Commit Graph

57277 Commits

Author SHA1 Message Date
Alex Deucher 5b3f1ea933 radeonsi: rename SI chip class from TAHITI to SI
Covers the entire family.

Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
2013-06-28 15:15:20 -04:00
Tom Stellard 47e35eff9d r600g: Fix build
Broken since 2840bec56f when opencl is
disabled.
2013-06-28 11:11:43 -07:00
Anuj Phogat ee723ffabb mesa: Return ZeroVec/dummyReg instead of NULL pointer
Assertions are not sufficient to check for null pointers as they don't
show up in release builds. So, return ZeroVec/dummyReg instead of NULL
pointer in get_{src,dst}_register_pointer(). This should calm down the
warnings from static analysis tool.

Note: This is a candidate for the 9.1 branch.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-06-28 10:53:43 -07:00
Tom Stellard bee49cb0ec mesa: Fix build with older gcc since update of glext.h
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-06-28 08:49:06 -07:00
Tom Stellard 2840bec56f r600g/compute: Accept LDS size from the LLVM backend
And allocate the correct amount before dispatching the kernel.

Tested-by: Aaron Watry <awatry@gmail.com>
2013-06-28 08:33:11 -07:00
Tom Stellard 2639fca1f0 r600g/compute: Move compute_shader_create() function into evergreen_compute.c
Tested-by: Aaron Watry <awatry@gmail.com>
2013-06-28 08:33:11 -07:00
Brian Paul ba4979810f svga: pass svga_compile_key by reference instead of value
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-28 08:38:00 -06:00
Brian Paul 74e8a7d1dd svga: use switch statement in svga_shader_type()
Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek
wanted to do).

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-28 08:37:59 -06:00
Chia-I Wu 24b05ff158 ilo: clean up states that use ilo_view_surface
Use variables that are easier to remember what they are.
2013-06-28 15:01:00 +08:00
Chia-I Wu 2c9b6a2164 ilo: remove ilo_cbuf_state::count
We can derive it from enabled_mask.
2013-06-28 15:01:00 +08:00
Chia-I Wu 7ea3ed81c8 ilo: clean up ilo_set_constant_buffer()
Add loops that will be optimized away.
2013-06-28 15:01:00 +08:00
Chia-I Wu 11d283cde9 ilo: clean up states that take a start_slot
They are similar, so clean them up to make them look similar.
2013-06-28 15:00:42 +08:00
Vinson Lee def634979d glsl: Initialize member variable is_ubo_var in constructor.
Fixes "Uninitialized scalar field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-06-27 21:51:32 -07:00
Chia-I Wu 20c691b936 ilo: use shorter names for dirty flags
The new names match those of ilo_context's members respectively, and are
shorter.
2013-06-28 10:44:51 +08:00
Chia-I Wu cabc7b44c0 ilo: track if primitive restart has changed
Re-emit 3DSTATE_INDEX_BUFFER to enable/disable primitive restart.
2013-06-28 10:44:38 +08:00
Chia-I Wu e071812e46 ilo: avoid potential dangling pointer dereference
Set pipe_draw_info to NULL after draw_vbo().
2013-06-28 10:11:49 +08:00
Ian Romanick c74a7eb9c5 mesa: Remove GL_EXT_clip_volume_hint
As far as I can tell, no driver has enabled this extension since c6499a7
back in 2007.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-06-27 18:14:33 -07:00
Chad Versace 6b676e6634 i965,i915: Return early if miptree allocation fails
If allocation fails in intel_miptree_create_layout(), don't proceed to
dereference the miptree. Return an early NULL.

Fixes static analysis error reported by Klocwork.

