If the constructor fails before the LIST_INIT calls the pointers
will be null and the deconstructor will segfault.
Signed-off-by: Tom St Denis <tom.stdenis@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Tested with MPV.
v2: correctly handle compositor deinterlacing as well.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Usefull for mpv and GStreamer.
v2: use common functionality for size adjustment.
Signed-off-by: Indrajit-kumar Das <Indrajit-kumar.Das@amd.com>
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Use the new helper function instead of open coding it.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Use the new helper function instead of open coding it.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Otherwise we might crash with MPV.
v2: minor cleanups suggested on the list.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
Tested-by: Julien Isorce <j.isorce@samsung.com>
Patch changes linker to allocate gl_shader_variable instead of using
ir_variable. This makes it possible to get rid of ir_variables and ir
in memory after linking.
v2: check that we do not create duplicate entries with
packed varyings
v3: document 'patch' bit (Ilia Mirkin)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Linker missed a check for situation where we exceed max amount of
uniform locations with explicit + implicit locations. Patch adds this
check to already existing iteration over uniforms in linker.
Fixes following CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations
v2: use var->type->uniform_locations() (Timothy)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
We already check if the driver changed the completeness, we don't
need to duplicate that check. Let's just early out there instead.
Signed-off-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This hasn't been in use since c476305 ("gallium/util: pregenerate
half float tables"), where the last bit of run-time init using this
was killed. So let's just get rid of the pointless header.
Signed-off-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Re-binding compute constant buffers after launching a grid have no effects
because they are not currently validated and because dirty_cp is not updated
accordingly. This might also prevent weird future behaviours when UBOs will
be bound for compute.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
The path that depends on this will be avoided (by fallback_required) if
the extension is not supported. _mesa_set_sampler_srgb_decode does not
generate GL errors (by design), so there are no problems there.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
All of the calls after the first _mesa_bind_sampler call are DSA style
calls that don't depend on the current binding.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@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: Jason Ekstrand <jason.ekstrand@intel.com>
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@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: Jason Ekstrand <jason.ekstrand@intel.com>
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@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: Jason Ekstrand <jason.ekstrand@intel.com>
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
v2: Add a comment explaining why samp_obj_save is set to NULL in
_mesa_meta_fb_tex_blit_begin. This came out of review feedback from
Jason.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This requires tracking the sampler object using the gl_sampler_object*
instead of the object name.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Pulls the parts of _mesa_BindSampler that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
I was going to send this as review for dce1e1a8, but I missed that
window. This saves 64 bytes of unshared data and prelaces it with 96
bytes shared text. My guess is that some of the calls to memcpy get
optimized to something else.
text data bss dec hex filename
7847613 220208 27432 8095253 7b8615 i965_dri.so before
7847709 220144 27432 8095285 7b8635 i965_dri.so after
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Brian Paul <brianp@vmware.com>
The ISO C99 standard (7.18.4) specifies that C++
implementations should define UINT64_C only when
__STDC_CONSTANT_MACROS is defined.
Because we now use UINT64_C in our cpp files (since commit
208bfc493d), we need to add this define.
This also solves compilation errors with GCC 4.8.x on ppc64le machines.
v2: add this define to SCons build system
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Gen9+ requires us to emit 3DSTATE_BINDING_TABLE_POINTERS_HS for the
hull shader push constants to take effect. The passthrough TCS uses
push constants for the default tessellation levels. So, when those
change, we need to re-upload the binding table as well.
Fixes five Piglit tests on Skylake:
- spec/arb_tessellation_shader/vs-tes-vertex
- spec/arb_tessellation_shader/vs-tes-tessinner-tessouter-inputs-quads
- spec/arb_tessellation_shader/vs-tes-tessinner-tessouter-inputs-tris
- spec/arb_tessellation_shader/tes-read-texture
- spec/arb_tessellation_shader/tess_with_geometry
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
In testing KBL, I found:
- urb size was not set for slices gt1.5, gt2, and gt3. The value I
used for these slices (384) was taken from an earlier patch authored
by Ben Widawsky.
- slice count was missing. This field was added by
a403ad4f5a
With this commit, KBL passes piglit at parity with SKL.
Note: As requested by Kristian, Sarah modified this patch to drop
setting urb size for gt1.5, gt2, and gt3, since the correct default is
set in the GEN9 macro by commit c1e38ad370
"i965/skl: Use larger URB size where available."
Signed-off-by: Mark Janes <mark.a.janes@intel.com>
Signed-off-by: Sarah Sharp <sarah.a.sharp@linux.intel.com>
Reviewed-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
For the case where we convert a double to an int, we should
round the same as we do for floats.
This fixes GL41-CTS.gpu_shader_fp64.state_query
v2: add IROUNDD (Ilia)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The lower_named_interface_blocks() pass is called before we try
assign locations to varyings so this shouldn't be reachable.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
The lower_named_interface_blocks() pass is called before we try
assign locations to varyings so this shouldn't be reachable.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
OpenGL 2.0 function StencilOp() is in part internally implemented via
StencilOpSeparate(). This change happened some time ago, however the
accompanying doxygen todo comment was not accordingly updated.
Replace the outdated portion of this doxygen todo comment, leaving the
remainder unchanged.
Also better respect the 80 character suggested line length in this file.
v2: Fully remove comment, following code review by t_arceri@yahoo.com.au
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Currently, opt_vectorize() tries to combine:
result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x);
result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y);
result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z);
result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w);
into a single ir_quadop_bitfield_insert opcode, which operates on
ivec4s. However, GLSL IR's opcodes currently require the bits and
offset parameters to be scalar integers. So, this breaks.
We want to be able to vectorize this eventually, but for now, just
chicken out and make opt_vectorize() bail by marking all the bitfield
insert/extract related opcodes as horizontal. This is a relatively
uncommon case today, so we'll do the simple fix for stable branches,
and fix it properly on master.
Fixes assertion failures when compiling Shadow of Mordor vertex shaders
on i965 in vec4 mode (where OptimizeForAOS enables opt_vectorize()).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: mesa-stable@lists.freedesktop.org