Commit Graph

73401 Commits

Author SHA1 Message Date
Kyle Brenneman 798f260a2f mapi: Make _glapi_get_stub work with "gl" or "mgl" prefix.
When USE_MGL_NAMESPACE is defined, _glapi_get_stub will check for the "m"
prefix before trying to skip it, so that "glFoo" and "mglFoo" are
equivalent.

This should let it work with all the places where something calls
_glapi_get_proc_offset with a hard-coded name that starts with the normal
"gl" prefix.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55552
Signed-off-by: Kyle Brenneman <kbrenneman@nvidia.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
2015-10-02 13:23:18 +01:00
Kyle Brenneman a27f2d991b glx: Fix build errors with --enable-mangling (v2)
Rearranged the GLX_ALIAS macro in glextensions.h so that it will pick up
the renames from glx_mangle.h.

Fixed the alias attribute for glXGetProcAddress when USE_MGL_NAMESPACE is
defined.

v2: Add a comment clarifying why GLX_ALIAS needs two macros.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55552
Signed-off-by: Kyle Brenneman <kbrenneman@nvidia.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
2015-10-02 13:22:46 +01:00
Tapani Pälli 85313ff8ab glsl: validate binding qualifier on block members
Fixes following Piglit test:
	member-invalid-binding-qualifier.frag

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-02 10:50:42 +03:00
Samuel Iglesias Gonsalvez f42466322a glsl: emit row_major matrix's SSBO stores only for components in writemask
When writing to a column of a row-major matrix, each component of the
vector is stored to non-consecutive memory addresses, so we generate
one instruction per component.

This patch skips the disabled components in the writemask, saving some
store instructions plus avoid storing wrong data on each disabled
component.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-02 08:34:25 +02:00
Tapani Pälli a552b77dcc glsl: error out if non-constant indexing of SSBO arrays with GLSL ES
Fixes a failing subtest in:
	ES31-CTS.shader_storage_buffer_object.negative-glsl-compileTime

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-02 08:37:02 +03:00
Daniel Scharrer b3f9c5cc0f mesa: Add abs input modifier to base for POW in ffvertex_prog
The result of POW for a negative base is undefined. Even when the result
is multiplied by zero (which is the case here whenever the base is
negative), the Inf and NaNs can propagate past that.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91342
Signed-off-by: Daniel Scharrer <daniel@constexpr.org>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-10-01 16:37:55 -04:00
Kenneth Graunke 604ce8253a i965/fs: Print reg and reg_offset separately for ATTR files.
Reading this output was really confusing.  reg represents attribute
slots; reg_offset is the x/y/z/w component (0..3) within a vec4 slot.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-01 11:01:58 -07:00
Kenneth Graunke 193d29516d i965/nir: Refactor input/output lowering setup into helpers.
The code for input lowering is going to get significantly more
complicated shortly, so I wanted to pull it out.  Vertex shader inputs
are handled nearly identically regardless of vec4/scalar mode, so I
opted to not split that.

I thought about having each function actually do the lowering, but one
pass through nir_lower_io that handles all types (which weren't handled
earlier) is probably more efficient.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-01 10:58:30 -07:00
Kenneth Graunke 39a1d36a67 nir: Allow nir_lower_io() to only lower one type of variable.
We may want to use different type_size functions for (e.g.) inputs
vs. uniforms.  Passing in -1 for mode ignores this, handling all
modes as before.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-01 10:58:30 -07:00
Brian Paul 1c6689bf03 mesa: fix incorrect error in _mesa_BindTextureUnit()
If the texture object exists, but the Name field is zero, it means
the object was created but never bound to a target.  Trying to bind it
in _mesa_BindTextureUnit() should generate GL_INVALID_OPERATION.

Fixes piglit's arb_direct_state_access-bind-texture-unit test.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:43 -06:00
Brian Paul a9408f3ca1 mesa: remove _mesa_get_tex_unit_err() and fix error handling
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>
2015-10-01 07:45:43 -06:00
Brian Paul c277fa3940 mesa: consolidate texture binding code
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>
2015-10-01 07:45:43 -06:00
Brian Paul 78f908c54b mesa: fix indentation in _mesa_create_nameless_texture() 2015-10-01 07:45:43 -06:00
Brian Paul aa249190a5 st/mesa: clean up #includes in st_draw.c
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:43 -06:00
Brian Paul 82e3d8ba8b mesa: clean up #includes in sampler.cpp
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:43 -06:00
Brian Paul 32a4999ee7 mesa: clean up #includes in ir_to_mesa.cpp
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:43 -06:00
Brian Paul b9b13d873a mesa: clean up #includes in uniforms.h
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:43 -06:00
Brian Paul e13b515044 mesa: clean up #includes in uniform_query.cpp
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:42 -06:00
Brian Paul 85ea125620 mesa: clean up #includes in pipelineobj.c
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:42 -06:00
Brian Paul 1a22550725 mesa: clean up #includes in ff_fragment_shader.cpp
Get rid of "../glsl/" paths.  Sort alphabetically.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-01 07:45:42 -06:00
Iago Toral Quiroga 7455324030 main: Fix block index when mixing UBO and SSBO blocks
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>
2015-10-01 09:25:30 +02:00
Tapani Pälli ca2e16d26e mesa: use strtok_s for strtok_r on windows
https://msdn.microsoft.com/en-us/library/ftsafwz3.aspx