Note: This is a candidate for the 9.1 branch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
2013-06-27 13:16:47 -07:00
Roland Scheidegger 670f829102 llvmpipe: handle offset_clamp
This was just ignored (unless for some reason like unfilled polys draw was
handling this).
I'm not convinced of that code, putting the float for the clamp in the key
isn't really a good idea. Then again the other floats for depth bias are
already in there too anyway (should probably have a jit_context for the
setup function), so this is just a quick fix.
Also, the "minimum resolvable depth difference" used isn't really right as it
should be calculated according to the z values of the current primitive
and not be a constant (of course, this only makes a difference for float
depth buffers), at least for d3d10, so depth biasing is still not quite right.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-27 19:06:40 +02:00
Roland Scheidegger b04a295a4a llvmpipe: remove never reached code for timestamp queries.
timestamp queries are always binned in an active scene, therefore
always have a result.
2013-06-27 19:06:40 +02:00
Roland Scheidegger 59b8689d37 llvmpipe: fix a bug in opaque optimization
If there are queries active the opaque optimization reseting the bin needs to
be disabled.
(Not really tested since the bug was discovered by code inspection not
an actual test failure.)

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-27 19:06:40 +02:00
Vinson Lee f12e551810 radeonsi/compute: Fix memory leak in radeonsi_launch_grid.
Fixes "Resource leak" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
2013-06-27 10:03:33 -07:00
Tom Stellard 0e990736f3 clover: Fix build with LLVM 3.4
Reported on IRC by lordheavy
2013-06-27 10:03:33 -07:00
Bill York 191795eaf1 docs: updated instructions for Mesa on Windows
Signed-off-by: Brian Paul <brianp@vmware.com>
2013-06-27 09:49:41 -06:00
Matthew McClure e87fc11cac postprocess: handle partial intialization failures.
This patch fixes segfaults observed when enabling the post processing
features. When the format is not supported, or a texture cannot be
created, the code must gracefully handle failure and report the error to
the calling code for proper failure handling.

To accomplish this the following changes were made to the filters.h
prototypes:

- bool return for pp_init_func
- Added pp_free_func for filter specific resource destruction

Fixes segfaults from backtraces:

* util_destroy_blit
  pp_free

* u_transfer_inline_write_vtbl
  pp_jimenezmlaa_init_run
  pp_init

This patch also uses tgsi_alloc_tokens to allocate temporary tokens in
pp_tgsi_to_state, instead of allocating the array on the stack. This
fixes the following stack corruption segfault in pp_run.c:

* _int_free
  aaline_delete_fs_state
  pp_free

Bug Number: 1021843
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-06-27 09:44:29 -06:00
Brian Paul 482c43a946 glx: return True/False instead of GL_TRUE/GL_FALSE
Just to be consistent with the functions' Bool return type.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-27 07:48:19 -06:00
Brian Paul d171bc9d19 glx: move declarations before code
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-27 07:48:18 -06:00
Brian Paul d43548ca37 mesa: move declarations before code
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-27 07:48:18 -06:00
José Fonseca 15085b477b glsl: Use the C99 variadic macro syntax.
MSVC does not support the old GCC syntax.

See also
http://gcc.gnu.org/onlinedocs/gcc/Variadic-Macros.html
2013-06-27 07:44:11 +01:00
José Fonseca bcd6f3b23c scons: Add dependencies to all .xml files.
Should prevent stuck builds when only some of the included .xml files
change.
2013-06-27 07:25:10 +01:00
Chia-I Wu 9f3cfe6aaf ilo: plug a potential index buffer leak
This is harmless since st_context and u_vbuf both set index buffer to NULL
before destroying themselves.  But we do not want to rely on that behavior.
2013-06-27 11:46:58 +08:00
Roland Scheidegger eabe068747 softpipe: honor predication for clear_render_target and clear_depth_stencil
trivial, copied from llvmpipe

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-26 23:17:53 +02:00
Roland Scheidegger 2e4da1f594 llvmpipe: add support for nested / overlapping queries
OpenGL doesn't support this but d3d10 does.
It is a bit of a pain as it is necessary to keep track of queries
still active at the end of a scene, which is also why I cheat a bit
and limit the amount of simultaneously active queries to (arbitrary)
16 (simplifies things because don't have to deal with a real list
that way). I can't think of a reason why you'd really want large
numbers of overlapping/nested queries so it is hopefully fine.
(This only affects queries which need to be binned.)

v2: don't copy remainder of array when deleting an entry simply replace
the deleted entry with the last one (order doesn't matter).

