Jason Ekstrand [Fri, 2 Oct 2015 23:20:02 +0000 (16:20 -0700)]
anv: Remove the GLSL -> SPIR-V scraper/converter
This was very useful to get us up-and-going. However, now that we can use
NIR directly for meta shaders, we don't need this anymore and we might as
well drop the glslc dependency.
Jason Ekstrand [Fri, 2 Oct 2015 23:18:44 +0000 (16:18 -0700)]
anv/meta: Use NIR directly for blit shaders
Jason Ekstrand [Fri, 2 Oct 2015 23:18:32 +0000 (16:18 -0700)]
anv/meta: Use NIR directly for clear shaders
Jason Ekstrand [Fri, 2 Oct 2015 23:16:57 +0000 (16:16 -0700)]
anv: Add a back-door for passing NIR shaders directly into the pipeline
This will allow us to use NIR directly for meta operations rather than
having to go through SPIR-V.
Jason Ekstrand [Fri, 2 Oct 2015 23:15:51 +0000 (16:15 -0700)]
anv: Add some NIR builder helpers
These should all eventually be up-streamed. However, since they currently
have no upstream users, they would just bitrot there. We'll keep them
local for the time being.
Jason Ekstrand [Fri, 2 Oct 2015 20:44:13 +0000 (13:44 -0700)]
vk/wsi/x11: Send OUT_OF_DATE if the X drawable goes away
Kristian Høgsberg Kristensen [Wed, 30 Sep 2015 00:10:50 +0000 (17:10 -0700)]
Merge branch 'master' of ../mesa into vulkan
Brian Paul [Thu, 24 Sep 2015 15:36:44 +0000 (09:36 -0600)]
st/mesa: try PIPE_BIND_RENDER_TARGET when choosing float texture formats
For 8-bit RGB(A) texture formats we set the PIPE_BIND_RENDER_TARGET flag
to try to get a hardware format which also supports rendering (for FBO
textures). Do the same thing for floating point formats.
This allows the Redway3D Flat demo to run.
Cc: 10.6 11.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Brian Paul [Thu, 24 Sep 2015 15:34:48 +0000 (09:34 -0600)]
st/mesa: add some debugging code in st_ChooseTextureFormat()
I've temporarily added code like this many times. Wrap it in a
conditional that can be enabled when needed.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Brian Paul [Sun, 27 Sep 2015 02:22:21 +0000 (20:22 -0600)]
mesa: clean up #includes in shaderapi.c
Reviewed-by: Matt Turner <mattst88@gmail.com>
Brian Paul [Sun, 27 Sep 2015 02:19:40 +0000 (20:19 -0600)]
mesa: clean up the #includes in shader_query.cpp
Reviewed-by: Matt Turner <mattst88@gmail.com>
Brian Paul [Sun, 27 Sep 2015 02:14:57 +0000 (20:14 -0600)]
mesa: remove an extern "C" wrapper in shader_query.cpp
The shaderapi.h header already has the extern "C" wrapper.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Jordan Justen [Thu, 24 Sep 2015 08:45:40 +0000 (01:45 -0700)]
i965/cs: Generate code to load gl_NumWorkGroups
This code also sets cs_prog_data->uses_num_work_groups which is later
used by state setup to indicate that the gl_NumWorkGroups surface
needs to be setup.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Sun, 23 Aug 2015 01:51:08 +0000 (18:51 -0700)]
nir: Convert SYSTEM_VALUE_NUM_WORK_GROUPS to a nir intrinsic
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 20 Aug 2015 22:56:53 +0000 (15:56 -0700)]
glsl/cs: Add gl_NumWorkGroups as a system value
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 08:29:32 +0000 (01:29 -0700)]
i965/cs: Setup surface binding for gl_NumWorkGroups
This will only be setup when the prog_data uses_num_work_groups
boolean is set.
At this point nothing will set uses_num_work_groups, but soon code
will set it when emitting code for the intrinsic that loads
gl_NumWorkGroups.
We can't emit this surface information earlier at the start of the
DispatchCompute* call because we may not have generated the program
yet. Until we generate the program, we don't know if the
gl_NumWorkGroups variable is accessed.
We also can't emit the surface as part of the brw_cs_state atom,
because we might not need the surface if gl_NumWorkGroups is not used
by the program.
