The spec seems clear this is not allowed but the Nvidia binary
forces apps to add layout qualifiers so this works around the
issue for No Mans Sky until the CTS can be sorted out.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Currently we run the script but don't actually load any files, even in a
tarball where they exist.
Fixes: 3218056e0e
("meson: Build i965 and dri stack")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This reverts commit ae7898dfdb.
Turns out the python scripts are _not_ fully python 3 compatible.
As Ilia reported using get_xmlpool.py with LANG=C produces some weird
output - see the link for details.
Even though the issue was spotted with the autoconf build, it exposes a
genuine problem with the script (and lack of lang handling of the meson
build.)
https://lists.freedesktop.org/archives/mesa-dev/2018-August/203508.html
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.
Note:
- python3.4 is used as it's the earliest supported version
- python3 chosen prior to python2
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
This was added as a workaround for Heaven 3.0 but was later removed
by 5ead448719 to allow Heaven 4.0 to work correctly.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
drirc implementation of MESA_LOADER_DRIVER_OVERRIDE which can be
used to override dri driver to load.
Usage:
override dri driver for device with spec kernel driver name:
<device kernel_driver="kernel_driver_name">
<option name="dri_driver" value="new_dri_driver" />
</device>
or
<device driver="loader" kernel_driver="kernel_driver_name">
<option name="dri_driver" value="new_dri_driver" />
</device>
v2:
add kernel_driver device attribute to specify kernel
driver name instead of reuse driver attribute
v3:
seperate loader_get_kernel_driver_name into another patch
seperate add kernel_driver attribute into another patch
Suggested-by: Michel Dänzer <michel@daenzer.net>
Signed-off-by: Qiang Yu <Qiang.Yu@amd.com>
Acked-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
[v4 Emil: add HAVE_LIBDRM guard around __driConfigOptionsLoader and
loader_get_dri_config_driver]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
In commit bd27203f4d we changed this to
open in binary mode, to then explicitly decode the lines with the right
encoding.
Unfortunately, that broke the build on Windows, where the template file
can have '\r\n' as line terminators: opening in binary mode would keep
those terminators and break the regexp.
We need to go back to text mode, where the "universal newlines" mode
takes care of this.
However, to fix the initial issue, let's specify the encoding explicitly
when opening the file, and make sure it is open in text mode, so we only
get unicode strings.
Reviewed-by: Jose Fonseca <jfonseca@vmware>
Now that all the build scripts are compatible with both Python 2 and 3,
we can flip the switch and tell Meson to use the latter.
Since Meson already depends on Python 3 anyway, this means we don't need
two different Python stacks to build Mesa.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
In both Python 2 and 3, opening a file without specifying the mode will
open it for reading in text mode ('r').
On Python 2, the read() method of a file object opened in mode 'r' will
return byte strings, while on Python 3 it will return unicode strings.
Explicitly specifying the binary mode ('rb') then decoding the byte
string means we always handle unicode strings on both Python 2 and 3.
Which in turns means all re.match(line) will return unicode strings as
well.
If we also make expandCString return unicode strings, we don't need the
call to the unicode() constructor any more.
We were using the ugettext() method because it always returns unicode
strings in Python 2, contrarily to the gettext() one which returns
byte strings. The ugettext() method doesn't exist on Python 3, so we
must use the right method on each version of Python.
The last hurdles are that Python 3 doesn't let us concatenate unicode
and byte strings directly, and that Python 2's stdout wants encoded byte
strings while Python 3's want unicode strings.
With these changes, the script gives the same output on both Python 2
and 3.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
The latter is a constructor for file objects, but when actually opening
a file, using the former is more idiomatic.
In addition, file() is not a builtin any more in Python 3, so this makes
the script compatible with both Python 2 and Python 3.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Python 3 lost the dict.has_key() method. Instead it requires using the
"in" operator.
This is also compatible with Python 2.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
In Python 2, `print` was a statement, but it became a function in
Python 3.
Using print functions everywhere makes the script compatible with Python
versions >= 2.6, including Python 3.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Dylan Baker <dylan@pnwbakers.com>
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Drivers on virtual hardware don't want to expose this extension to
GLX compositors, similarly to GLX_OML_sync_control, since that significantly
increases latency.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
Reviewed-by: Deepak Rawat <drawat@vmware.com>
This adds the meson.build, meson_options.txt, and a few scripts that are
used exclusively by the meson build.
v2: - Remove accidentally included changes needed to test make dist with
LLVM > 3.9
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Some clients may not like RGB10X2 and RGB10A2 fbconfigs and
visuals. Add a new driconf option 'allow_rgb10_configs' to
allow per application enable/disable.
The option defaults to enabled.
v2: Rename expose_rgb10_configs to allow_rgb10_configs,
as suggested by Emil. Add comment to option parsing,
to make sure it stays before the ->InitScreen().
Signed-off-by: Mario Kleiner <mario.kleiner.de@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This fixes issues seen with certain versions of Unreal Engine 4 editor
and games built with that using GLSL 4.30.
v2: add driinfo_gallium change (Emil Velikov)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801
Acked-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It appears that flushing the DB metadata is actually not sufficient
since the driver uses the new VS blit shaders. This looks quite
strange though, but it seems like we need to flush DB for fixing
the corruption.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102955
Fixes: 69ccb9dae7 (radeonsi: use new VS blit shaders (VS inputs in SGPRs)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This gets pretty much the entire classic tree building, as well as
i965, including the various glapis. There are some workarounds for bugs
that are fixed in meson 0.43.0, which is due out on October 8th.
I have tested this with piglit using glx.
v2: - fix typo "vaule" -> "value"
- use gtest dep instead of linking to libgtest (rebase error)
- use gtest dep instead of linking against libgtest (rebase error)
- copy the megadriver, then create hard links from that, then delete
the megadriver. This matches the behavior of the autotools build.
(Eric A)
- Use host_machine instead of target_machine (Eric A)
- Put a comment in the right place (Eric A)
- Don't have two variables for the same information (Eric A)
- Put pre_args at top of file in this patch (Eric A)
- Fix glx generators in this patch instead of next (Eric A)
- Remove -DMESON hack (Eric A)
- add sha1_h to mesa in this patch (Eric A)
- Put generators in loops when possible to reduce code in
mapi/glapi/gen (Eric A)
v3: - put HAVE_X11_PLATFORM in this patch
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We do not enable this by default for additive blending, since it slightly
breaks OpenGL invariance guarantees due to non-determinism.
Still, there may be some applications can benefit from white-listing
via the radeonsi_commutative_blend_add drirc setting without any real
visible artifacts.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This option enables a performance optimization where typical non-blending
draws with depth buffer may be rasterized out-of-order (on VI+, multi-SE
chips).
This optimization can lead to incorrect results when an applications
renders multiple objects with the same Z value at the same pixel, so we
will never enable it by default. But there may be applications that could
benefit from white-listing.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>