Commit graph

76803 commits

Author SHA1 Message Date
Timothy Arceri
5a27fefffe glsl: parse align layout qualifier
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:39:01 +11:00
Timothy Arceri
22b0082b9d docs: mark explicit byte offsets as DONE
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:55 +11:00
Timothy Arceri
802262c0af glsl: use explicit offset when lowering buffer access
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:49 +11:00
Timothy Arceri
96527c3cf2 glsl: copy explicit offset to uniform storage
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:44 +11:00
Timothy Arceri
e12a49ac12 glsl: update comment on offset field
The old comment was for the location not the offset, we now use
the field for block members so mention that also.

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:39 +11:00
Timothy Arceri
9f24f42c49 glsl: add offset to glsl interface type
In this patch we also copy the offset value from the ast and
implement offset linking rules by adding it to the record_compare()
function.

From Section 4.4.5 (Uniform and Shader Storage Block Layout Qualifiers)
of the GLSL 4.50 spec:

   "Two blocks linked together in the same program with the same block
   name must have the exact same set of members qualified with
   offset and their integral-constant-expression values must be the
   same, or a link-time error results."

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:34 +11:00
Timothy Arceri
8abed7f185 glsl: apply compile-time rules for the offset layout qualifier
This implements the rules for the offset qualifier on block members.

From Section 4.4.5 (Uniform and Shader Storage Block Layout Qualifiers)
of the GLSL 4.50 spec:

   "The offset qualifier can only be used on block members of blocks
   declared with std140 or std430 layouts."

   ...

   "It is a compile-time error to specify an offset that is smaller than
   the offset of the previous member in the block or that lies within the
   previous member of the block."

   ...

   "The specified offset must be a multiple of the base alignment of the
   type of the block member it qualifies, or a compile-time error results."

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:30 +11:00
Timothy Arceri
6f45484ac7 glsl: enable offset layout qualifier for ARB_enhanced_layouts
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:26 +11:00
Timothy Arceri
1824ff1c2a glsl: reject invalid input layout qualifiers
Global in validation is already handled, this will do the validation
for variables, blocks and block members.

This fixes some CTS tests for the new enhanced layouts transform
feedback qualifiers.

V2: add some more valid input flags
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:09 +11:00
Timothy Arceri
bd53cc7b45 glsl: only apply default stream to output blocks
This is needed to allow invalid qualifier checks on inputs.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:04 +11:00
Timothy Arceri
78d3098c05 glsl: rework parsing of blocks
Previously interface blocks were giving the global default flags of
uniform blocks. This meant we could not check for invalid qualifiers
on interface blocks because they always contained invalid flags.

This changes parsing so that interface blocks now get an empty
set of layouts.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:00 +11:00
Timothy Arceri
d244986bf2 glsl: don't apply uniform/buffer layouts to interface blocks
If the following patch we will stop setting these layouts by default
on interface blocks, so we need to do this to avoid hitting the
assert.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:06:56 +11:00
Kenneth Graunke
4ba7ad6cc1 i965: Only magnify depth for 3D textures, not array textures.
When BaseLevel > 0, we magnify the dimensions to fill out the size of
miplevels [0..BaseLevel).  In particular, this was magnifying depth,
thinking that the depth doubles at each level.  This is perfectly
reasonable for 3D textures, but dead wrong for array textures.

Changing the depth != 1 condition to a target == GL_TEXTURE_3D check
should make this only happen in the appropriate cases.

Fixes about 32 dEQP tests:
- dEQP-GLES31.functional.texture.gather.*.level_{1,2}

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
2016-03-04 21:25:08 -08:00
Juan A. Suarez Romero
2f76a9924e i965/vec4: add opportunistic behaviour to opt_vector_float()
opt_vector_float() transforms several scalar MOV operations to a single
vectorial MOV.

This is done when those MOV covers all the components of the destination
register. So something like:

mov vgrf3.0.xy:D, 0D
mov vgrf3.0.w:D, 1065353216D
mov vgrf3.0.z:D, 0D

is transformed in:

mov vgrf3.0:F, [0F, 0F, 0F, 1F]

But there are cases where not all the components are written. For
example, in:

mov vgrf2.0.x:D, 1073741824D
mov vgrf3.0.xy:D, 0D
mov vgrf3.0.w:D, 1065353216D
mov vgrf4.0.xy:D, 1065353216D
mov vgrf4.0.w:D, 0D
mov vgrf6.0:UD, u4.xyzw:UD

Nor vgrf3 nor vgrf4 .z components are written, so the optimization is
not applied.