Lastly, we cannot emit the surface later (after state upload) in the
DispatchCompute* call, because it needs to be run before the
brw_cs_state atom is emitted, since it changes the surface state.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 08:20:55 +0000 (01:20 -0700)]
i965/cs: Add a binding table entry for gl_NumWorkGroups
If glDispatchComputeIndirect is used, then the value for this variable
must be read from the indirect BO.
To allow the same generated code to support indirect and
glDispatchCompute, we will also setup a BO for the number of work
groups using the intel_upload_data mechanism. This will only be
required if the gl_NumWorkGroups variable is accessed.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 08:06:56 +0000 (01:06 -0700)]
i965/cs: Store compute invocation information in brw context
We will need this in an atom to setup a surface to read the
gl_NumWorkGroups values from.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 07:26:59 +0000 (00:26 -0700)]
i965/cs: Re-emit cs_state when surfaces have changed
Unlike rendering (BINDING_TABLE_POINTERS_*S), compute doesn't have a
binding table pointers command. Instead it is part of the
MEDIA_INTERFACE_DESCRIPTOR structure loaded by the brw_cs_state atom.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 07:25:27 +0000 (00:25 -0700)]
i965/cs: Re-emit push constants and cs_state on new batches
We need to re-emit push constansts when a new batch is started since
the push constants are stored in the batch. We also need to re-emit
the MEDIA_INTERFACE_DESCRIPTOR (in brw_cs_state) since it is stored in
the batch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jordan Justen [Thu, 24 Sep 2015 07:19:58 +0000 (00:19 -0700)]
mesa/cs: Add MESA_VERBOSE=api support in DispatchCompute*
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Jose Fonseca [Tue, 29 Sep 2015 15:01:22 +0000 (16:01 +0100)]
util: Fix strndup prototype on C++.
Trivial.
Tapani Pälli [Mon, 3 Aug 2015 05:58:20 +0000 (08:58 +0300)]
mesa: fix ARRAY_SIZE query for GetProgramResourceiv
Patch also refactors name length queries which were using array size
in computation, this has to be done in same time to avoid regression in
arb_program_interface_query-resource-query Piglit test.
Fixes rest of the failures with
ES31-CTS.program_interface_query.no-locations
v2: make additional check only for GS inputs
v3: create helper function for resource name length
so that it gets calculated only in one place
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
Iago Toral Quiroga [Mon, 28 Sep 2015 10:59:35 +0000 (12:59 +0200)]
glsl: Fix forward NULL dereference coverity warning
The comment says that it should be impossible for decl_type to be NULL
here, so don't try to handle the case where it is, simply add an assert.
>>> CID
1324977: Null pointer dereferences (FORWARD_NULL)
>>> Comparing "decl_type" to null implies that "decl_type" might be null.
No piglit regressions observed.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Iago Toral Quiroga [Mon, 28 Sep 2015 10:59:34 +0000 (12:59 +0200)]
glsl: Fix null return coverity warning
Add an assert on the result of as_dereference() not being NULL:
>>> CID
1324978: Null pointer dereferences (NULL_RETURNS)
>>> Dereferencing a null pointer "deref_record->record->as_dereference()".
Since we are introducing a new variable to hold the result of
as_dereference(), take the opportunity to rename deref_record_type to
interface_type and just name the new variable interface_deref, which is
less confusing.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Iago Toral Quiroga [Mon, 28 Sep 2015 10:59:33 +0000 (12:59 +0200)]
glsl: Fix unused value warning reported by Coverity
We don't use param in this part of the code, so no point in advancing
the pointer forward:
>>> CID
1324983: Code maintainability issues (UNUSED_VALUE)
>>> Assigning value from "param->get_next()" to "param" here, but that stored value is overwritten before it can be used.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Samuel Iglesias Gonsalvez [Mon, 28 Sep 2015 12:23:34 +0000 (14:23 +0200)]
util: implement strndup for WIN32
v2:
- Add strndup.h to Makefile.sources (Emil)
- Use calloc instead of malloc (Emil).
