This helper was only called from _mesa_BindTextureUnit(). It's simpler
to just inline it.
The error check / code / message in the helper was incorrect. It was
written for glBindTextures(), not glBindTextureUnit(). The correct
error for a bad texture unit number is GL_INVALID_VALUE. The error
message now reports the unit number rather than a GL_TEXTUREi enum.
Fixes a failure in piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Before, we were doing the actual _mesa_reference_texobj() call and
ctx->Driver.BindTexture() and misc housekeeping in three different
places. This consolidates the common code in a new bind_texture()
function.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Since we store both in UniformBlocks, we can't just compute the index by
subtracting the array address start, we need to count the number of
buffers of the approriate type.
v2:
- Just fall back to calc_resource_index (Tapani)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The old code had some significant problems with respect to
sampler2DArray textures. The biggest problem was that some of the code
would use vec3 for the texture coordinate type, and other parts of the
code would use vec2. The resulting shader would not even compile.
Since there were not tests for this path, nobody noticed.
The input to the fragment shader is always treated as a vec3. If the
source data is only vec2, the vertex puller will supply 0 for the .z
component. The texture coordinate passed to the fragment shader is
always a vec2 that comes from the .xy part of the vertex shader input.
The layer, taken from the .z of the vertex shader input is passed
separately as a flat integer. If the generated fragment shader does not
use the layer integer, the GLSL linker will eliminate all the dead code
in the vertex shader.
Fixes the new piglit tests "blit-scaled samples=2 with
gl_texture_2d_multisample_array", etc. on i965.
Note for stable maintainer: This patch may depend on 46037237, and that
patch should be safe for stable.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: Topi Pohjolainen <topi.pohjolainen@intel.com>
Cc: Jordan Justen <jordan.l.justen@intel.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Add comments that link the driver's miptree structures to the hardware
structures documented in the PRM. This provides sorely needed
orientation to developers new to the miptree code. And for miptree
veterans, this clarifies some of the more obscure miptree data.
For each driver struct field that closely corresponds to a
hardware struct field, add a PRM reference to that hardware field's
name. For example,
struct intel_mipmap_tree {
...
/**
* @brief One of GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, etc.
*
* @see RENDER_SURFACE_STATE.SurfaceType
* @see RENDER_SURFACE_STATE.SurfaceArray
* @see 3DSTATE_DEPTH_BUFFER.SurfaceType
*/
GLenum target;
...
};
Also annotate the INTEL_MSAA_LAYOUT_* enums with the name of the PRM
sections that documents the layout.
v2: Replace "2D subimage" with "slice", and define what a "slice" is.
For Ben.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> (v1)
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com> (v1)
The values of intel_mipmap_tree::align_w and ::align_h correspond to the
hardware enums HALIGN_* and VALIGN_*.
See the confusion?
align_h != HALIGN
align_h == VALIGN
Reduce the confusion by renaming the variables to match the hardware
enum names:
git ls-files |
xargs sed -i -e 's/align_w/halign/g' \
-e 's/align_h/valign/g'
Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Because that's what it is. It's an untiled, *linear* miptree.
v2:
- Add space after /*.
- Use one comment per function argument.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
The comment for intel_miptree_map::mode claimed that it was a bitmask of
GL_MAP_{READ,WRITE,INVALIDATE}_BIT. In reality, the bitmask may include
any of {GL,BRW}_MAP_*_BIT.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Clarify that this bit extends the set of GL_MAP_*_BIT enums.
Also fix typo of "temporary".
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Ben Widawsky <benjamin.widawsky@intel.com>
Jason open coded this in 60befc63 when cleaning up some ugly code;
using our existing helper tidies it up a bit more.
v2: Drop inline (suggested by Matt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bring over the following fix from i965:
commit fb3d62fe3d
Author: Kenneth Graunke <kenneth@whitecape.org>
Date: Tue Aug 6 14:36:09 2013 -0700
i965: Remember to call intel_prepare_render() before blitting.
