It's next to useless, since it just allows you to turn off VDPAU and
XvMC with a single switch. Just check whether Gallium drivers are
enabled instead.
Reviewed-by: Christian König <christian.koenig@amd.com>
Most test pass, issue are with border color and swizzle.
Based on ircnick<maelcum> patch.
v2: Restaged commit hunk
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
v2: Remove left over code
v3: Restage properly the commit so hunk of first one are not in
second one.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
NOTE: This is a candidate for the 9.1 branch
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Not all are supported as render targets.
The state tracker fallback of using RGBA instead of RGBX currently
fails for blending, we could work around this by clearing their alpha
to 1 and modifying the color mask to disable writing alpha.
This is the only sane solution for nv50 and nvc0 (really, trust me),
but since on other hardware the border colour is tightly coupled with
texture state they'd have to undo the swizzle, so I've added a cap.
The dependency of update_sampler on the texture updates was
introduced to avoid doing the apply_depthmode to the swizzle twice.
v2: Moved swizzling helper to u_format.c, extended the CAP to
provide more accurate information.
Per message on mesa-users list, this wasn't working before.
Note: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Turns out the previous "fix" for handling per-pixel face selection and
derivatives didn't work out that well - the derivatives were wrong by
quite a bit, in theory transformation of the derivatives into cube space
should work, but would be _a lot_ more work than the "simplified" transform
used.
So, for explicit derivatives, I'm just giving up and go back to not honoring
them.
For implicit derivatives (and the fake explicit ones) however we try
something a little different, we just calculate rho as we would for a 3d
texture, that is after scaling the coords by the inverse major axis.
This gives the same results as calculating the derivs after projection of
the coords to the same face as long as all pixels hit the same face (and
only without rho_no_opt, otherwise it should be a bit worse). And when
not all pixels are hitting the same face, the results aren't so hot but
not catastrophically bad (I believe not off by more than a factor of 2 without
no_rho_approx and not more than sqrt(2) with no_rho_approx). I think this is
better than just picking the wrong face but who knows...
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This will calculate rho correctly as
sqrt(max((ds/dx)^2 + (dt/dx)^2 + (dr/dx)^2), (ds/dx)^2 + (dt/dx)^2 + (dr/dx)^2))
instead of max(|ds/dx|,|dt/dx|,|dr/dx|,|ds/dy|,|dt/dy,|dr/dy|)
(for 3 coords - 2 coords work analogous, for 1 coord there's no point doing
the exact version), for both implicit and explicit derivatives.
While such approximation seems to be allowed in OpenGL some APIs may be less
forgiving, and the error can be quite large (sqrt(2) for 2 coords, sqrt(3) for
3 coords so wrong by nearly one mip level in the latter case).
This also helps to single out "real" bugs from "expected" ones, so it is debug
only (though at least combined with no_brilinear I didn't really see much of a
performance difference but only tested with a debug build - at least with
implicit mipmaps the instruction count is almost exactly the same though the
instructions are more complex (1 sqrt and mul/adds instead of and/max mostly).
The code when the option isn't set stays exactly the same.
v2: rename no_rho_opt to no_rho_approx.
Reviewed-by: Brian Paul <brianp@vmware.com>
Currently the vdpau and xvmc detection code, is enabled for all builds. The
state trackers exist only within gallium. Enable whenever at least one gallium
driver is selected
v2: removed stray '-a'
[mattst88 v3]: Removed stray $.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=63645
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
We were trying to use a destroy method from a deleted context.
This fix is based on what's in the svga driver.
Reviewed-by: Stéphane Marchesin <marcheu@chromium.org>
Fixes issue identified by Klocwork analysis:
'attribute_map' array elements might be used uninitialized in this
function (vec4_visitor::lower_attributes_to_hw_regs).
The attribute_map array contains the mapping from shader input
attributes to the hardware registers they are stored in.
vec4_vs_visitor::setup_attributes() only populates elements of this
array which, according to core Mesa, are actually used by the shader.
Therefore, when vec4_visitor::lower_attributes_to_hw_regs() accesses
the array to lower a register access in the shader, it should in
principle only access elements of attribute_map that contain valid
data. However, if a bug ever caused the driver back-end to access an
input that was not flagged as used by core Mesa, then
lower_attributes_to_hw_regs() would access uninitialized memory, which
could cause illegal instructions to get generated, resulting in a
possible GPU hang.
This patch makes the situation more robust by using memset() to
pre-initialize the attribute_map array to zero, so that if such a bug
ever occurred, lower_attributes_to_hw_regs() would generate a (mostly)
harmless access to r0. In addition, it adds assertions to
lower_attributes_to_hw_regs() so that if we do have such a bug, we're
likely to discover it quickly.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
For some reason I made this happen under indirect rendering,
I think we might have a leak, valgrind gave out, so I said I'd
fix the basic problem.
NOTE: This is a candidate for stable branches.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
No longer pass -a flag to the get_hash_generate.py script to specify
OpenGL, ES1, ES2, etc. This updates the autoconf, scons and android
build files too (so we can bisect).
This is the last of the API-dependent conditional compilation in
core Mesa.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
we were ignoring leading/provoking vertex settings which was
breaking decomposition of some strips.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
we were using the wrong vars, reporting incorrect stream output
statistics.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
We were always treating the vertex index as a scalar but when the
shader is using indirect addressing it will be a vector of indices
for each channel. This was causing some nasty crashes insides
LLVM.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
If a window's minimized we get a zero-size window. Skip the SwapBuffers
in that case to avoid some warning messages with the VMware svga driver.
Internal bug #996695
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The caller of NewTextureObject does the right thing if NULL is returned,
so this function should do the right thing too.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The specification says that the geometry shader should exit if the
number of emitted vertices is bigger or equal to max_output_vertices and
we can't do that because we're running in the SoA mode, which means that
our storing routines will keep getting called on channels that have
overflown (even though they will be masked out, but we just can't skip
them).
So we need some scratch area where we can keep writing the overflown
vertices without overwriting anything important or crashing.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>