- Check if allocation fails (Emil, Jose)
- Add '#pragma once' and include stdlib.h to strndup.h (Jose)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92124
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Samuel Iglesias Gonsalvez [Fri, 11 Sep 2015 10:31:10 +0000 (12:31 +0200)]
glsl: use correct number of uniform blocks in error message
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Samuel Iglesias Gonsalvez [Fri, 11 Sep 2015 10:29:37 +0000 (12:29 +0200)]
mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocks
Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Samuel Iglesias Gonsalvez [Fri, 11 Sep 2015 08:02:56 +0000 (10:02 +0200)]
main: fix ACTIVE_UNIFORM_BLOCKS value
NumUniformBlocks also counts shader storage blocks.
NumUniformBlocks variable will be renamed in a later patch to avoid
misunderstandings.
v2:
- Modify the condition to use !IsShaderStorage and the list of
uniform blocks (Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Jason Ekstrand [Tue, 29 Sep 2015 03:17:00 +0000 (20:17 -0700)]
anv/wsi_x11: Properly report BadDrawable errors to the client
Emil Velikov [Mon, 28 Sep 2015 23:22:32 +0000 (00:22 +0100)]
docs: add news item and link release notes for 11.0.2
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Emil Velikov [Mon, 28 Sep 2015 23:19:36 +0000 (00:19 +0100)]
docs: add sha256 checksums for 11.0.2
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
(cherry picked from commit
4c0b48461269d3ede0c5446d86ebe3e81f16788e)
Emil Velikov [Mon, 28 Sep 2015 19:45:37 +0000 (20:45 +0100)]
docs: add release notes for 11.0.2
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
(cherry picked from commit
51e0b06d9916e126060c0d218de1aaa4e5a4ce26)
Jason Ekstrand [Mon, 28 Sep 2015 19:40:17 +0000 (12:40 -0700)]
anv/batch_chain: Use the surface state pool for binding tables
Jason Ekstrand [Mon, 28 Sep 2015 19:39:34 +0000 (12:39 -0700)]
anv/batch_chain: Add helpers for fixing up block_pool relocations
Jason Ekstrand [Mon, 28 Sep 2015 22:29:28 +0000 (15:29 -0700)]
anv/gen8: Do a render cache flush prior to changing state base address
Jason Ekstrand [Tue, 22 Sep 2015 23:36:00 +0000 (16:36 -0700)]
anv/device: Use a 4K block size for surface state blocks
We want to start using the surface state block pool for binding tables and
binding tables. In order to do this, we need to be able to set surface
state base address to the address of a block and surface state base address
has a 4K alignment requriement.
Jason Ekstrand [Tue, 22 Sep 2015 21:10:33 +0000 (14:10 -0700)]
anv/meta: Use the dynamic state stream for temporary buffers
Jason Ekstrand [Tue, 22 Sep 2015 00:12:58 +0000 (17:12 -0700)]
anv/util: Add helpers for getting the first and last elements of a vector
Jason Ekstrand [Tue, 22 Sep 2015 00:05:51 +0000 (17:05 -0700)]
anv/batch_chain: Add a _alloc_binding_table function
Jason Ekstrand [Mon, 21 Sep 2015 23:59:21 +0000 (16:59 -0700)]
anv: Make anv_state.offset an int32_t
Binding tables will have a negative offset and we need a way to express
that. Besides, the chances of a state offset being larger than 2 GB is so
remote it's not worth thinking about.
Jason Ekstrand [Mon, 28 Sep 2015 22:56:14 +0000 (15:56 -0700)]
anv/wsi_wayland: Fix FIFO mode
Previously, there were a number of things we were doing wrong:
1) We weren't flushing the wl_display so dead-looping clients weren't
guaranteed to work.
2) We were sending the frame event after calling wl_surface.commit() so it
wasn't getting assigned to the correct frame
3) We weren't actually setting fifo_ready to false.
Unfortunately, we never noticed because (3) was hiding the other two. This
commit fixes all three and clients that use FIFO mode are now properly
refresh-rate limited.
Anuj Phogat [Fri, 24 Jul 2015 21:52:01 +0000 (14:52 -0700)]
i965/gen9: Add a condition for starting pixel in fast copy blit
This condition restricts the use of fast copy blit to cases
where starting pixel of src and dst is oword (16 byte) aligned.
