Commit Graph

81585 Commits

Author SHA1 Message Date
Timothy Arceri 38ceeeadaa glsl: check for arrays of arrays when assigning explicit locations
This fixes assigning explicit locations in the CTS test:

ES31-CTS.explicit_uniform_location.uniform-loc-arrays-of-arrays

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-21 15:49:32 +11:00
Timothy Arceri 9a04057ef1 glsl: add is_array_of_arrays() helper
As suggested by Ian Romanick

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-21 15:49:17 +11:00
Kenneth Graunke 156b7d3113 glsl: Fix bad indentation in bit_logic_result_type().
The first level of indentation was using 4 spaces.  Mesa uses 3.

Trivial.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-20 21:25:11 -07:00
Timothy Arceri fd01840c0b glsl: add AoA support to subroutines
process_parameters() will now be called earlier because we need
actual_parameters processed earlier so we can use it with
match_subroutine_by_name() to get the subroutine variable, we need
to do this inside the recursive function generate_array_index() because
we can't create the ir_dereference_array() until we have gotten to the
outermost array.

For the remainder of the array dimensions the type doesn't matter so we
can just use the existing _mesa_ast_array_index_to_hir() function to
process the ast.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-10-21 14:56:57 +11:00
Tapani Pälli a59c1adcc6 glsl: fix record type detection in explicit location assign
Check current_var directly instead of using the passed in record_type.

This fixes following failing CTS test:
	ES31-CTS.explicit_uniform_location.uniform-loc-types-structs

No Piglit regressions.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-21 06:12:15 +03:00
Tapani Pälli 1f48ea1193 glsl: do not try to reserve explicit locations for buffer variables
Explicit locations are only used with uniform variables.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-21 06:11:38 +03:00
Tapani Pälli 96bbb3707f glsl: skip buffer variables when filling UniformRemapTable
UniformRemapTable is used only for remapping user specified uniform
locations to driver internally used ones, shader storage buffer
variables should not utilize uniform locations.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-21 06:10:52 +03:00
Brian Paul f1682fdafa svga: add switch case for PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT
A third instance of this was needed but missed in the previous commit.
Return 32 as for the two other cases.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
2015-10-20 19:14:51 -06:00
Brian Paul b48e16fa2f draw: fix splitting of line loops (v2)
When the draw module splits long line loops, the sections are emitted
as line strips.  But the primitive type wasn't set correctly so each
section was being drawn as a loop, introducing extra line segments.

To fix this, we pass a new DRAW_LINE_LOOP_AS_STRIP flag to the run()
function.  The linear/elt_run() functions have to check for this flag
and set their primitive type accordingly.

No piglit regressions.  Fixes piglit's lineloop with -count 4097 or
higher.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2015-10-20 19:14:51 -06:00
Jason Ekstrand c8572d0f9c anv/pipeline: Remove a redundant line
We set compute_sample_id based on multisample state two lines below.
2015-10-20 16:02:03 -07:00
Jason Ekstrand 72d99f8a40 anv/pipeline: Update a comment 2015-10-20 16:00:55 -07:00
Jason Ekstrand 27d868500a anv/pipeline: Set key->render_to_fbo to false for fragment shaaders
Vulkan uses the upper-left convention.  This is the same as DX one and what
our hardware does.  We had it flipped around.
2015-10-20 15:37:16 -07:00
Jason Ekstrand 59bae36ffb nir/spirv: Fix a typo 2015-10-20 15:35:13 -07:00
Jason Ekstrand 44b22ca441 nir/spirv: Handle SpvExecutionMode 2015-10-20 15:23:56 -07:00
Anuj Phogat 876d07d837 i965/gen9: Remove temporary variable 'bpp' in tr_mode_..._texture_alignment()
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2015-10-20 13:26:25 -07:00
Anuj Phogat 06ec19bca4 i965/gen9: Remove temporary variable 'align_yf' in tr_mode_..._texture_alignment()
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2015-10-20 13:26:25 -07:00
Anuj Phogat 8f8c450bc7 i965/gen9: Remove parameter 'brw' from tr_mode_..._texture_alignment()
V2: Rebased on master.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2015-10-20 13:26:25 -07:00
Anuj Phogat a5a00bd747 i965/gen9: Reuse YF alignment tables in tr_mode_..._texture_alignment()
Patch just does some refactoring to make the code look better. No
functional changes in here.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2015-10-20 13:26:25 -07:00
Jason Ekstrand a71e614d33 anv: Completely rework shader compilation
Now that we have a decent interface in upstream mesa, we can get rid of all
our hacks.  As of this commit, we no longer use any fake GL state objects
and all of shader compilation is moved into anv_pipeline.c.  This should
make way for actually implementing a shader cache one of these days.