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-26 23:17:53 +02:00
Roland Scheidegger 0820342880 llvmpipe: rework query logic
Previously lp_rast_begin_query commands were always inserted into each bin,
and re-issued if the scene was restarted, while lp_rast_end_query commands
were executed for each still active query at the end of tile rasterization.
Also, the ps_invocations and vis_counter were set to zero when the respective
command was encountered.
This however cannot work for multiple queries of the same type (note that
occlusion counter and occlusion predicate while different type were also
affected).
So, change the logic to always set the ps_invocations and vis_counter to zero
at the start of tile rasterization, and then use "start" and "end" per-thread
query values when encountering the begin/end query commands instead, which
should work for multiple queries of the same type. This also means queries do
not have to be reissued in a new scene, however they still need to be finished
at end of tile rasterization, so a list of queries still active at the end of
a scene needs to be maintained.
Also while here don't bin the queries which don't do anything in rasterization.
(This change does not actually handle multiple queries of the same type yet,
as the list of active queries is just a simple fixed array and setup can still
only have one query active per type.)

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-26 23:17:53 +02:00
Eric Anholt 3dbba95b72 i965: Move the remaining intel code to the i965 directory.
Now that i915's forked off, they don't need to live in a shared directory.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chad Versace <chad.versace@linux.intel.com>
Acked-by: Adam Jackson <ajax@redhat.com>
(and I hear second hand that idr is OK with it, too)
2013-06-26 12:28:26 -07:00
Eric Anholt 733d32f376 i915: Fork the shared code from i965.
Of this 15000 lines of code in intel/, we've identified 4000 lines that
are trivially unnecessary for i915, and another 1000 that are pointless for
i965, and expect to find more as time goes on.  Split the i915 driver off,
so that we can continue active development on i965 without worrying about
breaking i915.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chad Versace <chad.versace@linux.intel.com>
Acked-by: Adam Jackson <ajax@redhat.com>
(and I hear second hand that idr is OK with it, too)
2013-06-26 12:28:25 -07:00
Eric Anholt 43a6795a1f i915: Remove dead symlink. 2013-06-26 12:28:25 -07:00
Eric Anholt fc32d40534 glx: Fix another missed glMultiDrawElementsEXT const change.
The build was broken for me since
b7d9478f36.
2013-06-26 12:28:25 -07:00
Ian Romanick c170c901d0 glsl: Move all var decls to the front of the IR list in reverse order
This has the (intended!) side effect that vertex shader inputs and
fragment shader outputs will appear in the IR in the same order that
they appeared in the shader code.  This results in the locations being
assigned in the declared order.  Many (arguably buggy) applications
depend on this behavior, and it matches what nearly all other drivers
do.

Fixes the (new) piglit test attrib-assignments.

NOTE: This is a candidate for stable release branches (and requires the
previous commit to prevent a regression in OpenGL ES 2.0 conformance
test stencil_plane_operation).

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-06-26 12:27:23 -07:00
Ian Romanick 329cd6a9b1 i965: Be more careful with the interleaved user array upload optimization
The checks to determine when the data can be uploaded in an interleaved
fashion can be tricked by certain data layouts.  For example,

    float data[...];

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 16, &data[0]);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 16, &data[4]);
    glDrawArrays(GL_POINTS, 0, 1);

will hit the interleaved path with an incorrect size (16 bytes instead
of 32 bytes).  As a result, the data for attribute 1 never gets
uploaded.  The single element draw case is the only sensible case I can
think of for non-interleaved-that-looks-like-interleaved data, but there
may be others as well.

To fix this, make sure that the end of the element in the array being
checked is within the stride "window."  Previously the code would check
that the begining of the element was within the window.