Many piglit tests (if using fast copy blit in Mesa) failed earlier
because I missed adding this condition.Fast copy blit is currently
enabled for use only with Yf/Ys tiling.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Ilia Mirkin [Mon, 28 Sep 2015 19:18:08 +0000 (15:18 -0400)]
nouveau: wait to unref the transfer's bo until it's no longer used
The bo will often come from a slab in which case it doesn't matter. But
for larger allocations this will be in its own bo, and we have to make
sure to wait until it's no longer used in order for it to be freed.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
Ilia Mirkin [Fri, 25 Sep 2015 23:05:14 +0000 (19:05 -0400)]
nouveau: delay deleting buffer with unflushed fence
If there is an unflushed fence on the bo, then the resource may still be
used in commands built up in the local pushbuf. Flushing can cause all
sorts of unwanted effects, so just free the bo when the relevant fence
is hit.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
Ilia Mirkin [Fri, 25 Sep 2015 20:34:07 +0000 (16:34 -0400)]
nouveau: be more careful about freeing temporary transfer buffers
Deleting a buffer does not flush the command stream. Make sure that we
wait for the copies to finish before deleting the temporary bo.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Marcin Ślusarz <marcin.slusarz@gmail.com>
Anuj Phogat [Wed, 19 Aug 2015 23:26:59 +0000 (16:26 -0700)]
i965: Rename intel_miptree_get_dimensions_for_image()
This function isn't specific to miptrees. So, drop the "miptree"
from function name.
V3: Add a comment explaining how the 1D Array texture height and
depth is interpreted by Intel hardware.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 11 Aug 2015 23:36:44 +0000 (16:36 -0700)]
i965/gen9: Fix {src, dst}_pitch alignment check for XY_FAST_COPY_BLT
I misinterpreted the alignmnet restriction in XY_FAST_COPY_BLT earlier.
Instead of checking pitch for 64KB alignmnet we need to check it for
tile widh alignment.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 11 Aug 2015 23:31:39 +0000 (16:31 -0700)]
i965: Fix {src, dst}_pitch alignment check for XY_SRC_COPY_BLT
Current code checks the alignment restrictions only for Y tiling.
From Broadwell PRM vol 10:
"pitch is of 512Byte granularity for Tile-X: This means the tiled-x
surface pitch can be (512, 1024, 1536, 2048...)/4 (in Dwords)."
This patch adds the restriction for X tiling as well.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 11 Aug 2015 23:30:34 +0000 (16:30 -0700)]
i965: Move conversion of {src, dst}_pitch to dwords outside if/else
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 11 Aug 2015 23:26:39 +0000 (16:26 -0700)]
i965: Delete temporary variable 'src_pitch'
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Thu, 9 Jul 2015 17:47:17 +0000 (10:47 -0700)]
i965: Use helper function intel_get_tile_dims() in surface setup
It takes care of using the correct tile width if we later use other
tiling patterns for aux miptree.
V2: Remove the comment about using Yf for aux miptree.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 18 Aug 2015 22:47:13 +0000 (15:47 -0700)]
i965: Use intel_get_tile_dims() to get tile masks
This will require change in the parameters passed to
intel_miptree_get_tile_masks().
V2: Rearrange the order of parameters. (Ben)
Change the name to intel_get_tile_masks(). (Topi)
V3: Use temporary variables in intel_get_tile_masks()
for clarity. Fix mask_y computation.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Anuj Phogat [Tue, 18 Aug 2015 22:48:56 +0000 (15:48 -0700)]
i965: Add a helper function intel_get_tile_dims()
V2:
- Do the tile width/height computations in the new helper
function and use it later in intel_miptree_get_tile_masks().
- Change the name to intel_get_tile_dims().
V3: Return the tile_h in number of rows in place of bytes.
Document the units of tile_w, tile_h parameters.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Chad Versace [Mon, 28 Sep 2015 18:46:38 +0000 (11:46 -0700)]
vk: Implement vkGetPhysicalDeviceImageFormatProperties()
The implementation is incomplete because we lie about
VkImageFormatProperties::maxResourceSize, hardcoding it to UINT32_MAX
for all supported cases.
Chad Versace [Mon, 28 Sep 2015 18:02:53 +0000 (11:02 -0700)]
vk: Refactor anv_GetPhysicalDeviceFormatProperties()
Move the bulk of the function body to a new function
anv_physical_device_get_format_properties(). This allows us to reuse the
function when implementing anv_GetPhysicalDeviceImageFormatProperties()
without calling into the public entry point.
