Most of the code in anv_meta_blit2d() is borrowed from do_buffer_copy().
Create an image and image view for each rectangle.
Note: For tiled RGB images, ISL will align the image's row_pitch up to
the nearest tile width.
v2 (Jason):
Keep pitch in units of bytes
Make src_format and dst_format variables
s/dest/dst/ in every usage
v3: Fix dst_image width
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Some fields are unnecessary. The variables "pitch" and "bs" are used
for consistency with ISL.
v2: Keep pitch in units of bytes (Jason)
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This API is designed to be an abstraction that sits between the VkCmdCopy
commands and the hardware. The idea is that it is simple enough that it
*should* be implementable using the blitter but with enough extra data that
we can implement it with the 3-D pipeline efficiently. One design
objective is to allow the user to supply enough information that we can
handle most blit operations with a single draw call even if they require
copying multiple rectangles.
This is a preparatory commit that will simplify the future usage of
this function.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
If a linear image is requested, the only possible result should be a
linearly-tiled surface.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
If a specific bit is set, the intention to create a surface with a
specific tiling format should be respected.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
For OpenGL, see commit 9a939ebb47.
Fixes:
* dEQP-VK.compute.indirect_dispatch.upload_buffer.empty_command
* dEQP-VK.compute.indirect_dispatch.gen_in_compute.empty_command
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
While Broadwell is very good about UINT formats, HSW is more restrictive.
Neither R8G8B8_UINT nor R16G16B16_UINT really exist on HSW. It should be
safe to just use the unorm formats.
The table in prog_instruction.h is correct.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Looks like more never-used crap from the first geometry shader attempt.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Dead since commit d8a366200 in 2010.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.
Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Fixes piglit tests:
- object-namespace-pollution glGetTexImage-compressed framebuffer
- object-namespace-pollution glGenerateMipmap framebuffer
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>