NOTE: This is a candidate for stable branches.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2013-06-26 12:27:23 -07:00
Brian Paul b7d9478f36 mesa: add const qualifier to glMultiDrawElementsEXT() indices param
The 20130624 version of glext.h changed this to match the
glMultiDrawElements() function which already had the extra const
qualifier.

Fixes warnings/errors that seem to vary from one compiler to the next.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-26 13:12:01 -06:00
Brian Paul 15436adab0 mesa: remove const from glDebugMessageCallbackARB() function parameter
The new 20130624 version of glext.h removed the const qualifier on
the 'userParam' parameter.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-06-26 13:12:01 -06:00
Kenneth Graunke dd0b99b0be i965/vs: Combine code generation's inst->opcode switch statements.
vec4_visitor::generate_code() switches on vec4_instruction::opcode and
calls into the brw_eu_emit.c layer to generate code for some of them.
It then has a default case which calls generate_vec4_instruction() to
handle the rest...which switches on opcode and handles the rest of the
cases.

The split apparently is that generate_code() handles the actual hardware
opcodes (BRW_OPCODE_*) while generate_vec4_instruction() handles the
virtual opcodes (SHADER_OPCODE_* and VS_OPCODE_*).  But this looks
fairly arbitrary, and it makes more sense to combine the two switches.

This patch moves the cases from generate_code() into the helper function
so that generate_code() isn't as large.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-26 11:25:13 -07:00
Kenneth Graunke 55272883ac i965: Remove broken source type assertions from brw_alu3().
Commit 526ffdfc03 attempted to generalize
the source register type assertions to allow D and UD.  However, the
src1 and src2 assertions actually checked src0.type against D and UD due
to a copy and paste bug.

It also began setting the source and destination register types based on
dest.type, ignoring src0/src1/src2.type completely.  BFE and BFI2 may
actually pass mixed D/UD types and expect them to be ignored, which is
arguably a bit sloppy, but not too crazy either.

This patch simply removes the source register assertions as those values
aren't used anyway.  It also clarifies the comment above the block that
sets the register types.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2013-06-26 11:25:13 -07:00
Kenneth Graunke 9321f3257f i965: Add back strict type assertions for MAD and LRP.
Commit 526ffdfc03 relaxed the type
assertions in brw_alu3 to allow D/UD types (required by BFE and BFI2).
This lost us the strict type checking for MAD and LRP, which require
all four types to be float.

This patch adds a new ALU3F wrapper which checks these once again.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2013-06-26 11:25:12 -07:00
Kenneth Graunke 4563dfe23a glsl: Streamline the built-in type handling code.
Over the last few years, the compiler has grown to support 7 different
language versions and 6 extensions that add new built-in types.  With
more and more features being added, some of our core code has devolved
into an unmaintainable spaghetti of sorts.

A few problems with the old code:
1. Built-in types are declared...where exactly?

   The types in builtin_types.h were organized in arrays by the language
   version or extension they were introduced in.  It's factored out to
   avoid duplicates---every type only exists in one array.  But that
   means that sampler1D is declared in 110, sampler2D is in core types,
   sampler3D is a unique global not in a list...and so on.

2. Spaghetti call-chains with weird parameters:

   generate_300ES_types calls generate_130_types which calls
   generate_120_types and generate_EXT_texture_array_types, which calls
   generate_110_types, which calls generate_100ES_types...and more

   Except that ES doesn't want 1D types, so we have a skip_1d parameter.
   add_deprecated also falls into this category.

3. Missing type accessors.

   Common types have convenience pointers (like glsl_type::vec4_type),
   but others may not be accessible at all without a symbol table (for
   example, sampler types).

4. Global variable declarations in a header file?

   #include "builtin_types.h" in two C++ files would break the build.

The new code addresses these problems.  All built-in types are declared
together in a single table, independent of when they were introduced.
The macro that declares a new built-in type also creates a convenience
pointer, so every type is available and it won't get out of sync.