Chad Versace [Mon, 28 Sep 2015 17:52:11 +0000 (10:52 -0700)]
vk: Advertise that depthstencil formats support sampling
Let vkGetPhysicalDeviceFormatProperties() set
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT for tiled depthstencil images.
Eduardo Lima Mitev [Thu, 24 Sep 2015 08:57:43 +0000 (10:57 +0200)]
mesa: Use the effective internal format instead for validation
When validating format+type+internalFormat for texture pixel operations
on GLES3, the effective internal format should be used if the one
specified is an unsized internal format. Page 127, section "3.8 Texturing"
of the GLES 3.0.4 spec says:
"if internalformat is a base internal format, the effective internal
format is a sized internal format that is derived from the format and
type for internal use by the GL. Table 3.12 specifies the mapping of
format and type to effective internal formats. The effective internal
format is used by the GL for purposes such as texture completeness or
type checks for CopyTex* commands. In these cases, the GL is required
to operate as if the effective internal format was used as the
internalformat when specifying the texture data."
v2: Per the spec, Luminance8Alpha8, Luminance8 and Alpha8 should not be
considered sized internal formats. Return the corresponding unsize format
instead.
v4: * Improved comments in
_mesa_es3_effective_internal_format_for_format_and_type().
* Splitted patch to separate chunk about reordering of
error_check_subtexture_dimensions() error check, which is not directly
related with this patch.
v5: Dropped the splitted patch because it was actually a work around 3
dEQP tests that are buggy:
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_neg_offset
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_offset_allowed
dEQP-GLES2.functional.negative_api.texture.texsubimage2d_neg_wdt_hgt
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Eduardo Lima Mitev [Thu, 24 Sep 2015 08:57:42 +0000 (10:57 +0200)]
mesa: Move _mesa_base_tex_format() from teximage to glformats files
This function will be needed as part of validating the combination of format,
type and internal format of texture pixel operations, which happens in
glformats files. Specifically, we want to be able to obtain the base format
of a resolved effective internal format, to compare it with the original
internal format passed.
Also, since this function deals solely with GL formats, it fits better in
glformats where the rest of similar format functionality rests.
The function is moved as-is, without any modification.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Eduardo Lima Mitev [Thu, 24 Sep 2015 08:57:41 +0000 (10:57 +0200)]
mesa: Fix order of format+type and internal format checks for glTexImageXD ops
The more specific GLES constrains should be checked after the general
validation performed by _mesa_error_check_format_and_type(). This is also
for consistency with the error checks order of glTexSubImage ops.
v3: The change of order uncovered a bug that regresses a couple of piglit
tests written against OpenGL-ES 1.1 spec, which expects an INVALID_VALUE
instead of the INVALID_ENUM returned by _mesa_error_check_format_and_type()
when an invalid format is passed to glTexImage2D. This version of the patch
accounts for those cases.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.texture.teximage2d
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Jason Ekstrand [Mon, 28 Sep 2015 18:08:50 +0000 (11:08 -0700)]
anv/device: Wrap a couple valgrind calls in the VG macro
This fixes the build for systems that don't have valgrind devel packages
installed.
Alexander von Gluck IV [Sat, 26 Sep 2015 16:49:36 +0000 (11:49 -0500)]
egl: Fix missing Haiku include path
Alexander von Gluck IV [Sat, 26 Sep 2015 16:39:09 +0000 (11:39 -0500)]
state_trackers/hgl: Fix missing include path
Chad Versace [Mon, 28 Sep 2015 17:16:03 +0000 (10:16 -0700)]
vk: Fix vkGetPhysicalDeviceSparseImageFormatProperties()
The driver does not yet support sparse images, so return zero properties for
all formats.
Francisco Jerez [Wed, 26 Aug 2015 18:59:46 +0000 (21:59 +0300)]
i965/fs: Fix hang on IVB and VLV with image format mismatch.
IVB and VLV hang sporadically when an untyped surface read or write
message is used to access a surface of format other than RAW, as may
happen when there is a mismatch between the format qualifier of the
image uniform and the format of the actual image bound to the
pipeline. According to the spec this condition gives undefined
results but may not lead to program termination (which is one of the
possible outcomes of the hang). Fix it by checking at runtime whether
the surface is of the right type.
