Zink doesn't support forwarding DRM modifiers yet, so whenever those are
used, we end up ignoring them. That's not going to do the right thing in
most cases, so let's reject them instead.
Since d686835171, the dri2 code tries to create a 0x0 surface without
any format when trying to import. This makes this go from
rendering-issues to asserting in debug builds, making things even worse.
Fixes: d686835171 ("gallium/dri2: Support I915_FORMAT_MOD_Y_TILED_GEN12_MC_CCS import")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3654
Reviewed-by: Daniel Stone <daniels@collabora.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7214>
According to the Vulkan specification, the
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT flag will be ignored if
included in a VkCommandBufferBeginInfo for a primary command buffer.
This also implies pBeginInfo->pInheritanceInfo should not be read even
if the flag is present, and makes it legal to include the flag knowing
it will be ignored.
Signed-off-by: Ricardo Garcia <rgarcia@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7128>
There is a barrier between lds_pos_cull_* use and lds_pos_* use, so they
can occupy the same LDS space.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7172>
The system values are written into LDS after the new thread ID is known,
so it removes pointer indirection with the old thread ID.
Also, the LDS stores are skipped entirely if vertices are culled.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7172>
If we store the position into LDS after we know the new thread ID,
we don't need to remember the old thread ID.
The culling code only needs W, X/W, Y/W, so we have to keep those.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7172>
Fix defect reported by Coverity Scan.
Uninitialized scalar variable (UNINIT)
uninit_use_in_call: Using uninitialized value time.tv_sec when calling free_stale_bos.
Fixes: f78c99f357 ("v3dv/bo: add a maximum size for the bo_cache and a envvar to configure it")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7154>
index is of type uint32_t.
Fix defect reported by Coverity Scan.
Macro compares unsigned to 0 (NO_EFFECT)
unsigned_compare: This greater-than-or-equal-to-zero comparison of
an unsigned value is always true. index >= 0U.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7153>
other than the vaguely gross case of primitive restart with incompatible
draw modes and/or restart index, this is no trouble since the buffer formats
are compatible
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7191>
we've transformed this in the vertex output, so we need to undo that here
ideally we'd only be performing this transform once, but that's going to get
complicated later with the halfz extension which requires shader keys on top
of this, so we can get around to simplifying things at that stage
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7139>
geometry shaders have more inputs and use a lot of the same codepaths as
vertex shaders, so these changes add the inputs and remove checks for vertex-only
shaders
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7139>
When reading from and writing to the same image in a shader the
memory_barrier can possibly be handled by emitting an ack-write and then
wait for the ack when the memory barrier is set.
Not sure whow well this goes with the syncronization across all shader
invocations though.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7142>