This passes the CTS and piglit tests.
This also disable sb for helper invocations until it doesn't
mess up the VPM flags.
Thanks to Ilia and Glenn for advice, and Roland for working
out the working evergreen path.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
deqp does not allow any KHX extensions, and since deqp is included
in android-cts, android does not allow any khx extensions.
So disable VK_KHX_multiview on android.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
CC: 18.0 <mesa-stable@lists.freedesktop.org>
Using the newly introduced VAO array maps, we can
simplify vbo_bind_vertex_list.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Using the newly introduced VAO array maps, we can
simplify vbo_exec_bind_arrays.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Using the newly introduced VAO state variable, we can
simplify recalculate_input_bindings.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Instead of each context having its own map instance for
this purpose, use a global static const map.
v2: s,unsigned char,GLubyte,g
s,_VP_MODE_MAX,VP_MODE_MAX,g
Change comment style.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Since the first material attribute no longer aliases with
the generic0 attribute, only aliasing between generic0 and
position is left and entirely dependent on the enabled
state of the VAO. So introduce a gl_attribute_map_mode
in the VAO that is used to track how the position
and the generic 0 attribute alias.
Provide a static const array that can be used to
map from vertex program input indices to VERT_ATTRIB_*
indices. The outer dimension of the array is meant to
be indexed directly by the new VAO member variable.
Also provide methods on the VAO to convert bitmasks of
VERT_BIT's from the VAO numbering to the vertex processing
inputs numbering.
v2: s,unsigned char,GLubyte,g
s,_ATTRIBUTE_MAP_MODE_MAX,ATTRIBUTE_MAP_MODE_MAX,g
Change comment style, add comments.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
The materials are now moved to the end of the
generic attributes block to the range 4-15.
Before, the way the position and generic 0 attribute
is handled was dependent on the presence and kind of
the currently attached vertex program. With this
change the way the position attribute and the generic 0
attribute is treated only depends on the enabled
flag of those two arrays.
This will later help to untangle the update dependencies
between enabled arrays and shader inputs.
v2: s,VERT_ATTRIB_MAT_OFFSET,VERT_ATTRIB_MAT0,g
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Instead of just assuming that the material attributes
just overlap with the generic attributes 0-12, give
them symbolic defines so that we can easier move them
to an other range.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
When executing a display list draw, for the offset
list to be correct, the offset computation needs to
accumulate all attribute size values in order.
Specifically, if we are shuffling around the position
and generic0 attributes, we may violate the order or
if we do not walk the generic vbo attributes we may
skip some of the attributes.
Even if this is an unlikely usecase we can fix this use
case by precomputing the offsets on the full attribute list
and store the full offset list in the display list node.
v2: Formatting fix
v3: Rebase
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
Once a lp_build_sampler_soa or lp_build_sampler_aos object is created,
it should never be modified. Found by inspection.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
In vbo_draw_indirect_prims() pass the 'indirect_data' argument to
vbo->draw_prims(). All the callers are passing ctx->DrawIndirectBuffer
so this should be no functional change. Add a (temporary) assertion to
be sure.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
And rename indirect_params -> indirect_draw_count_buffer and
indirect_params_offset -> indirect_draw_count_offset to be more
specific.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
This parameter (from the glMultiDrawArraysIndirectCountARB function)
is poorly named. It's an offset into the buffer which contains the
number of primitives to draw.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
Get rid of a bunch of goto spaghetti. Remove unneeded do_retry parameter.
No Piglit changes. Also tested w/ Google Earth and other apps.
Reviewed-by: Neha Bhende <bhenden@vmware.com>
The image_h for the tiling algorithm needs to be the padded-to-a-uifblock
height of the level, not the unpadded height or the height of level 0.
Fixes some cases of KHR-GLES3.texture_repeat_mode.* and
depthstencil-render-miplevels.
I thought I didn't need this because I was doing level-0-always-UIF and
that the pad there would propagate down, but it turns out that for level 1
the padding ends up being chosen by the HW. This brings us closer to
being able to turn on UIF XOR for increased performance, as well.
If we just make another gallium surface for the separate stencil, it's a
lot easier to keep track of which set of fields we're using in RCL setup.