Fixes the "arb_shader_image_load_store.invalid/format mismatch" piglit
subtest.
Reported-by: Mark Janes <mark.a.janes@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91718
CC: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Serge Martin [Sat, 19 Sep 2015 21:16:10 +0000 (23:16 +0200)]
clover: Implement clCreateImage?D w/ clCreateImage.
Remplace clCreateImage2D and clCreateImage3D implementation with call
to clCreateImage.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Serge Martin [Sat, 19 Sep 2015 21:16:09 +0000 (23:16 +0200)]
clover: Implement CL1.2 clCreateImage().
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Francisco Jerez [Fri, 18 Sep 2015 16:42:55 +0000 (18:42 +0200)]
clover: Move down canonicalization of memory object flags into validate_flags().
This will be used to share the same logic between buffer and image
creation.
v2: Make memory flag set constants local to validate_flags. (Serge
Martin)
Samuel Iglesias Gonsalvez [Fri, 25 Sep 2015 07:52:45 +0000 (09:52 +0200)]
docs: mention ARB_shader_storage_buffer_object on 11.1.0 release notes
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Iago Toral Quiroga [Mon, 28 Sep 2015 11:56:28 +0000 (13:56 +0200)]
glsl: revert "glsl: atomic counters can be declared as buffer-qualified variables"
This reverts commit
586142658e2927a68c.
The specs are not explicit about any restrictions related to the types allowed
on buffer variables, however, the description of opaque types (like atomic
counters) is in conclict with the purpose of buffer variables:
"The opaque types declare variables that are effectively opaque
handles to other objects. These objects are
accessed through built-in functions, not through direct reading or
writing of the declared variable.
(...)
Opaque variables cannot be treated as l-values;(...)"
Also, Mesa is already disallowing opaque types in interface blocks anyway, so
that commit was not really achieving anything.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Ilia Mirkin [Sat, 26 Sep 2015 17:45:28 +0000 (13:45 -0400)]
gallium/util: avoid unreferencing random memory on buffer alloc failure
Found by Coverity
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Albert Freeman <albertwdfreeman@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Ilia Mirkin [Sat, 26 Sep 2015 17:37:02 +0000 (13:37 -0400)]
mesa: don't leak interface_name
Found by Coverity
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Timothy Arceri [Mon, 28 Sep 2015 01:03:19 +0000 (11:03 +1000)]
glsl: fix component size calculation for tessellation and geom shaders
Broken in commit
abdab88b30ab when adding arrays of arrays support
Reviewed-by: Dave Airlie <airlied@redhat.com>
Boyan Ding [Sun, 27 Sep 2015 09:15:28 +0000 (17:15 +0800)]
docs/GL3.txt: fix typo
Signed-off-by: Boyan Ding <boyan.j.ding@gmail.com>
Reviewed-by: Albert Freeman <albertwdfreeman@gmail.com>
Kenneth Graunke [Fri, 25 Sep 2015 15:21:57 +0000 (08:21 -0700)]
i965/gs: Optimize away the EOT write on Gen8+ with static vertex count.
With static vertex counts, the final EOT write doesn't actually write
any data - it's just there to end the thread. Typically, the last
thing before ending the thread will be an EmitVertex() call, resulting
in a URB write. We can just set EOT on that.
Note that this isn't always possible - there might be an intervening
SSBO write/image store, or the URB write may have been in a loop.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3173 -> 3149 (-0.76%)
instructions in affected programs: 176 -> 152 (-13.64%)
helped: 8
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Kenneth Graunke [Fri, 25 Sep 2015 06:47:29 +0000 (23:47 -0700)]
i965/gs: Allow src0 immediates in GS_OPCODE_SET_WRITE_OFFSET.
GS_OPCODE_SET_WRITE_OFFSET is a MUL with a constant src[1] and special
strides. We can easily make the generator handle constant src[0]
arguments by instead generating a MOV with the product of both operands.
This isn't necessarily a win in and of itself - instead of a MUL, we
generate a MOV, which should be basically the same cost. However, we
can probably avoid the earlier MOV to put src[0] into a register.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3207 -> 3173 (-1.06%)
instructions in affected programs: 3207 -> 3173 (-1.06%)
helped: 11
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Kenneth Graunke [Fri, 25 Sep 2015 01:21:59 +0000 (18:21 -0700)]
i965: Implement "Static Vertex Count" geometry shader optimization.
