If VDPAU is installed in the non-default location, we'll fail to find
the headers and error at build time.
../../src/gallium/include/state_tracker/vdpau_dmabuf.h:37:25: fatal error: vdpau/vdpau.h: No such file or directory
#include <vdpau/vdpau.h>
^
Fixes: faba96bc60 ("st/vdpau: add new interop interface")
Cc: Christian König <christian.koenig@amd.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Resolves build issues like the following:
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:31: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:62: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The macro is introduced with pkgconfig v0.28 which isn't universally
available. Thus it will error at configure stage.
Reported-by: Brian Paul <brianp@vmware.com>
Tested-by: Brian Paul <brianp@vmware.com>
Fixes: ce562f9e3f ("EGL: Implement the libglvnd interface for EGL (v3)")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
These checks do not generate any errors. Move them so we can add
KHR_no_error support and still make sure we do these checks.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
We also move _mesa_update_array_format() into the caller.
This gets these functions ready for KHR_no_error support.
V2: Updated function comment as suggested by Brian.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Fixes a bug in
KHR-GL45.shader_draw_parameters_tests.ShaderMultiDrawArraysParameters.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When any count[i] is negative, we must skip all draws.
Moving to vbo makes the subsequent change easier.
v2:
- provide the function in all contexts, including GLES
- adjust validation accordingly to include the xfb check
v3:
- fix mix-up of pre- and post-xfb prim count (Nils Wallménius)
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The same logic needs to be applied to glMultiDrawArrays.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Found by inspection.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes the build after:
commit 399ebd2a84
Author: Dave Airlie <airlied@redhat.com>
Date: Wed Apr 19 06:18:23 2017 +1000
radv/meta: add common shader vertex generation function
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes the build after:
commit 224cf2906a
Author: Dave Airlie <airlied@redhat.com>
Date: Mon Apr 17 13:01:52 2017 +1000
radv/ac: add initial pre-pass for shader info gathering
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This generates the position info using the vertex shader.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
For depth clears we have to pass the depth in the 2nd
component, we can use push constants for some of this
later to drop the vertex buffer completely
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This removes the vertex buffer, and just generates the values
in the shader.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Instead of passing in the same 1.0, -1.0 combinations via
vertex buffers, we can just use vertex id to have the vertex
shader build them. This function introduces the generator
code needed, later patches will use this.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some of the shaders could just generate the vertex data in the
shader, so add helpers to allow us to move to doing that.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This bumps the limit to the number of sets to 32, now that
we have proper support for it. It also uses 1u in a few places
to make things a bit safer.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We want to expose more descriptor sets to the applications,
but currently we have a 1:1 mapping between shader descriptor
sets and 2 user sgprs, limiting us to 4 per stage. This commit
check if we don't have enough user sgprs for the number of
bound sets for this shader, we can ask for them to be indirected.
Two sgprs are then used to point to a buffer or 64-bit pointers
to the number of allocated descriptor sets. All shaders point
to the same buffer.
We can use some user sgprs to inline one or two descriptor sets
in future, but until we have a workload that needs this I don't
think we should spend too much time on it.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This adds an initial implementation to allocate the user
sgprs and make sure we don't run out if we try to bind
a bunch of descriptor sets.
This can be enhanced further in the future if we add
support for inlining push constants.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
mostly documenting things, since with modern llvm we always have the
spill enabled.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In practice this will probably just drop draw id in a few places.
v2: just do draw_id for now. (Bas)
it might be possible to do something more if we need it in the
future. (nha)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There is some radv specific info we need to gather from shaders
before we get into converting nir->llvm, so we can make
better decisions especially around user sgpr allocation.
This is just an initial placeholder to gather if sample positions
are required in the frag shader.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In particular, move per-shader-stage info out to a seperate array of
enum's indexed by shader stage. This will make it easier to add more
shader stages as well as new per-stage state (like SSBOs).
Signed-off-by: Rob Clark <robdclark@gmail.com>
a3xx/a4xx use the generic u_blitter path, which will make state dirty
bits be set appropriately thanks to the automagic of generic code
setting generic state in the driver. And a5xx has a blit/dma engine
(actually, two) so it doesn't need these extra dirty bits set.
Signed-off-by: Rob Clark <robdclark@gmail.com>
This makes it easier to deal with adding additional stages which have
their own driver-params. The duplicated code this introduces can be
refactored out after a later patch moves to per-shader-stage dirty
flags.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Note that this involves juggling around a bit when we emit and clear
texture state. So split out from the patch that adds the helper to set
all state dirty.
Signed-off-by: Rob Clark <robdclark@gmail.com>