But it could be applied anyway with the components covered, using a
writemask to select the ones written. So we could transform it in:

mov vgrf2.0.x:D, 1073741824D
mov vgrf3.0.xyw:F, [0F, 0F, 0F, 1F]
mov vgrf4.0.xyw:F, [1F, 1F, 0F, 0F]
mov vgrf6.0:UD, u4.xyzw:UD

This commit does precisely that: opportunistically apply
opt_vector_float() when possible.

total instructions in shared programs: 7124660 -> 7114784 (-0.14%)
instructions in affected programs: 443078 -> 433202 (-2.23%)
helped: 4998
HURT: 0

total cycles in shared programs: 64757760 -> 64728016 (-0.05%)
cycles in affected programs: 1401686 -> 1371942 (-2.12%)
helped: 3243
HURT: 38

v2: change vectorize_mov() signature (Matt).
v3: take in account predicates (Juan).
v4 [mattst88]: Update shader-db numbers. Fix some whitespace issues.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
2016-03-04 19:16:52 -08:00
George Kyriazis
feb71117ae st/xlib: Don't destroy screen on XCloseDisplay()
screen may still be used by other resources that are not yet freed.
To correctly fix this there will be a need to account for resources
differently, but this quick fix is not any worse than the original
code that leaked screens anyway.

Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-04 18:14:46 -07:00
Matt Turner
1f862e923c i965/fs: Optimize float conversions of byte/word extract.
instructions in affected programs: 31535 -> 29966 (-4.98%)
   helped: 23

   cycles in affected programs: 272648 -> 266022 (-2.43%)
   helped: 14
   HURT: 1

The patch decreases the number of instructions in the two Unigine
programs by:

 #1721: 4374 -> 4155 instructions (-5.01%)
 #1706: 3582 -> 3363 instructions (-6.11%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-03-04 11:52:34 -08:00
Matt Turner
905ff86198 nir: Recognize open-coded extract_u16.
No shader-db changes, but does recognize some extract_u16 which enables
the next patch to optimize some code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-03-04 11:52:34 -08:00
Matt Turner
76289fbfa8 nir: Recognize open-coded extract_u8.
Two shaders that appear in Unigine benchmarks (Heaven and Valley) unpack
three bytes from an integer and convert each into a float:

   float((val >> 16u) & 0xffu)
   float((val >>  8u) & 0xffu)
   float((val >>  0u) & 0xffu)

Instead of shifting, masking, and type converting like this:

   shr(8)          g15<1>UD        g25<8,8,1>UD    0x00000010UD
   and(8)          g16<1>UD        g15<8,8,1>UD    0x000000ffUD
   mov(8)          g17<1>F         g16<8,8,1>UD

   shr(8)          g18<1>UD        g25<8,8,1>UD    0x00000008UD
   and(8)          g19<1>UD        g18<8,8,1>UD    0x000000ffUD
   mov(8)          g20<1>F         g19<8,8,1>UD

   and(8)          g21<1>UD        g25<8,8,1>UD    0x000000ffUD
   mov(8)          g22<1>F         g21<8,8,1>UD

i965 can simply extract a byte and convert to float in a single
instruction:

   mov(8)          g17<1>F         g25.2<32,8,4>UB
   mov(8)          g20<1>F         g25.1<32,8,4>UB
   mov(8)          g22<1>F         g25.0<32,8,4>UB

This patch implements the first step: recognizing byte extraction. A
later patch will optimize out the conversion to float.

   instructions in affected programs: 28568 -> 27450 (-3.91%)
   helped: 7

   cycles in affected programs: 210076 -> 203144 (-3.30%)
   helped: 7

This patch decreases the number of instructions in the two Unigine
programs by:

 #1721: 4520 -> 4374 instructions (-3.23%)
 #1706: 3752 -> 3582 instructions (-4.53%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-03-04 11:52:34 -08:00
George Kyriazis
01e92e7010 st/xlib: Hang off screen destructor off main XCloseDisplay() callback.
This resolves some order dependencies between the already existing
callback the newly created one.

Tested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-04 10:57:24 -07:00
George Kyriazis
51e562c3ea st/xlib: Support unlimited number of display connections
There is a limit of 10 display connections, which was a
problem for apps/tests that were continuously opening/closing display
connections.

This fix uses XAddExtension() and XESetCloseDisplay() to keep track
of the status of the display connections from the X server, freeing
mesa-related data as X displays get destroyed by the X server.