Broadwell's 3DSTATE_GS contains new "Static Output" and "Static Vertex
Count" fields, which control a new optimization. Normally, geometry
shaders can output arbitrary numbers of vertices, which means that
resource allocation has to be done on the fly. However, if the number
of vertices is statically known, the hardware can pre-allocate resources
up front, which is more efficient.
Thanks to the new NIR GS intrinsics, this is easy. We just call the
function introduced in the previous commit to get the vertex count.
If it obtains a count, we stop emitting the extra 32-bit "Vertex Count"
field in the VUE, and instead fill out the 3DSTATE_GS fields.
Improves performance of Gl32GSCloth by 5.16347% +/- 0.12611% (n=91)
on my Lenovo X250 laptop (Broadwell GT2) at 1024x768.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3227 -> 3207 (-0.62%)
instructions in affected programs: 242 -> 222 (-8.26%)
helped: 10
v2: Don't break non-NIR paths (just skip this optimization).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Kenneth Graunke [Fri, 25 Sep 2015 03:58:05 +0000 (20:58 -0700)]
i965: Move GS_THREAD_END mlen calculations out of the generator.
The visitor was setting a mlen that was wrong for Broadwell, but the
generator was ignoring it and doing the right thing regardless. We may
as well move the logic fully into the visitor. This will be useful in
the next commit as well.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Kenneth Graunke [Fri, 25 Sep 2015 00:01:23 +0000 (17:01 -0700)]
nir: Add a function to count the number of vertices a GS emits.
Some hardware (such as Broadwell) can run geometry shaders more
efficiently when the number of vertices emitted is statically known.
This pass provides a way to obtain the constant vertex count, or
-1 indicating that the vertex count is unknown/non-constant.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Kenneth Graunke [Sat, 29 Aug 2015 07:33:10 +0000 (00:33 -0700)]
i965: Simplify handling of VUE map changes.
The old code was disasterously complex - spread across multiple atoms
which may not even run, inspecting the dirty bits to try and decide
whether it was necessary to do checks...storing VS information in
brw_context...extra flagging...
This code tripped me and Carl up very badly when working on the
shader cache code. It's very fragile and hard to maintain.
Now that geometry shaders only depend on their inputs and don't have
to worry about the VS VUE map, we can dramatically simplify this:
just compute the VUE map coming out of the geometry shader stage
in brw_upload_programs. If it changes, flag it. Done.
v2: Also check vue_map.separable.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Kenneth Graunke [Sat, 29 Aug 2015 07:01:15 +0000 (00:01 -0700)]
i965/gs: Remove the dependency on the VS VUE map.
Because we only support geometry shaders in core profile, we can safely
ignore any driver-extending of VS outputs.
Those are:
- Legacy userclipping (doesn't exist in core profile)
- Edgeflag copying (Gen4-5 only, no GS support)
- Point coord replacement (Gen4-5 only, no GS support)
- front/back color hacks (Gen4-5 only, no GS support)
v2: Rebase; leave a comment about why SSO works.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Kenneth Graunke [Wed, 9 Sep 2015 23:21:56 +0000 (16:21 -0700)]
i965: Don't re-layout varyings for separate shader programs.
Previously, our VUE map code always assigned slots to varyings
sequentially, in one contiguous block.
This was a bad fit for separate shaders - the GS input layout depended
or the VS output layout, so if we swapped out vertex shaders, we might
have to recompile the GS on the fly - which rather defeats the point of
using separate shader objects. (Tessellation would suffer from this
as well - we could have to recompile the HS, DS, and GS.)
Instead, this patch makes the VUE map for separate shaders use a fixed
layout, based on the input/output variable's location field. (This is
either specified by layout(location = ...) or assigned by the linker.)
Corresponding inputs/outputs will match up by location; if there's a
mismatch, we're allowed to have undefined behavior.
This may be less efficient - depending what locations were chosen, we
may have empty padding slots in the VUE. But applications presumably
use small consecutive integers for locations, so it hopefully won't be
much worse in practice.
