Instead of the renderbuffer pointer. In the future, attaching a texture
may not mean the renderbuffer pointer gets set too.
Plus, remove some commented-out assertions.
v2: add a 'reading' parameter to distinguish between reading and writing
to the renderbuffer (we don't want to check if _ColorReadBuffer is null
when we're about to draw). Eric found this mistake.
These functions were only called in framebuffer.c where they were defined.
Remove the unneeded attIndex parameter too.
Reviewed-by: Eric Anholt <eric@anholt.net>
What I would prefer to assert is that, for each region that is currently
mapped, no batch is emitted that uses that region's bo. However, it's much
easier to implement this big hammer.
Observe that this requires that the batch flush in intel_region_map() be
moved to within the map_refcount guard.
v2: Add comments (borrowed from anholt's reply) explaining why the
assertion is a good idea.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Chad Versace <chad@chad-versace.us>
When updating a register reference to reflect the fact that we were
taking its absolute value, the fragment shader back-end failed to
clear the negate flag, resulting in abs(-x) getting computed as
-abs(x).
I also found (and fixed) a similar problem in brw_eu.h, but I'm not
aware of an actual manifestation of that problem.
Fixes piglit test glsl-fs-abs-neg-with-intermediate.
brw_set_compression_control took a GLboolean as an argument, then
promptly used a switch statement to compare it with various enumeration
values. Clearly it's not actually a boolean.
Introduce a new enumeration type, enum brw_compression, and use that.
Found by converting GLboolean to bool; clang then gave warnings about
switching on a boolean and ultimately duplicated case errors.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad@chad-versace.us>
Neither OES_framebuffer_object nor EXT_framebuffer_object allow
querying the window system FBO.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Previously GL_DEPTH_BUFFER and GL_STENCIL_BUFFER were (incorrectly)
allowed for both. Those enums don't even really exist! Now GL_DEPTH
and GL_STENCIL are only allowed for the window system FBO.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This adds support to the clear and tile caches for integer storage
and clearing, avoiding any floating paths.
Signed-off-by: Dave Airlie <airlied@redhat.com>
these are never USCALED, always UINT in reality.
taken from some work by Christoph Bumiller
v2: fixup formatting of table + tabs
Signed-off-by: Dave Airlie <airlied@redhat.com>
Previously it was getting set in draw_set_mapped_constant_buffer() but
if there were no shader constants, that function wasn't called. So the
pt.user.planes field was null and we died when we tried to access the
clip planes in the LLVM-generated code.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=41663
Note: This is a candidate for the 7.11 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Instead of 12 use DRAW_TOTAL_CLIP_PLANES. The max number of user-defined
clip planes was increased to 8 so the total number of planes is 14.
This doesn't fix any specific bug, but clearly the old code was wrong.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
For example, GL_TRIANLGES is converted to _3DPRIM_TRILIST.
The conversion is necessary because HiZ and MSAA resolve operations emit
a 3DPRIM_RECTLIST, which cannot be conveyed by GLenum.
As a consequence, brw_gs_prog_key.primitive is also converted.
v2
----
- [anholt] Split brw_set_prim into brw/gen6 variants in previous commit,
since not much code is really shared between the two.
- [anholt] Replace switch statements with table lookups, since this is
a hot path.
Reviewed-by: Eric Anholt <eric@anho.net>
Signed-off-by: Chad Versace <chad@chad-versace.us>
The "slight optimization to avoid the GS program" in brw_set_prim() is not
used by Gen 6, since Gen 6 doesn't use a GS program. Also, Gen 6 doesn't use
reduced primitives.
Also, document that intel_context.reduced_primitive is only used for Gen < 6
Reviewed-by: Eric Anholt <eric@anho.net>
Signed-off-by: Chad Versace <chad@chad-versace.us>
now that we have integer texture types I can drop this workaround so that
copies of values is done properly (as floats would fail on some corner cases).
Signed-off-by: Dave Airlie <airlied@redhat.com>
glDeleteProgram should only be able to remove the one refcount for the
user's reference to the program from the hash table (even though that
ref does live on in the hash table until the last other ref is
removed).
Fixes piglit ARB_shader_objects/delete-repeat.
Reviewed-by: Chad Versace <chad@chad-versace.us>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
PIPE_CONTROL reported time stamp are 64 bits value incrementing every
80 ns, and only the low 32 bits are active (high 32 are always 0).
v2: Cleaned up whitespace, function arguments (anholt).
Fixes piglit EXT_timer_query/time-elapsed
Signed-off-by: Zou Nan hai <nanhai.zou@intel.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
The hash table needs a copy of the key that it can keep for
comparisons during searches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41499
Cc: Stéphane Marchesin <stephane.marchesin@gmail.com>
Tested-by: Luzipher <luziphermcleod@yahoo.ie>
Tested-by: Michał Lipski <tallica@o2.pl>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The rest of the linker/glsl translation code checks for NULL, so I suppose we should check here too. Fixes crash on exit with i915g instanced drawing.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Should fix https://bugs.freedesktop.org/show_bug.cgi?id=41613
We don't want to create these vertex elements unless the pipe driver
vertex stage can handle integers.
Signed-off-by: Dave Airlie <airlied@redhat.com>
If there is not enough space in pushbuffer for fence emission
(nouveau_fence_emit -> nv50_screen_fence_emit -> MARK_RING),
the pushbuffer is flushed, which through flush_notify ->
nv50_default_flush_notify -> nouveau_fence_update marks currently
emitting fence as flushed. But actual emission is done after this mark.
So later when there is a need to wait on this fence and pushbuffer
was not flushed in between, fence wait will never finish causing
application to hang.
To fix this, introduce new fence state between AVAILABLE and EMITTED,
set it before emission and handle it everywhere.
Additionally obtain fence sequence numbers after possible flush in
MARK_RING, because we want to emit fences in correct order.
Reviewed-by: Christoph Bumiller <e0425955@student.tuwien.ac.at>
Note: This is a candidate for the 7.11 branch.
We need add a new set of fragment shader variants, along with new vertex
elements for signed and unsigned clears.
The new fragment shader variants are due to the integers values requiring
CONSTANT interpolation. The new vertex element descriptions are for passing
the clear color as an unsigned or signed integer value.
Signed-off-by: Dave Airlie <airlied@redhat.com>