Analogous to previous commit. As we no longer have anyone who uses NIR
we can drop the link.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Unused as of commit 23fb11455b "{st,targets}/dri: use static/dynamic
pipe-loader"
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Previously (with the inline ones) things were embedded into the
pipe-loader, which means that we cannot control/select what we want in
each target.
That also meant that at runtime we ended up with the empty
sw_screen_create() as the GALLIUM_SOFTPIPE/LLVMPIPE were not set.
v2: Cover all the targets, not just dri.
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Edward O'Callaghan <edward.ocallaghan@koparo.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Tested-by: Oded Gabbay <oded.gabbay@gmail.com>
Tested-by: Nick Sarnie <commendsarnex@gmail.com>
Feeling rather dirty copying the inline ones, yet we need the inline
ones for swrast only targets like libgl-xlib, osmesa.
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Edward O'Callaghan <edward.ocallaghan@koparo.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Tested-by: Oded Gabbay <oded.gabbay@gmail.com>
Tested-by: Nick Sarnie <commendsarnex@gmail.com>
With earlier commit we've dropped the manual iteration over the fixed
size array and prepemtively set the variable storing the size, that is
to be returned. Yet we forgot to adjust the comparison, as before we
were comparing the index, now we're comparing the size.
Fixes: ff9cd8a67c "pipe-loader: directly use
pipe_loader_sw_probe_null() at probe time"
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93091
Reported-by: Tom Stellard <thomas.stellard@amd.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Swap core.h with macros.h, as the latter provides the required MAX2
macro.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
While we correctly set output[] for composite varyings, we set completely
bogus values for output_components[], making emit_urb_writes() output
zeros instead of the actual values.
Unfortunately, our simple approach goes out the window, and we need to
recurse into structs to get the proper value of vector_elements for each
field.
Together with the previous patch, this fixes rendering in an upcoming
game from Feral Interactive.
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Apparently we have literally no support for FS varying struct inputs.
This is somewhat surprising, given that we've had tests for that very
feature that have been passing for a long time.
Normally, varying packing splits up structures for us, so we don't see
them in the backend. However, with SSO, varying packing isn't around
to save us, and we get actual structs that we have to handle.
This patch changes fs_visitor::emit_general_interpolation() to work
recursively, properly handling nested structs/arrays/and so on.
(It's easier to read with diff -b, as indentation changes.)
When using the vec4 VS backend, this fixes rendering in an upcoming
game from Feral Interactive. (The scalar VS backend requires additional
bug fixes in the next patch.)
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The compiler has more information and is able to optimize the bits
it sets in these registers.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
CC: <mesa-stable@lists.freedesktop.org>
Expose most of the performance counter groups that are exposed by Catalyst.
Ideally, the driver will work with GPUPerfStudio at some point, but we are not
quite there yet. In any case, this is the reason for grouping multiple
instances of hardware blocks in the way it is implemented.
The counters can also be shown using the Gallium HUD. If one is interested to
see how work is distributed across multiple shader engines, one can set the
environment variable RADEON_PC_SEPARATE_SE=1 to obtain finer-grained performance
counter groups.
Part of the implementation is in radeon because an implementation for
older hardware would largely follow along the same lines, but exposing
a different set of blocks which are programmed slightly differently.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Performance monitor queries can become very big, especially considering that
instances of a block in different shader engines are queried separately.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The enable of AMD_performance_monitor is no longer related to whether
queries are run by the GPU since the commit mentioned below.
Suggested-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
commit ddf27a3dd0
Author: Nicolai Hähnle <nhaehnle@gmail.com>
Date: Tue Nov 10 13:35:01 2015 +0100
gallium: remove pipe_driver_query_group_info field type
Most applications never use performance counters, so allow drivers to
skip potentially expensive initialization steps.
A driver that wants to use this must enable the appropriate extension(s)
at context initialization and set the InitPerfMonitorGroups driver function
which will be called the first time information about the performance monitor
groups is actually used.
The init_groups helper is called for API functions that can be called before
a monitor object exists. Functions that require an existing monitor object
can rely on init_groups having been called before.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Previously pass did not traverse to those array dereferences which were
used as indices to arrays. This fixes Synmark2 Gl42CSCloth application
issues.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
templat->interlaced is 0 if not NV12 which is the case currently
when using VPP.
Signed-off-by: Julien Isorce <j.isorce@samsung.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This will help avoid eliminating inputs/outputs needed by SSOs.
Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
This setting is only used by glTexCoordPointer and related glEnable
calls. Since the preceeding commits removed all of those, it is not
necessary to save, reset to default, or restore this state.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Nothing left in meta does anything with the VBO binding, so we don't
need to save or restore it. The VAO binding is still modified.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The fixed-function attribute paths don't get the DSA treatment because
there are no DSA entry-points for fixed-function attributes. These
could have been added, but this is a temporary patch intended to make
later patches easier to review.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Meta currently does this, but future changes will make this impossible.
Explicitly do it as a step in the patch series now to catch any possible
kinks.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Instead of going through the GL API implementation functions, use the
lower-level functions. This means that we have to keep track of a
pointer to the gl_buffer_object and the gl_vertex_array_object.
This has two advantages. First, it avoids a bunch of CPU overhead in
looking up objects and validing API parameters. Second, and much more
importantly, it will allow us to stop calling _mesa_GenBuffers /
_mesa_CreateBuffers and pollute the buffer namespace (next patch).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Future patches will use the brw_context instead. Keeping this
non-functional change separate should make the function changes easier
to review.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>