Poster child is the VTK "TimingTests"

Tested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-04 10:57:09 -07:00
Brian Paul
192ee9adb1 svga: add new command-buffer-size HUD query
To plot a graph of the command buffer size.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
2016-03-04 07:57:41 -07:00
Brian Paul
1258f907f4 svga: add new svga_winsys_context::get_command_buffer_size()
To ask how large the current command buffer is.  Will be used for
a new GALLIUM_HUD graph.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
2016-03-04 07:57:41 -07:00
Brian Paul
6fc8d90fa9 svga: reorder SVGA_QUERY_ switch cases to match declaration order
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
2016-03-04 07:57:41 -07:00
Sinclair Yeh
f1410c5b91 svga: Force an RGBA view creation for an RGBA resource
glXCreatePixmap() may specify a GLX_TEXTURE_FORMAT_RGB_EXT format
for an RGBA resource, causing us to create an RGBX view for an
RGBA resource, a combination vgpu10 does not support.

When this is detected, change the request to create an RGBA view
instead.

Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-04 07:57:41 -07:00
Charmaine Lee
8366701f4c svga: fix an error in svga_texture_generate_mipmap
With this patch, make sure the shader resource view is properly created
before referencing it in the generate mipmap command.

Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-04 07:57:41 -07:00
Thomas Hellstrom
395c7b8fa1 winsys/svga: Increase the fence timeout
If running with a software renderer backend, the timeout may be
insufficient, and we don't want to release busy buffers too early.

In practice, SVGA gpu lockups are extremely rare.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2016-03-04 13:55:23 +01:00
Thomas Hellstrom
24ad7e16cd winsys/svga: Fix an uninitialized return value
Reported-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviwed-by: Brian Paul <brianp@vmware.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2016-03-04 13:54:38 +01:00
Kenneth Graunke
9ec246796f i965: Set MaxFramebufferWidth/Height to 16384, not viewport.
dEQP-GLES31.functional.fbo.no_attachments.maximums.{all,height,size,width}
started hitting assertion failures when emitting SURFACE_STATE, after
commit e8fd60e789 where Samuel increased the maximum viewport size to
32768, from 16384.

MaxFramebufferWidth/Height were being set to the maximum viewport size,
but are actually limited by the SURFACE_STATE width/height field range,
which is 16384 on Gen7+ (where ARB_framebuffer_no_attachments is
exposed).  So, reduce these to 16384 explicitly.

Fixes assert fails in the above mentioned dEQP tests.  (Those tests
still fail, however.)

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-03 21:31:22 -08:00
Francisco Jerez
a6046d217d glsl: Improve the accuracy of the acos() approximation.
The adjusted polynomial coefficients come from the numerical
minimization of the L2 norm of the relative error.  The old
coefficients would give a maximum relative error of about 15000 ULP in
the neighborhood around acos(x) = 0, the new ones give a relative
error bounded by less than 2000 ULP in the same neighborhood.

Fixes four dEQP subtests:
dEQP-GLES31.functional.shaders.builtin_functions.precision.acos.
highp_compute.{scalar,vec2,vec3,vec4}

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2016-03-03 21:31:22 -08:00
Kenneth Graunke
2795fbcae3 glsl: Parameterize asin_expr() on the fit coefficients.
This will allow us to share the implementation while using different
polynomials for asin() and acos().

Francisco Jerez did this in the SPIR-V front-end; I'm merely porting
his idea to the GLSL world.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2016-03-03 21:31:22 -08:00
Kenneth Graunke
aa37cbdff7 mesa: Allow Get*() of several forgotten IsEnabled() pnames.
From section 6.2 ("State Tables") of the GL 2.1 specification
(the text also appears in the GL 3.0 and ES 3.1 specifications):
"However, state variables for which IsEnabled is listed as the query
 command can also be obtained using GetBooleanv, GetIntegerv, GetFloatv,
 and GetDoublev."

GL_DEBUG_OUTPUT, GL_DEBUG_OUTPUT_SYNCHRONOUS, and GL_FRAGMENT_SHADER_ATI
were missing from the glGet*() functions.  All other IsEnabled() pnames
look to be present, as far as I can tell.

Fixes 8 dEQP-GLES31.functional.debug.state_query subtests:
debug_output[_synchronous]_get{boolean,float,integer,integer64}.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-03-03 21:31:22 -08:00
Kenneth Graunke
b4b50b074b mesa: Make glGet queries initialize ctx->Debug when necessary.
dEQP-GLES31.functional.debug.state_query.debug_group_stack_depth_*
tries to call glGet on GL_DEBUG_GROUP_STACK_DEPTH right away, before
doing any other debug setup.  This should return 1.