v2: use _WIN32 instead of _MSC_VER (Brian Paul)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92183
Reviewed-by: Brian Paul <brianp@vmware.com>
2015-10-01 08:01:03 +03:00
Ian Romanick 9bd9cf1fa4 meta: Handle array textures in scaled MSAA blits
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>
2015-09-30 16:22:56 -07:00
Chad Versace b217e6f035 i965/miptree: Add PRM references for most struct members (v2)
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)
2015-09-30 15:32:03 -07:00
Chad Versace f7fe9fb0f1 i965/miptree: Rename align_w,align_h -> halign,valign
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>
2015-09-30 15:31:06 -07:00
Chad Versace 56367b0290 i965/miptree: Rename intel_miptree_map::mt -> ::linear_mt (v2)
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>
2015-09-30 15:31:04 -07:00
Chad Versace b7882ae677 i965/miptree: Fix comments for map mode
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>
2015-09-30 15:31:03 -07:00
Chad Versace bd191b7cc6 i965/miptree: More comments for BRW_MAP_DIRECT_BIT (v2)
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>
2015-09-30 15:30:55 -07:00
Kenneth Graunke 651395b6e8 i965: Remove duplicate copy of is_scalar_shader_stage().
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>
2015-09-30 13:56:24 -07:00
Ville Syrjälä a1a3f0961b i915: Remember to call intel_prepare_render() before blitting
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>
2015-09-30 13:10:03 -07:00
Ville Syrjälä c349031c27 i915: Fix texcoord vs. varying collision in fragment programs
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>
2015-09-30 13:10:03 -07:00
Ville Syrjälä 9504740f3e i830: Fix collision between I830_UPLOAD_RASTER_RULES and I830_UPLOAD_TEX(0)
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>
2015-09-30 12:49:28 -07:00
Jordan Justen 7b391142e9 i965/cs: Upload UBO/SSBO surfaces
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-09-30 11:28:12 -07:00
Rhys Kidd 83018f5c20 mesa: Fix format specifier warning in mesa_DispatchComputeIndirect()
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>
2015-09-30 10:13:41 -07:00
Jason Ekstrand 3948ac19a4 i965: Get rid of prog_data compare functions
They are no longer used.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-09-30 08:35:32 -07:00
Jason Ekstrand bfdc76c133 i965/state_cache: Remove the aux_compare fields
They haven't been used since 1bba29ed40 so
there's no good reason to keep them around.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-09-30 08:35:32 -07:00
Jason Ekstrand a4734b34b3 i965/copy_image: Fix a copy+past error
Reported-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-09-30 08:35:32 -07:00
Chris Wilson 70e91d61fd i965: Remove early release of DRI2 miptree
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>
2015-09-30 10:52:30 +03:00
Samuel Iglesias Gonsalvez e21bb9e7bd glsl: assert base_alignment > 0 for records
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>
2015-09-30 08:13:07 +02:00
Samuel Iglesias Gonsalvez f3afcbecc6 util: use strnlen() in strndup() implementations
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>
2015-09-30 08:13:07 +02:00
Samuel Iglesias Gonsalvez 023165a734 i965/vec4/nir: add nir_intrinsic_memory_barrier support
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>
2015-09-30 08:13:07 +02:00
Samuel Iglesias Gonsalvez f24e5e68d6 glsl: apply shader storage block member rules when adding program resources
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>
2015-09-30 08:13:07 +02:00
Jordan Justen 4810d02112 nir: Don't set dest in SSBO store glsl_to_nir conversion
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>
2015-09-29 17:17:20 -07:00
Kenneth Graunke 476e6d732f nir: Use a system value for gl_PrimitiveIDIn.
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>
2015-09-29 14:19:32 -07:00
Brian Paul cb758b892a st/mesa: try PIPE_BIND_RENDER_TARGET when choosing float texture formats
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>
2015-09-29 11:52:22 -06:00
Brian Paul daf23bd4cb st/mesa: add some debugging code in st_ChooseTextureFormat()
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>
2015-09-29 11:52:03 -06:00
Brian Paul 7147f7098e mesa: clean up #includes in shaderapi.c
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-09-29 11:51:56 -06:00
Brian Paul b24c6d3fef mesa: clean up the #includes in shader_query.cpp
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-09-29 11:51:51 -06:00
Brian Paul 3bbff1e26e mesa: remove an extern "C" wrapper in shader_query.cpp
The shaderapi.h header already has the extern "C" wrapper.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-09-29 11:51:38 -06:00
Jordan Justen 681b4badae i965/cs: Generate code to load gl_NumWorkGroups
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>
2015-09-29 08:23:47 -07:00