As a nice side-benifit, this commit also gains us an extra 300 passing CTS
tests because we're actually filling out the texture swizzle information
for vertex shaders.
2015-10-20 13:02:03 -07:00
Jason Ekstrand 2d9e899e35 nir: Add a pass to gather info from the shader
This pass fills out a bunch of the fields in nir_shader_info by inspecting
the shader.
2015-10-20 13:02:03 -07:00
Jason Ekstrand 6fb4469588 anv: Move the brw_compiler from anv_compiler to physical_device 2015-10-20 13:02:03 -07:00
Jason Ekstrand 9e3615cc7d i965: Move brw_compiler_create to brw_compiler.h 2015-10-20 13:02:03 -07:00
Jason Ekstrand bf6407079b i965: Split process_nir into two haves; pre- and post- 2015-10-20 13:02:03 -07:00
Jason Ekstrand 611ace6861 anv/compiler: Remove more pre-SNB shader key setup 2015-10-20 13:02:03 -07:00
Jason Ekstrand b3a344db30 anv/compiler: Get rid of GS support.
The geometry shader support is currently completely untested.  As I go
through and re-factor the compiler, I'd rather not refactor dead code that
I don't have a way to know if I broke.  Let's just remove it for now.  We
can put it back in easily enough later and then we'll do it properly.
2015-10-20 13:02:03 -07:00
Jason Ekstrand 5f5224f256 anv/meta: Use the actual render pass for creating blit pipelines 2015-10-20 13:02:02 -07:00
Brian Paul f221580937 vbo: convert display list GL_LINE_LOOP prims to GL_LINE_STRIP
When a long GL_LINE_LOOP prim was split across primitives we drew
stray lines.  See previous commit for details.

This patch converts GL_LINE_LOOP prims into GL_LINE_STRIP prims so
that drivers don't have to worry about the _mesa_prim::begin/end flags.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Acked-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul d79595bf02 vbo: fix GL_LINE_LOOP stray line bug
When long GL_LINE_LOOP primitives don't fit in one vertex buffer they
have to be split across buffers.  The code to do this was basically correct
but drivers had to pay special attention to the _mesa_prim::begin,end flags
in order to draw the sections of the line loop properly.  Apparently, the
only drivers to do this were those using the old 'tnl' module for software
vertex processing.

Now we convert the split pieces of GL_LINE_LOOP prims into GL_LINE_STRIP
primitives so that drivers don't have to worry about the special begin/end
flags.  The only time a driver will get a GL_LINE_LOOP prim is when the
whole thing fits in one vertex buffer.

Mostly fixes bug 81174, but not completely.  There's another bug somewhere
in the src/gallium/auxiliary/draw/ code.  If the piglit lineloop test is
run with -count 4096, rendering is correct, but with -count 4097 there are
stray lines.  4096 is a magic number in the draw code (search for "4096").

Also note that this does not fix long line loops in display lists.  The
next patch fixes that.

v2: fix incorrect -1 in vbo_compute_max_verts(), per Charmaine.  Remove
incorrect assertion which was added in vbo_copy_vertices().

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49779
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=28130

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul 03d2f08539 vbo: add new vbo_compute_max_verts() helper function
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul 002c5c1da3 vbo: simplify some code in vbo_exec_End()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul d916175c4d vbo: simplify some code in vbo_copy_vertices()
As before, use a new 'last_prim' pointer to simplify things.  Plus, add
some const qualifiers.

v2: use 'sz' in another place, per Sinclair.  And update subject line.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul d24c3a680e vbo: simplify some code in vbo_exec_wrap_buffers()
Use a new 'last_prim' pointer to simplify things.

v2: remove unneeded assert(exec->vtx.prim_count > 0)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul 1637cec8f8 vbo: replace the comment on vbo_copy_vertices()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul e05ffcf1d9 vbo: make vbo_exec_vtx_wrap() static
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul 971b56c643 vbo: remove unneeded ctx parameter for merge_prims()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:41 -06:00
Brian Paul 6cc596c66b tnl: add some comments in render_line_loop code
And remove '(void) flags' line which is not needed.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:40 -06:00
Brian Paul f7272032be mesa: simple whitespace fix in texstore.c 2015-10-20 12:52:40 -06:00
Brian Paul f6d4e20d10 vbo: reduce number of vertex buffer mappings for vertex attributes
Whenever we got a glColor, glNormal, glTexCoord, etc. call outside a
glBegin/End pair, we'd immediately map a vertex buffer to begin
accumulating vertex data.  In some cases, such as with display lists,
this led to excessive vertex buffer mapping.  For example, if we have
a display list such as:

glNewList(42, GL_COMPILE);
glBegin(prim);
glVertex2f();
...
glVertex2f();
glEnd();
glEndList();

Then did:

glColor3f();
glCallList(42);

We'd map a vertex buffer as soon as we saw glColor3f but we'd never
actually write anything to it.  Note that the vertex position data
was put into a vertex buffer during display list compilation.

