... and point people to use/honour the EditorConfig/Emacs files, where
applicable.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
As seen a couple of lines above - there's no way for the assert to
trigger.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
If we fail to create the drawable there's not much point in attampting
to destroy it.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
There is an interface that can be used to query YUV buffers for their
internal format. Specifically, if gralloc:lock_ycbcr() is given no SW
usage flags, it's supposed to return plane offsets instead of pointers.
Let's use this interface to implement support for YUV formats in Android
EGL backend.
v2: Fixes from Emil's review:
a) Added comments for parts that might be not clear,
b) Changed get_fourcc_yuv() to return -1 on failure,
c) Changed is_yuv() to use bool.
Signed-off-by: Tomasz Figa <tfiga@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Currently droid_open_device() gets a reference to the gralloc module
only for its own use and does not store it anywhere. To make it possible
to call gralloc methods from code added in further patches, let's
refactor current code to get gralloc module in dri2_initialize_android()
and store it in dri2_dpy.
v2: fixes from Emil's review:
a) remove duplicate initialization of 'err'.
Signed-off-by: Tomasz Figa <tfiga@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
It is currently completely broken, as it ends up using RGBX_8888 on
hardware side, due to no way of distinguishing between these two in the
DRI API, while HAL_PIXEL_FORMAT_RGB_888 is clearly defined to be the
3-byte per pixel RGB format.
Signed-off-by: Tomasz Figa <tfiga@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This whole pass is a no-op.
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Consider a geometry shader that contains code like this:
some_out = expr;
if (cond) {
...
EmitVertex();
} else {
...
EmitVertex();
}
Both branches should see the correct value of some_out.
Since this is a rather subtle and rare case, I'm submitting a piglit test
for this as well.
GLSL says that the values of output variables are undefined after
EmitVertex(). With this change, the values will now be defined and
unmodified. This may reduce optimization opportunities in the probably
quite rare case where subsequent compiler passes cannot prove that the
value of the output variable is overwritten.
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
For compute shaders, we free the selector after the shader has been
compiled, so we need to save this bit somewhere else. Also, make sure that
this type of bug cannot re-appear, by NULL-ing the selector pointer after
we're done with it.
This bug has been there since the feature was added, but was only exposed
in piglit arb_compute_variable_group_size-local-size by commit
9bfee7047b (which is totally unrelated).
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes the regression of radeonsi in
glsl-1.10/execution/variable-indexing/vs-output-array-vec3-index-wr
caused by commit 74e39de932.
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This patch improves pass rate of dEQP-VK.texture.explicit_lod.2d.sizes.*
from 68.0% (98/144) to 83.3% (120/144) by enabling sampler address
rounding mode when the selected filter is not nearest, which is the same
thing we do for OpenGL.
These tests check texture filtering for various texture sizes and mipmap
levels. The failures (without this patch) affect cases where the target
texture has odd dimensions (like 57x35) and either the Min or the Mag filter
is not nearest.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The translation to llvm was failing here due to required lod.
This fixes some new SteamVR shaders.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes the image view for sampling just the depth.
It removes some pointless swizzle code, and adds
a missing case for the x8_d24 format.
Fixes:
dEQP-VK.renderpass.formats.d32_sfloat_s8_uint.input.*
dEQP-VK.renderpass.formats.d24_unorm_s8_uint.input.*
dEQP-VK.renderpass.formats.x8_d24_unorm_pack32.input.*
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes 9 of the
dEQP-VK.renderpass.attachment_allocation.input_output.*
tests.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This isn't useful for legacy GL, but will be used in Vulkan.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This also allows us to move it from a GL specific location to a
part of the compiler shared by both GL and Vulkan.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We switched from a boolean to array lengths in gl_program a while back.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We weren't taking first_component into account when handling GS push
inputs. We hardly ever push GS inputs, so this was not caught by
existing tests. When I started using component qualifiers for the
gl_ClipDistance arrays, glsl-1.50-transform-feedback-type-and-size
started catching this.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This code is far too complicated to cut and paste.
v2: Update the newly added genX_gpu_memcpy.c; const a few things.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
So much of this code was cut and pasted per stage. We can accomplish
much of it by looping over shader stages.
Improves performance of OglBatch7 (version 6) by 1.50783% +/- 0.287049%
(n = 71) at 1024x768 on Cherryview.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The context fields are for Gen4-5; setting them has always been useless.
There's no point in spending the cost in the hottest path in the driver.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Matt intentionally switched the VS calculation to be float-based in
commit c1da15709a. Tessellation support
was written before this and rebased forward, and missed the change.
Now it's consistent.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
If geometry/tessellation shaders are disabled, prog_data will be NULL
(see brw_state_upload.c). This consolidates dirty bits a little.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This will be used to share data between gl_program and gl_shader_program
allowing for greater code simplification as we can remove a number of
awkward uses of gl_shader_program.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This fixes a regression with the standalone compiler caused by
9d96d3803a
Note that we change standalone_compiler_cleanup() to no longer
explicitly free the linked shaders as the will be freed when
we free the parent ctx whole_program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98774