However, because ctx->Debug wasn't allocated, we bailed and returned 0.

This patch removes the open-coded locking and switches the two glGet
functions to use _mesa_lock_debug_state(), which takes care of
allocating and initializing that state on the first time.  It also
conveniently takes care of unlocking on failure for us, so we don't
need to handle that in every caller.

Fixes dEQP-GLES31.functional.debug.state_query.debug_group_stack_depth_
{getboolean,getfloat,getinteger,getinteger64}.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-03-03 21:31:22 -08:00
Eduardo Lima Mitev
47392011c0 Update docs to advertise new support for ARB_internalformat_query2
Support in Mesa main and i965 has just been added.

v2: Include note in 'New Features' of docs/relnotes/11.3.0.html.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-03-03 22:19:35 +01:00
Antia Puentes
4f028bfcc0 i965: Enable the ARB_internalformat_query2 extension
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:08 +01:00
Eduardo Lima Mitev
cbbdf8612d i965/formatquery: Add support for INTERNALFORMAT_PREFERRED query
This pname is tricky. The spec states that an internal format should be
returned, that is compatible with the passed internal format, and has
at least the same precision. There is no clear API to resolve this.

The closest we have (and what other drivers (i.e, NVidia proprietary) do,
is to return the same internal format given as parameter. But we validate
first that the passed internal format is supported by i965.

To check for support, we have the TextureFormatSupported map'. But
this map expects a 'mesa_format', which takes a format+typen. So, we must
first "come up" with a generic type that is suited for this internal format,
then get a mesa_format, and then do the validation.

The cleanest solution here is to add a method that does exactly what
the spec wants: a driver's preferred internal format from a given
internal format. But at this point we lack a clear view of what
defines this preference, and also there seems to be no API for it.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:08 +01:00
Eduardo Lima Mitev
e064f43485 mesa/glformats: Consider DEPTH/STENCIL when resolving a mesa_format
_mesa_format_from_format_and_type() is currently not considering DEPTH and
STENCIL formats, which are not array formats and are not handled anywhere.

This patch adds cases for common combinations of DEPTH/STENCIL format and
types.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Eduardo Lima Mitev
ec299602a6 mesa/formatquery: Add (GET_)TEXTURE_IMAGE_TYPE pnames
These basically reuse the default implementation of GL_READ_PIXELS_TYPE.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Eduardo Lima Mitev
23f94146c9 mesa/formatquery: Add (GET_)TEXTURE_IMAGE_FORMAT pnames
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Eduardo Lima Mitev
020671f2a3 mesa/formatquery: Add READ_PIXELS_TYPE pname
We call the driver to provide its preferred type, but also provide a
default implementation that selects a generic type based on the passed
internal format.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Eduardo Lima Mitev
bec286f724 mesa/formatquery: Add READ_PIXELS_FORMAT pname
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Eduardo Lima Mitev
09550c16a5 mesa/formatquery: Add support for READ_PIXELS query
This is supported since very early version of OpenGL, but we still call the
driver to give it the opportunity to report caveat or no support.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Alejandro Piñeiro
8d7696f638 mesa/formatquery: added FILTER pname support
It discards out the targets and internalformats that explicitly
mention (per-spec) that doesn't support filter types other than
NEAREST or NEAREST_MIPMAP_NEAREST. Those are:

  * Texture buffers target
  * Multisample targets
  * Any integer internalformat

For the case of multisample targets, it was used the existing method
_mesa_target_allows_setting_sampler_parameter. This would scalate
better in the future if new targets appear that doesn't allow to
set sampler parameters.

We consider RENDERBUFFER to support LINEAR filters, because although
it doesn't support this filter for sampling, you can set LINEAR
on a blit operation using glBlitFramebuffer.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Alejandro Piñeiro
a8736a2567 mesa/texparam: make public target_allows_setting_sampler_parameters
In order to allow to be used on ARB_internalformat_query2 implementation.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
e8ab7727e1 mesa/formatquery: Added framebuffer renderability related queries
From the ARB_internalformat_query2 specification:

   "- FRAMEBUFFER_RENDERABLE: The support for rendering to the resource via
      framebuffer attachment is returned in <params>.

    - FRAMEBUFFER_RENDERABLE_LAYERED: The support for layered rendering to
      the resource via framebuffer attachment is returned in <params>.

    - FRAMEBUFFER_BLEND: The support for rendering to the resource
      via framebuffer attachment when blending is enabled is returned in
      <params>."