3% of Dota 2 Reborn shaders are hurt, but only by 2 instructions.
This seems like a small price to pay for avoiding recompiles.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Kenneth Graunke [Wed, 9 Sep 2015 23:09:35 +0000 (16:09 -0700)]
i965/vue: Make assign_vue_map() take an explicit slot.
Our plan of assigning consecutive slots doesn't work properly for
separate shader objects - at least, if we want to avoid recompiling them
whenever the interface changes.
As a first step, make assign_vue_map take an explicit slot parameter,
rather than implicitly incrementing it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Kenneth Graunke [Thu, 10 Sep 2015 03:21:59 +0000 (20:21 -0700)]
i965: Initialize unused VUE map slots to BRW_VARYING_SLOT_PAD.
Nothing actually relies on unused slots being initialized to
BRW_VARYING_SLOT_COUNT. Soon, we're going to have VUE maps with holes
in them, at which point pre-filling with BRW_VARYING_SLOT_PAD make a lot
more sense.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Kenneth Graunke [Thu, 10 Sep 2015 03:23:04 +0000 (20:23 -0700)]
i965: Fix BRW_VARYING_SLOT_PAD handling in the scalar VS backend.
We can't just break for padding slots. Instead, treat them like
unwritten output variables, so we handle flushing and incrementing
urb_offset correctly.
Paul introduced the concept of padding slots back in 2011, but we've
never actually used them for anything. So it's unsurprising that the
scalar VS backend didn't handle them quite right.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Samuel Iglesias Gonsalvez [Tue, 15 Sep 2015 06:18:39 +0000 (08:18 +0200)]
main/tests: Enable glShaderStorageBlockBinding() check in dispatch_sanity test
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Emil Velikov [Sat, 26 Sep 2015 13:25:19 +0000 (14:25 +0100)]
docs: add news item and link release notes for 11.0.1
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Emil Velikov [Sat, 26 Sep 2015 13:08:52 +0000 (14:08 +0100)]
docs: add sha256 checksums for 11.0.1
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
(cherry picked from commit
7f1a77ae664cca29208edc32ff82dc7ff4faa02b)
Emil Velikov [Sat, 26 Sep 2015 12:32:07 +0000 (13:32 +0100)]
docs: add release notes for 11.0.1
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
(cherry picked from commit
bcb9e1d26ba4198359300b50e5c188977cef932e)
Timothy Arceri [Sun, 4 May 2014 11:13:25 +0000 (21:13 +1000)]
glsl: calculate component size for arrays of arrays when varying packing disabled
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Timothy Arceri [Wed, 27 May 2015 11:33:45 +0000 (21:33 +1000)]
glsl: validate binding qualifier for AoA
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Timothy Arceri [Wed, 27 May 2015 11:31:59 +0000 (21:31 +1000)]
glsl: add helper for calculating size of AoA
V2: return 0 if not array rather than -1
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Timothy Arceri [Sat, 18 Jul 2015 00:51:51 +0000 (10:51 +1000)]
glsl: clean-up link uniform code
These changes are also needed to allow linking of
struct and interface arrays of arrays.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Marek Olšák [Thu, 24 Sep 2015 21:50:01 +0000 (23:50 +0200)]
radeonsi: add scratch buffer to the buffer list when it's re-allocated
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Cc: mesa-stable@lists.freedesktop.org
Leo Liu [Fri, 18 Sep 2015 19:51:26 +0000 (15:51 -0400)]
radeon/vce: fix vui time_scale zero error
if app pass 0 as frame_rate_num, it should not be encoded to the VUI.
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Kristian Høgsberg Kristensen [Fri, 25 Sep 2015 22:16:56 +0000 (15:16 -0700)]
vk: Add anv_icd.json to .gitignore
Kristian Høgsberg Kristensen [Fri, 25 Sep 2015 22:15:37 +0000 (15:15 -0700)]
vk: Also define vk_errorf in non-debug builds
Matt Turner [Thu, 30 Jul 2015 18:25:27 +0000 (11:25 -0700)]
mesa: Add locking to programs.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Brian Paul <brianp@vmware.com>
Matt Turner [Fri, 12 Jun 2015 16:07:09 +0000 (09:07 -0700)]
mesa: Add locking to sampler objects.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Brian Paul <brianp@vmware.com>