
signed or unsigned integers, integer vectors, or any
double-precision floating- point type, or any sampler or image
type must be qualified with the interpolation qualifier "flat"."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Mon, 20 Mar 2017 20:37:03 +0000 (21:37 +0100)]
glsl: allow bindless samplers/images as vertex shader inputs
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and
image types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 22 Mar 2017 17:16:10 +0000 (18:16 +0100)]
glsl: allow bindless samplers/images as varying variables
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and image
types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
From section 4.3.6 of the ARB_bindless_texture spec:
"Output variables can only be floating-point scalars,
floating-point vectors, matrices, signed or unsigned integers or
integer vectors, sampler or image types, or arrays or structures
of any these."
v3: - add spec comment
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Mon, 3 Apr 2017 14:06:40 +0000 (16:06 +0200)]
glsl: allow input memory qualifiers for images
ARB_bindless_texture spec allows images to be declared as
shader inputs.
v2: - put the */ on the following line (Timothy Arceri)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 7 Apr 2017 12:34:55 +0000 (14:34 +0200)]
glsl: allow image qualifiers inside structures
ARB_bindless_texture allows to declare images inside structures
which means that qualifiers like writeonly should be allowed.
I have a got a confirmation from Jeff Bolz (one author of the spec),
because the spec doesn't clearly explain this.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:44:19 +0000 (16:44 +0200)]
glsl: allow bindless images to be declared inside structures
The spec doesn't clearly state this, but I have got clarification
from the spec authors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:46:14 +0000 (16:46 +0200)]
glsl: allow bindless samplers/images inside interface blocks
From section 4.3.7 of the ARB_bindless_texture spec:
"(remove the following bullet from the last list on p. 39, thereby
permitting sampler types in interface blocks; image types are also
permitted in blocks by this extension)"
* sampler types are not allowed
v3: - update the spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:40:38 +0000 (16:40 +0200)]
glsl: allow bindless samplers/images as function return
The ARB_bindless_texture spec doesn't clearly state this, but as
it says "Replace Section 4.1.7 (Samplers), p. 25" and,
"Replace Section 4.1.X, (Images)", this should be allowed.
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:38:39 +0000 (16:38 +0200)]
glsl: allow bindless samplers/images as out and inout parameters
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and used
as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and used as
"out" and "inout" function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 11:43:29 +0000 (13:43 +0200)]
glsl: allow to declare bindless samplers/images as non-uniform
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add validate_storage_for_sampler_image_types()
- update spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Tue, 21 Mar 2017 12:30:49 +0000 (13:30 +0100)]
glsl: process bindless/bound layout qualifiers
This adds bindless_sampler and bound_sampler (and respectively
bindless_image and bound_image) to the parser.
v3: - add an extra space in apply_bindless_qualifier_to_variable()
- fix indentation in merge_qualifier()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Thu, 27 Apr 2017 11:45:16 +0000 (13:45 +0200)]
glsl: do not make sampler/image types readonly variables
In plain GLSL, sampler and image types can only be declared
uniform-qualified global variables or 'in' function parameters.
Setting the read_only flag seems quite useless because other
checks will prevent sampler/image variables to be assigned and
also because the flag is not set for atomic_uint types which are
opaque types.
This will also help for ARB_bindless_texture because samplers
and images can be assigned when they are considered bindless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Wed, 26 Apr 2017 14:02:32 +0000 (16:02 +0200)]
glsl: make sampler/image scalar types
As a side effect, this will magically fix std140/std430 interfaces
for bindless samplers/images and will help for implementing the
explicit conversions with constructors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Mon, 1 May 2017 20:24:52 +0000 (22:24 +0200)]
glsl: make count_attribute_slots() returns 1 for samplers/images
For packed varyings.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Thu, 20 Apr 2017 12:42:49 +0000 (14:42 +0200)]
glsl: make component_slots() returns 2 for samplers/images
Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Thu, 20 Apr 2017 17:13:50 +0000 (19:13 +0200)]
glsl: make sampler/image types as 64-bit
The ARB_bindless_texture spec says:
"Samplers are represented using 64-bit integer handles."
and,
"Images are represented using 64-bit integer handles."
It seems simpler to always consider sampler and image types
as 64-bit unsigned integer.
This introduces a temporary workaround in _mesa_get_uniform()
because at this point no flag are used to distinguish between
bound and bindless samplers. This is going to be removed in a
separate series. This avoids breaking arb_shader_image_load_store-state.
v3: - update the comment slightly
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>