The code to populate a symbol table with the appropriate types for a
particular language version and set of extensions is now a single
table-driven function.  The table lists the type name and GL/ES versions
when it was introduced (similar to how the lexer handles reserved
words).  A single loop adds types based on the language version.
Explicit extension checks then add additional types.  If they were
already added based on the language version, glsl_symbol_table simply
ignores the request to add them a second time, meaning we don't need
to worry about duplicates and can simply list types where they belong.

v2: Mark uvecs and shadow samplers as ES3 only, and 1DArrayShadow as
    unsupported in ES entirely.  Add a touch more doxygen.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-26 11:25:12 -07:00
Kenneth Graunke 818da74af5 glsl: Don't use random pointers as an array of glsl_type objects.
Using a random glsl_type convenience pointer as an array is a really bad
idea, for all the reasons mentioned in the previous commit.

The new glsl_type::bvec() function is simpler anyway.

Prevents breakage in the next commit.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-26 11:25:12 -07:00
Kenneth Graunke 4530ed4f26 glsl: Stop being clever with pointer arithmetic when fetching types.
Currently, vector types are linked together closely: the glsl_type
objects for float, vec2, vec3, and vec4 are all elements of the same
array, in that exact order.  This makes it possible to obtain vector
types via pointer arithmetic on the scalar type's convenience pointer.
For example, float_type + (3 - 1) = vec3.

However, relying on this is extremely fragile.  There's no particular
reason the underlying type objects need to be stored in an array.  They
could be individual class members, possibly with padding between them.
Then the pointer arithmetic would break, and we'd get bad pointers to
non-heap allocated data, causing subtle breakage that can't be detected
by valgrind.  Cue insanity.

Or someone could simply reorder the type variables, causing us to get
the wrong type entirely.  Also cue insanity.

Writing this explicitly is much safer.  With the new helper functions,
it's a bit less code even.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-26 11:25:12 -07:00
Kenneth Graunke d367a1cbdb glsl: Add simple vector type accessor helpers.
This patch introduces new functions to quickly grab a pointer to a
vector type.  For example:

   glsl_type::bvec(4)   returns   glsl_type::bvec4_type
   glsl_type::ivec(3)   returns   glsl_type::ivec3_type
   glsl_type::uvec(2)   returns   glsl_type::uvec2_type
   glsl_type::vec(1)    returns   glsl_type::float_type

This is less wordy than glsl_type::get_instance(GLSL_TYPE_BOOL, 4, 1),
which can help avoid extra word wrapping.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-26 11:25:12 -07:00
Brian Paul 9a14e412d6 mesa: update glext.h to version 20130624
In glapi_priv.h we always need the typedef for the GLclampx type
since GL_OES_fixed_point is now defined in glext.h but the
GLclampx type is not.  GLclampx is not used by anything in glext.h
but we need it for GL ES dispatch.

This is a huge patch because the structure of the file has been
changed.

The following extensions are new, however:

GL_AMD_interleaved_elements
GL_AMD_shader_trinary_minmax
GL_IBM_static_data
GL_INTEL_map_texture
GL_NV_compute_program5
GL_NV_deep_texture3D
GL_NV_draw_texture
GL_NV_shader_atomic_counters
GL_NV_shader_storage_buffer_object
GL_NVX_conditional_render
GL_OES_byte_coordinates
GL_OES_compressed_paletted_texture
GL_OES_fixed_point
GL_OES_query_matrix
GL_OES_single_precision

And these extensions were removed:

GL_FfdMaskSGIX
GL_INGR_palette_buffer
GL_INTEL_texture_scissor
GL_SGI_depth_pass_instrument
GL_SGIX_fog_scale
GL_SGIX_impact_pixel_texture
GL_SGIX_texture_select

Reviewed-by: José Fonseca <jfonseca@vmware.com>
2013-06-26 10:43:27 -06:00