This also incidentally fixes a little bug in setting up the surface's
padded height for separate stencil when the UIF-ness changes at different
levels of Z versus stencil.
This matches the naming of the other hub regs we get, and I don't know for
sure if UIFCFG will be the same register between the hub and the cores on
all versions.
Take into account the resource format, instead of applying a hardcoded
32bpp. This not only over-allocates 16bpp formats, but also results in
a wrong stride being filled into the handle.
Fixes: 848b49b288 ("gallium: add renderonly library")
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Daniel Stone <daniels@collabora.com>
In commit 3f353342a6 (present in 17.3.0)
we started unconditionally using I915_EXEC_NO_RELOC, which was
introduced in Linux v3.9. ChromeOS kernel 3.8 has backported this,
so it should work too.
Running on older kernels would likely result in every single batch
being rejected by the kernel, which is pretty catastrophic. Yet, it
appears that nobody noticed. So, let's just bump the official
requirement and move forward ever so slowly.
Fixes: 3f353342a6 ("i965: Use I915_EXEC_NO_RELOC")
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Only dive into the windows subdir if windows platform is selected.
Signed-off-by: Marc Dietrich <marvin24@gmx.de>
Fixes: 5ef75cb02b "meson: build src/glx/windows"
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
mesa/src/glx/glxcmds.c:1295:21: error: implicit declaration of function 'env_var_as_boolean' is invalid in C99 [-Werror,-Wimplicit-function-declaration]
mesa/src/glx/apple/apple_visual.c:85:28: error: implicit declaration of function 'env_var_as_boolean' is invalid in C99 [-Werror,-Wimplicit-function-declaration]
Signed-off-by: Jon Turney <jon.turney@dronecode.org.uk>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Don't want an overly large numBufferBarriers/numTextureBarriers to blow
up the stack.
v2: handle malloc errors
v3: fix patch
v4: initialize texObjs/bufObjs
Suggested-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
When the application doesn't provide its own pipeline cache,
the driver uses a in-memory cache but it shouldn't insert any
entries when the cache is explicitely disabled by the user.
Found while running my experimental pipeline-db tool with a
ton of shaders, the memory footprint was just huge, and sometimes
the process was even killed...
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The Vulkan spec says:
"pipelineBindPoint is a VkPipelineBindPoint indicating whether
the descriptors will be used by graphics pipelines or compute
pipelines. There is a separate set of bind points for each of
graphics and compute, so binding one does not disturb the other."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104732
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
the vpm bit wasn't being applied to the push/pop instructions.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The vtx operations never got translated, so things worked by
0 being equal to 0, translate them so we can use the proper buffer
resinfo code.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
All of the current gallium nir driver use these optimisations but
they do so in their backends. Having these called in the backend
only can cause a number of problems:
- Shader compile times are greater because the opts need to do
significant passes over all shader variants.
- The shader cache is partially defeated due to the significant
optimisation passes over variants.
- We might miss out on nir linking optimisation opportunities.
Adding these passes to st_nir_opts() alleviates these problems.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The emission of vertex attributes corresponding to dvec3 and dvec4
vertex shader input variables was not correct when the <size> passed
to the VertexAttribL* commands was <= 2.
In 61a8a55f55 ("i965/gen8: Fix vertex attrib upload for dvec3/4
shader inputs"), for gen8+ we needed to determine if the attrib was
dual slot to emit 128 or 256-bit, independently of the VAO size.
Similarly, for gen < 8 we also need to determine whether the attrib is
dual slot to force the emission of 256-bits through 2 uploads.
Additionally, we make use of the ISL_FORMAT_R32_FLOAT format in this
second upload to fill these unspecified components with zeros, as we
also do for gen8+.
Fixes the following test on Haswell:
KHR-GL46.vertex_attrib_binding.basic-inputL-case1
v2: Added more inline comments to explain why we are using
ISL_FORMAT_R32_FLOAT and its consequences, as requested by
Alejandro and Antía.
Fixes: 75968a668e ("i965/gen7: expose OpenGL 4.2 on Haswell when
supported")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103006
Cc: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: Juan A. Suarez Romero <jasuarez@igalia.com>
Cc: Antia Puentes <apuentes@igalia.com>
Cc: Rafael Antognolli <rafael.antognolli@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Antia Puentes <apuentes@igalia.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>