This command reads a value from memory and writes it to a register (the
opposite of MI_STORE_REGISTER_MEM). It's only available on Gen7+.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This prevents a crash in a future patch.
_mesa_initialize_context() creates a default transform feedback object
by calling the NewTransformFeedbackObject() driver hook. Eventually,
we'll want to subclass that and allocate a buffer object. This means
passing brw->bufmgr to drm_intel_alloc_bo(), and crashing if it isn't
initialized yet.
The buffer manager is actually already initialized; we just hadn't
copied the pointer from intel_screen to intel_context quite early
enough.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Gen7+ supports four transform feedback streams. Using a function-like
macro makes it easy to access them by stream number or loop over them.
"GEN7_" prefixes are more common than "_IVB" suffixes, so use that.
Gen6 only supports a single stream, so the single #define should be
fine. However, SO_NUM_PRIM_STORAGE_NEEDED was a poor name. For one,
the word "NUM" doesn't appear in the actual name of the register.
It's also confusingly generic, as it doesn't exist on Gen7+. Add a
"GEN6_" prefix for clarity.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Gen7+ supports four transform feedback streams. Using a function-like
macro makes it easy to access them by stream number or loop over them.
"GEN7_" prefixes are more common than "_IVB" suffixes, so we use that.
Gen6 only supports a single stream, so the single #define should be
fine. However, SO_NUM_PRIMS_WRITTEN was confusingly generic, as it
doesn't exist on Gen7+. Add a "GEN6_" prefix for clarity.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
And as a side effect fix a crash in the following piglit test:
general/attribs GL3
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Cc: "9.2 and 9.1" mesa-stable@lists.freedesktop.org
This prevents a segfault in check_begin_texture_render when an FBO is
rebound while in this state. This fixes the piglit test
fbo-incomplete-invalid-texture.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.1 9.2" mesa-stable@lists.freedesktop.org
Previously only the slice of a 3D texture was validated in the FBO
completeness check. This fixes the failure in the 'invalid layer of an
array texture' subtest of piglit's fbo-incomplete test.
v2: 1D_ARRAY textures have Depth == 1. Instead, compare against Height.
v3: Handle CUBE_MAP_ARRAY textures too. Noticed by Marek.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.1 9.2" mesa-stable@lists.freedesktop.org
This fixes the segfault in the 'invalid slice of 3D texture' and
'invalid layer of an array texture' subtests of piglit's fbo-incomplete
test.
The 'invalid layer of an array texture' subtest still fails.
v2: Fix off-by-one comparison error noticed by Chris Forbes. Also,
1D_ARRAY textures have Depth == 1. Instead, compare against Height.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Cc: "9.1 9.2" mesa-stable@lists.freedesktop.org
This fixes the segfault in the '0x0 texture' subtest of piglit's
fbo-incomplete test.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.1 9.2" mesa-stable@lists.freedesktop.org
Allow user-generated names for glBindFramebufferEXT on desktop GL.
Disallow its use altogether for core profiles.
Names bound with glBindFramebuffer in desktop OpenGL are still
(incorrectly) shared across the share group instead of being
per-context. This gets us a bit closer to being strictly conformant.
v2: Disallow glBindFramebufferEXT in 3.1 by not installing it in the
dispatch table. Suggested by Jordan.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> [v1]
Cc: mesa-stable@lists.freedesktop.org
Allow user-generated names for glBindRenderbufferEXT on desktop GL.
Disallow its use altogether for core profiles.
v2: Disallow glBindRenderbufferEXT in 3.1 by not installing it in the
dispatch table. Suggested by Jordan.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> [v1]
Cc: mesa-stable@lists.freedesktop.org
Fixes spurious 'Assertion `num_sgprs <= 104' failed.' with shaders using
all 104 SGPRs.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Christian König <christian.koenig@amd.com>
These are only used on Gen4-5. Why waste the 8kB of space?
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
If gs is null, then freeing state->shader.tokens would result in a null
dereference.
Fixes "Dereference after null check" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Fixes "Uninitialized pointer read" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
unfilled_stage::face_slot is of type int.
Fixes "Unsigned compared against 0" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
pp_free_bos dereferences ppq without a null check.
Fixes "Dereference before null check" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
the issue is that stream output is run before the pipeline, which
means that unless we decompose the primitives before the so
then things crash. we could convert the entire stream output
code into a pipeline stage but it will take a bit, so for now
fix the crashes by simply re-adding the old input assembler
which is run before the SO.