For all of them,
    "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
     If the resource is unsupported, NONE is returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
b4ee9f56fd mesa/formatquery: Added texture gather/shadow related queries
From the ARB_internalformat_query2 specification:

   "- TEXTURE_SHADOW: The support for using the resource with shadow samplers
      is written to <params>.

    - TEXTURE_GATHER: The support for using the resource with texture gather
      operations is written to <params>.

    - TEXTURE_GATHER_SHADOW: The support for using resource with texture gather
      operations with shadow samplers is written to <params>."

For all of them,

    "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
     If the resource or operation is not supported, NONE is returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
557939c08f mesa/formatquery: Added texture view related queries
From the ARB_internalformat_query2 specification:

   "- TEXTURE_VIEW: The support for using the resource with the TextureView
      command is returned in <params>.
      Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
      If the resource or operation is not supported, NONE is returned.

    - VIEW_COMPATIBILITY_CLASS: The compatibility class of the resource when
      used as a texture view is returned in <params>. The compatibility
      class is one of the values from the /Class/ column of Table 3.X.2. If
      the resource has no other formats that are compatible, the resource
      does not support views, or if texture views are not supported, NONE is
      returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
04e2e0b24a mesa/textureview: Make _lookup_view_class public
It will be used by the ARB_internalformat_query2 implementation to
implement the VIEW_COMPATIBILITY_CLASS <pname> query.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
2066c7be61 mesa/formatquery: Added CLEAR_BUFFER <pname> query
From the ARB_internalformat_query2 specification:

   "- CLEAR_BUFFER: The support for using the resource with ClearBuffer*Data
      commands is returned in <params>.
      Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
      If the resource or operation is not supported, NONE is returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
aed633bb97 mesa/formatquery: Added compressed texture related queries
From the ARB_internalformat_query2 specification:

   "- TEXTURE_COMPRESSED: If <internalformat> is a compressed format
      that is supported for this type of resource, TRUE is returned in
      <params>. If the internal format is not compressed, or the type of
      resource is not supported, FALSE is returned.

    - TEXTURE_COMPRESSED_BLOCK_WIDTH: If the resource contains a compressed
      format, the width of a compressed block (in bytes) is returned in
      <params>. If the internal format is not compressed, or the resource
      is not supported, 0 is returned.

    - TEXTURE_COMPRESSED_BLOCK_HEIGHT: If the resource contains a compressed
      format, the height of a compressed block (in bytes) is returned in
      <params>. If the internal format is not compressed, or the resource
      is not supported, 0 is returned.

    - TEXTURE_COMPRESSED_BLOCK_SIZE: If the resource contains a compressed
      format the number of bytes per block is returned in <params>.  If the
      internal format is not compressed, or the resource is not supported,
      0 is returned.
      (combined with the above, allows the bitrate to be computed, and may be
      useful in conjunction with ARB_compressed_texture_pixel_storage)."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00
Antia Puentes
467f462c75 mesa/formatquery: Added simultaneous texture and depth/stencil queries
From the ARB_internalformat_query2 specification:

   "- SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: The support for using the resource
      both as a source for texture sampling while it is bound as a buffer for
      depth test is written to <params>. For example, a depth (or stencil)
      texture could be bound simultaneously for texturing while it is bound as
      a depth (and/or stencil) buffer without causing a feedback loop, provided
      that depth writes are disabled.

    - SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: The support for using the resource
      both as a source for texture sampling while it is bound as a buffer for
      stencil test is written to <params>. For example, a depth (or stencil)
      texture could be bound simultaneously for texturing while it is bound as
      a depth (and/or stencil) buffer without causing a feedback loop,
      provided that stencil writes are disabled.

    - SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: The support for using the resource
      both as a source for texture sampling while performing depth writes to
      the resources is written to <params>.  For example, a depth-stencil
      texture could be bound simultaneously for stencil texturing while it
      is bound as a depth buffer. Feedback loops cannot occur because sampling
      a stencil texture only returns the stencil portion, and thus writes to
      the depth buffer do not modify the stencil portions.

    - SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: The support for using the resource
      both as a source for texture sampling while performing stencil writes to
      the resources is written to <params>.  For example, a depth-stencil
      texture could be bound simultaneously for depth-texturing while it is
      bound as a stencil buffer. Feedback loops cannot occur because sampling
      a depth texture only returns the depth portion, and thus writes to
      the stencil buffer could not modify the depth portions.

For all of them,
    "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
     If the resource or operation is not supported, NONE is returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-03 15:14:07 +01:00