With this change, we delay mapping the vertex buffer until we actually
have a vertex to write to it (triggered by a glVertex() call).  In the
above case, we no longer map a vertex buffer when setting the color and
calling the list.

For drivers such as VMware's, reducing buffer mappings gives improved
performance.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-20 12:52:40 -06:00
Brian Paul d11fefa961 st/mesa: optimize 4-component ubyte glDrawPixels
If we didn't find a gallium surface format that exactly matched the
glDrawPixels format/type combination, we used some other 32-bit packed
RGBA format and swizzled the whole image in the mesa texstore/format code.

That slow path can be avoided in some common cases by using the
pipe_samper_view's swizzle terms to do the swizzling at texture sampling
time instead.

For now, only GL_RGBA/ubyte and GL_BGRA/ubyte combinations are supported.
In the future other formats and types like GL_UNSIGNED_INT_8_8_8_8 could
be added.

v2: fix incorrect swizzle setup (need to invert the tex format's swizzle)

Reviewed by: Jose Fonseca <jfonseca@vmware.com>
2015-10-20 12:52:40 -06:00
Brian Paul cf405922eb mesa: make memcpy_texture() non-static
So that we can use it directly from the mesa/gallium state tracker.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
2015-10-20 12:52:40 -06:00
Brian Paul 31ae52acce st/mesa: check for out-of-memory in st_DrawPixels()
Before, if make_texture() or st_create_texture_sampler_view() failed
we silently no-op'd the glDrawPixels.  Now, set GL_OUT_OF_MEMORY.
This also allows us to un-nest a bunch of code.

v2: also check if allocation of sv[1] fails, per Jose.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-20 12:52:40 -06:00
Brian Paul c5de38abc9 st/mesa: use MAX3() instead of MAX2(MAX2) in draw_textured_quad()
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-20 12:52:40 -06:00
Brian Paul e24d04e436 mesa: fix incorrect opcode in save_BlendFunci()
Fixes assertion failure with new piglit
arb_draw_buffers_blend-state_set_get test.

Cc: mesa-stable@lists.freedesktop.org

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2015-10-20 12:52:40 -06:00
Brian Paul b1f8ef5ae3 mesa: add more cases to print_list() in dlist.c
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2015-10-20 12:52:40 -06:00
Chad Versace 4d4e559b6a vk: Use consistent names for anv_cmd_state dirty bits
Prefix all anv_cmd_state dirty bit tokens with ANV_CMD_DIRTY. For
example:

    old                           -> new
    ANV_DYNAMIC_VIEWPORT_DIRTY    -> ANV_CMD_DIRTY_DYNAMIC_VIEWPORT
    ANV_CMD_BUFFER_PIPELINE_DIRTY -> ANV_CMD_DIRTY_PIPELINE

Change type of anv_cmd_state::dirty and ::compute_dirty from uint32_t to
the self-documenting type anv_cmd_dirty_mask_t.
2015-10-20 11:40:24 -07:00
Chad Versace 2484d1a01f anv/pipeline: Fix requirement for depthstencil state
The Vulkan spec allows VkGraphicsPipelineCreateInfo::pDepthStencilState
to be NULL when the pipeline's subpass contains no depthstencil
attachment (see spec quote below). anv_pipeline_init_dynamic_state()
required it unconditionally.

This path fixes anv_pipeline_init_dynamic_state() to access
pDepthStencilState only when there is a depthstencil attachment.

From the Vulkan spec (20 Oct 2015, git-aa308cb)

   pDepthStencilState [...] may only be NULL if renderPass and subpass
   specify a subpass that has no depth/stencil attachment.
2015-10-20 11:29:16 -07:00
Chad Versace b51468b519 anv/pipeline: Validate VkGraphicsPipelineCreateInfo
The Vulkan spec (20 Oct 2015, git-aa308cb) states that some fields of
VkGraphicsPipelineCreateInfo are required under certain conditions.
Add a new function, anv_pipeline_validate_create_info() that asserts the
requirements hold.

The assertions helped me discover bugs in Crucible and anv_meta.c.
2015-10-20 10:55:54 -07:00
Chad Versace 855180b3d9 anv: Define anv_validate macro
If a block of code is annotated with anv_validate, then the block runs
only in debug builds.
2015-10-20 10:55:54 -07:00
Chad Versace 81f8b82fc8 vk/meta: Add required renderpass to pipeline
The Vulkan spec (20 Oct 2015, git-aa308cb) requires that
VkGraphicsPipelineCreateInfo::renderPass be a valid handle. To satisfy
that, define a static dummy render pass used for all meta operations.
2015-10-20 10:48:26 -07:00
Chad Versace 0d84a0d58b vk/meta: Add required multisample state to pipeline
The Vulkan spec (20 Oct 2015, git-aa308cb) requires that
VkGraphicsPipelineCreateInfo::pMultisampleState not be NULL.
2015-10-20 10:48:09 -07:00