Fixes a crash in the following piglit tests:
bin/fbo-sys-blit -auto
bin/fbo-sys-sub-blit -auto
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
i915 fragment programs utilize the texture coordinate registers
for both texture coordinates and varyings. Unfortunately the
code doesn't check if the same index might be in use for both.
It just naively uses the index to pick a texture unit, which
could lead to collisions.
Add an extra mapping step to allocate non conflicting texture
units for both uses.
The issue can be reproduced with a pair of simple shaders like
these:
attribute vec4 in_mod;
varying vec4 mod;
void main() {
mod = in_mod;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
varying vec4 mod;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, vec2(gl_TexCoord[0])) * mod;
}
Fixes many piglit tests on i915:
glsl-link-varyings-2
glsl-orangebook-ch06-bump
interpolation-none-gl_frontcolor-smooth-fixed
interpolation-none-gl_frontcolor-smooth-none
interpolation-none-gl_frontcolor-smooth-vertex
interpolation-none-gl_frontsecondarycolor-smooth-fixed
interpolation-none-gl_frontsecondarycolor-smooth-vertex
interpolation-none-gl_frontsecondarycolor-smooth-none
interpolation-none-other-flat-fixed
interpolation-none-other-flat-none
interpolation-none-other-flat-vertex
interpolation-none-other-smooth-fixed
interpolation-none-other-smooth-none
interpolation-none-other-smooth-vertex
v2 [idr]: Minor formatting tweaks.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
I830_UPLOAD_RASTER_RULES and I830_UPLOAD_TEX(0) are trying to occupy
the same bit. Move the texture bits upwards a bit to make room for
I830_UPLOAD_RASTER_RULES.
Now the driver will actually upload the raster rules which is rather
important to get the provoking vertex right. Fixes the appearance
of glxgears teeth on gen2.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Commit 1665d29ee3 introduced an incorrect
format specifier that operates on GLintptr indirect within the function
_mesa_DispatchComputeIndirect().
This patch mitigates the introduced GCC warning:
src/mesa/main/compute.c: In function '_mesa_DispatchComputeIndirect':
src/mesa/main/compute.c:53:7: warning: format '%d' expects argument of type 'int', but argument 3 has type 'GLintptr' [-Wformat=]
_mesa_debug(ctx, "glDispatchComputeIndirect(%d)\n", indirect);
^
v2: Amend for Boyan Ding <boyan.j.ding@gmail.com> feedback.
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
intel_update_winsys_renderbuffer_miptree() will release the existing
miptree when wrapping a new DRI2 buffer, so we can remove the early
release and so prevent a NULL mt dereference should importing the new
DRI2 name fail for any reason. (Reusing the old DRI2 name will result
in the rendering going astray, to a stale buffer, and not shown on the
screen, but it allows us to issue a warning and not crash much later in
innocent code.)
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86281
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
From GLSL 1.50 spec, section 4.1.8 "Structures":
"Structures must have at least one member declaration."
So the base_alignment should be higher than zero.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
If the string being copied is not NULL-terminated the result of
strlen() is undefined.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Fix OpenGL ES 3.1 conformance tests: advanced-readWrite-case1-vsfs
and advanced-matrix-vsfs.
v2:
- Fix SHADER_OPCODE_MEMORY_FENCE emission and the allocation of 'tmp'
(Francisco).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
From ARB_program_interface_query:
"For an active shader storage block member declared as an array, an
entry will be generated only for the first array element, regardless
of its type. For arrays of aggregate types, the enumeration rules are
applied recursively for the single enumerated array element."
v2:
- Simplify 'if' conditions and return true if it is not a buffer
variable, because these rules only apply to buffer variables (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This matches the function signature created in
lower_ubo_reference_visitor::ssbo_store which has a void return.
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
At least on Intel hardware, gl_PrimitiveIDIn comes in as a special part
of the payload rather than a normal input. This is typically what we
use system values for. Dave and Ilia also agree that a system value
would be nicer.
At some point, we should change it at the GLSL IR level as well. But
that requires changing most of the drivers. For now, let's at least
make NIR do the right thing, which is easy.
v2: Add a comment about not creating a temporary (suggested by Iago).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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>
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>
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>
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>
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>
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>
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>
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>
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>