Signed-off-by: Zack Rusin <zackr@vmware.com>
we used to have a face primitive assembler that we ran after if
the gs was missing but we had adjacency primitives in the pipeline,
lets convert it to a pipeline stage, which allows us to use it
to inject outputs (primitive id) into the vertices. it's also
a lot cleaner because the decomposition is already handled for us.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Inject front face only if the fragment shader uses it and
propagate through all channels because otherwise we'll
need to figure out the exact swizzle that the fs expects and
it's just simpler to make sure all the components within
the front face register are correctly set.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Replace "fulldecl->Semantic.Name/Index" with semName/semIndex.
Simplify if/else logic for TGSI_FILE_OUTPUT code.
Remove old comment.
Fix indentation.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
We are now using functions that operate on the renderbuffer
attachment to handle layered rendering.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Previously we would mark a renderbuffer as needing a depth resolve.
But, to support layered rendering, we need to look at the attachment
instead, since the attachment knows if layered rendering is being
used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This function is needed to support layered rendering. With
layered rendering, the attachment stores the state of whether
layered rendering is being used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This function marks all slices of a renderbuffer at a particular
level as needing a depth resolve.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
When layered rendering is being used, we should not set
FORCE_ZERO_RTAINDEX in the clip state to allow render target
array values other than zero to be used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This restriction was related to programming the offset fields
of the depth buffer packet. We are now setting these offsets
to 0 now, so this restriction should no longer be required.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Previously we would always find the 2D sub-surface of interest,
and then program the surface to this location. Now we always
program the 3DSTATE_DEPTH_BUFFER at the start of the surface.
To select the lod/slice, we utilize the lod & minimum array
element fields.
As part of this change, we must revert 1f112ccf:
Revert "i965/gen7: Align all depth miplevels to 8 in the X direction."
We also must disable brw_workaround_depthstencil_alignment for
gen >= 7. Now the hardware will handle alignment when rendering
to additional slices/LODs.
v2:
* Merge with recent MOCS changes
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
For gen >= 7, we will use the lod/minimum-array-element fields to
support layered rendering. This means that we must restrict
the depth & stencil attachments to match in various more retrictive
ways. (Now the width, height, depth, LOD and layer must match)
The reason width, height, and depth must match is that the hardware
has a single set of width, height, and depth settings (in
3DSTATE_DEPTH_BUFFER) that affect both the depth and stencil buffers.
Since these controls determine the miptree layout, they need to be
set correctly in order for lod and minimum-array-element to work
properly. So the only way rendering can work is if the width,
height, and depth match.
In the future, if this restriction proves to be a problem (say
because some crucial client application relies on rendering to
different levels/layers of stencil and depth buffers), then we can
always work around the restriction by copying depth and/or stencil
data to a temporary buffer prior to rendering (much in the same way
that brw_workaround_depthstencil_alignment() does today for
gen < 7), but hopefully that won't be necessary.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
When performing hiz ops, we must ensure that the region sizes
have an 8 aligned width and 4 aligned height. We can tweak the
size for blorp hiz operations at LOD 0, but for the others we
can't. Therefore, we disable hiz for these miplevels if they
don't meet the size alignment requirements.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
In layered rendering this will be 0. Otherwise it will be the
selected slice.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
In a future pass this will allow us to exit-early from this
routine to disable it for gen >= 7.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Some videos specify mb_adaptive_frame_field_flag instead of
field_pic_flag. This implies that the pic height needs to be halved, and
this field needs to be passed to the VP engine.
Cc: "9.2" mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The loop was iterating over all the fs inputs and setting them
to perspective interpolation, then after the loop we were
creating extra output slots with the correct interpolation. Instead
of injecting bogus extra outputs, just set the interpolation
on front face and prim id correctly when doing the initial scan
of fs inputs.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
clipping would drop the extra outputs because it always
used the number of standard vertex shader outputs, without
geometry shader or extra outputs. The commit makes sure
that clipping with geometry shaders which have more outputs
than the current vertex shader and with extra outputs correctly
propagates the entire vertex.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Draw module can decompose primitives into wireframe models, which
is a fancy word for 'lines', unfortunately that decomposition means
that we weren't able to preserve the original front-face info which
could be derived from the original primitives (lines don't have a
'face'). To fix it allow draw module to inject a fake face semantic
into outputs from which the backends can figure out the original
frontfacing info of the primitives.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Draw sometimes injects extra shader outputs (aa points, lines or
front face), unfortunately most of the pipeline and llvm code
didn't handle them at all. It only worked if number of inputs
happened to be bigger or equal to the number of shader outputs
plus the extra injected outputs. In particular when running
the pipeline which depends on the vertex_id in the vertex_header
things were completely broken. The patch adjust the code to
correctly use the total number of shader outputs (the standard
ones plus the injected ones) to make it all stop crashing and
work.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Instead of using the magical 4 use the above computed
vertex size. Doesn't change the behavior, just makes the code
a bit cleaner.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>