This reverts commit 4e2c9a0435.
The solution was incomplete and fragile. An alternative one is coming
shortly.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
The GL_OES_geometry_shader work is on the oes_shader_io_blocks branch
of idr's fd.o repository.
The GL_OES_tessellation_shader work is on the tess-gles branch
of kwg's fd.o repository.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Add weak symbol notation for the pthread_mutexattr* symbols, thus making
the linker happy. When building with -O1 or greater the optimiser will
kick in and remove the said functions as they are dead/unreachable code.
Ideally we'll enable the optimisations locally, yet that does not seem
to work atm.
v2: Add the AX_GCC_FUNC_ATTRIBUTE([weak]) hunk in configure.
Cc: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: Ben Widawsky <ben@bwidawsk.net>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Rob Herring <robh@kernel.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Tested-by: Rob Clark <robdclark@gmail.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
1. Don't clear bucket descriptions to fix issues with sim level
buckets getting out of sync.
2. Close out threadviz file descriptors in ClearThreads().
3. Skip buckets for jitter based buckets when multithreaded. We need
thread local storage through llvm jit functions to be fixed before
we can enable this.
4. Fix buckets StopCapture to correctly detect capture complete.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Lift the resctriction we had before and allow creation of images with
multiple planes. We still require all the planes to be within the same
bo.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
This function now only creates the mt and we then call
intel_set_texture_image_mt() in intel_image_target_texture_2d() to set
it for the texture image.
Reviewed-by: Chad Versace <chad.versace@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Create the mt for the drawable bo directly and call our new
intel_miptree_create_for_bo() helper instead.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
This factors out the work of setting up a miptree as the backing for a
texture image into a new helper.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
This lowers sampling from YUV textures to 1) one or more texture
instructions to sample each plane and 2) color space conversion to RGB.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will be used to select the plane to sample from for planar
textures.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Otherwise, if the call executes normally we'll hit an assertion later
in the VBO code when we draw something. Note that these cases were
already handled correctly for the glIsEnabled() function (and the API
checks were copied from there).
Tested with new piglit gl-3.1-enable-vertex-array test.
v2: fix compat/es mix-up, per Ilia.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
We added support for Android build using autotools (configure),
update the documentation to reflect that.
Signed-off-by: Nicolas Boichat <drinkcat@google.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
For double-precision vertex inputs we need to measure them in dvec4
terms, and for single-precision vertex inputs we need to measure them in
vec4 terms.
For the later case, we use type_size_vec4() function. For the former
case, we had a wrong implementation based on type_size_vec4().
This commit introduces a proper type_size_dvec4() function, that we use
to measure vertex inputs.
Measuring double-precision vertex inputs as dvec4 is required because
ARB_vertex_attrib_64bit states that these uses the same number of
locations than the single-precision version. That is, two consecutives
dvec4 would be located in location "x" and location "x+1", not "x+2".
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Images aren't supported on maxwell, but neither is tessellation. Don't
overly confuse matters by trying to expose those subtleties in the
GL3.txt file/relnotes.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Dave Airlie <airlied@redhat.com>
This extension appears to be a strict subset of the ARB version. Also
remove it from GL3.txt since it doesn't seem relevant.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
V2: fix error checking for arrays and components. V1 was
only taking into account all the array elements and all the
components of one of the varyings during the comparision
and treating the other as a single slot/component.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
We apparently pass all the relevant CTS tests. There are probably some
shortcomings, but they can be addressed down the line.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This is just a copy-and-paste from brw_surface_formats.c. For the
supports_vertex_fetch function, we do a bit more work so that it properly
handles Bay Trail.
This prevents array overflow when the block is actually an array of UBOs or
SSBOs. On some hardware such as i965, such overflows can cause GPU hangs.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we were using the size of the whole BO which may be
substantially larger than the actual index buffer size.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we were using the size of the BO which may be substantially
larger than the actual vertex buffer size.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
For a long time, several of the 3-channel vertex formats didn't exist so we
faked them with 4-channel versions. Starting with Sandy Bridge, we can use
R16G16B16_FLOAT and 8 and 16-bit integer formats become available on
Haswell and Bay Trail.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bay Trail and Haswell added a bunch of new vertex formats. There was also
the addition of 64-bit passthrough formats for BDW+.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The old code always divided rounded down and then subtracted 1. What we
wanted was to divide rounded up and then subtract 1 which is equivalent to
subtracting 1 and then dividing rounded down.
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we only handled the "I don't know what's going on" case for
things with InstanceDivisor == 0. However, in the DrawIndirect case we can
get num_instances == 0 and we don't know what's going on with the instanced
ones either. This commit makes the worst-case bound the default and then
conservatively tightens the bound.
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>