| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: George Kyriazis <george.kyriazis@intel.com>
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This is the last necessary bit for OpenGL 4.2 support. All driver-specific
functionality has already been implemented as part of extensions.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Signed-off-by: Iurie Salomov <iurcic@gmail.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
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Reported-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
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For some reason unknown to me, SI hangs if the event is written after
CONTEXT_CONTROL.
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This is kind of a hack. We currently track precise requirements
by decorating ir_variables. Propagating or grafting the RHS of an
assignment to a precise value into some other expression tree can
lose those decorations.
In the long run, it might be better to replace these ir_variable
decorations with an "exact" decoration on ir_expression nodes,
similar to what NIR does.
In the short run, this is probably good enough. It preserves
enough information for glsl_to_nir to generate "exact" decorations,
and NIR will then handle optimizing these expressions reasonably.
Fixes ES31-CTS.gpu_shader5.precise_qualifier.
v2: Drop invariant handling, as it shouldn't be necessary (caught
by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Copy and paste error in commit eafeb8db66dae7619ff3cb039706b990d718cba7:
i965/tiled_memcpy: Unroll bytes==64 case.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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ARB_program_interface_query requires that we add struct fields
recursively down to basic types.
Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.*
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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No functional change here, but this now lets us recurse throught structs
in add_shader_variable().
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This lets us pass in the absolution location of a variable instead of
computing it in add_shader_variable() based on variable location and
bias. This is in preparation for recursing into struct variables.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This consolidates the combination of create_shader_variable() and
add_program_resource() into a new helper function. No functional
difference, but we'll expand add_shader_variable() in the next few
commits.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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The existing code uses SSSE3, and because it isn't compiled in a
separate file compiled with that, it is usually not used (that, of
course, could be fixed...), whereas SSE2 is always present with 64-bit
builds. This should be pretty much as fast as the pshufb version,
albeit those code paths aren't really used on chips without llc in any
case.
v2: fix andnot argument order, add comments
v3: use pshuflw/hw instead of shifts (suggested by Matt Turner), cut comments
v4: [mattst88] Rebase
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This will make adding SSE2 code a lot cleaner.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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Replaces four byte loads and four byte stores with a load, bswap,
rotate, store; or a movbe, rotate, store.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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This was triggered by
dEQP-GLES3.functional.vertex_array_objects.all_attributes
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Move the buffer resource extraction code out into its own function.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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This will be re-used for shader buffers.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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It is incorrect to assume that pixel format is always in BGR byte order.
We need to check bitmask parameters (such as |redMask|) to determine whether
the RGB or BGR byte order is requested.
v2: reformat code to stay within 80 character per line limit.
v3: just fix the byte order problem first and investigate SRGB later.
v4: rebased on top of the GLES3 sRGB workaround fix.
v5: rebased on top of the GLES3 sRGB workaround fix v2.
Signed-off-by: Haixia Shi <hshi@chromium.org>
Reviewed-by: Stéphane Marchesin <marcheu@chromium.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This fixes
dEQP-GLES31.functional.uniform_location.negative.atomic_fragment
dEQP-GLES31.functional.uniform_location.negative.atomic_vertex
Both of which have lines like
layout(location = 3, binding = 0, offset = 0) uniform atomic_uint uni0;
The ARB_explicit_uniform_location spec makes a very tangential mention
regarding atomic counters, but location isn't something that makes sense
with them.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Suggested by Timothy Arceri a while back on mesa-dev:
https://lists.freedesktop.org/archives/mesa-dev/2016-February/107735.html
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
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The XMesaVisual instances freed in the visuals table on display close
are being freed with a free() call, instead of XMesaDestroyVisual(),
causing a memory leak.
Signed-off-by: John Sheu <sheu@google.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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GLvoid was used before in OpenGL but it has changed to just using void.
All GLvoids in mesa's state tracker has been changed to void in this patch.
Tested this with piglit and no problems were found. No compiler warnings.
Signed-off-by: Jakob Sinclair <sinclair.jakob@openmailbox.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Now it follows the compatibility criteria listed in section 2.1 of
the GLX 1.4 specification.
This is needed for post-process effects in SW:KotOR.
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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Acked-by: Brian Paul <brianp@vmware.com>
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allocator
- Check for unused blocks every few frames or every 64K draws
- Delete data unused since the last check if total unused data is > 20MB
Doesn't seem to cause a perf degridation
Acked-by: Brian Paul <brianp@vmware.com>
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No need for 256 pointers per DC.
Acked-by: Brian Paul <brianp@vmware.com>
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Acked-by: Brian Paul <brianp@vmware.com>
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non-consecutive NUMA topology.
Acked-by: Brian Paul <brianp@vmware.com>
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/ OSALIGNLINE
Future proofing
Acked-by: Brian Paul <brianp@vmware.com>
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Acked-by: Brian Paul <brianp@vmware.com>
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depth test/write.
Fixes z-fighting issues.
Acked-by: Brian Paul <brianp@vmware.com>
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Acked-by: Brian Paul <brianp@vmware.com>
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Acked-by: Brian Paul <brianp@vmware.com>
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No perf loss detected
Acked-by: Brian Paul <brianp@vmware.com>
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If the glDrawPixels size changed, we leaked the previously cached
texture, if there was one. This patch fixes the reference counting,
adds a refcount assertion check, and better handles potential malloc()
failures.
Tested with a modified version of the drawpix Mesa demo which changed
the image size for each glDrawPixels call.
Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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