Loosely based on a similar patch by Tom Stellard.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
(cherry picked from commit f64c0ca692)
Loosely based on a similar patch by Tom Stellard.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
(cherry picked from commit 2265b40e37)
And remove size information from most kernel::argument derived
classes, it's no longer going to be necessary.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
(cherry picked from commit a3dcab43c6)
Query the driver using PIPE_CAP_ENDIANNESS rather than always returning
true.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
(cherry picked from commit 8c9d3c62f6)
Some videos specify mb_adaptive_frame_field_flag instead of
field_pic_flag. This implies that the pic height needs to be halved, and
this field needs to be passed to the VP engine.
Cc: "9.2" mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
(cherry picked from commit 8edb79f1ef)
Looks like a thinko, "Hey, constant buffers can be at most 64 KiB
in size, offset can't be larger." But it can, of course.
I think piglit lacks a test for UBO and BindBufferRange that
tests if it actually works.
Almost all of the functions between the ARB and the EXT share the same
GLX protocol because the functionality is, essentially, identical.
However, there are some differences between the extensions:
- In the ARB extension, names must come from glGenBuffers.
- In the ARB extension, framebuffer objects are not shared (but they are
in the EXT).
For these reasons, glBindFramebuffer and glBindRenderbuffer have
different GLX protocol opcodes than their EXT counterparts. Currently
these functions alias each other in the dispatch table. This makes it
impossible to be truly spec conformant.
This patch enables fixing the conformance issue by splitting
glBindFramebuffer / glBindFramebufferEXT and glBindRenderbuffer /
glBindRenderbufferEXT into separate dispatch table entries.
Patches will be available shortly to:
- Fix the conformance issue.
- Stop advertising the EXT in OpenGL 3.1 (or core profiles).
HOWEVER, this does represent a compatibility break between the loader
(libGL or the Xserver GLX module) and the driver. Mesa drivers compiled
without this change will request a single dispatch table entry for
glBindFramebuffer and glBindFramebufferEXT. Since the updated loader
has different entries for each, the request will fail, and the driver
will die in a fire.
Drivers built with the change should continue to load fine on loaders
without the change. In this case, the driver will separately ask for
entries for glBindFramebuffer and glBindFramebufferEXT, and the loader
will tell it the same location. Since the loader in the server's GLX
module is not (yet) updated, this should not be a problem. We also do
not advertise the ARB extension from the server, so, again, this should
not be a problem for the server.
HOWEVER, this means that DRI1 drivers (remember mga_dri.so?) will no
longer load with libGL build hereafter. That means this patch will need
to be back ported to the 8.0 branch.
v2 (idr): Added missing GLX protocol opcodes for the EXT functions and
corrected the opcodes for the ARB functions. Updated GLX indirect_api
unit test and dispatch sanity unit test.
Signed-off-by: Tomasz Lis <tomasz.lis@intel.com>
Signed-off-by: Bartosz Zawistowski <bartosz.l.zawistowski@intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Any driver that supports GLSL 1.30 should be able to handle this
extension, as it's entirely implemented in the GLSL compiler.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
While all the work is in the shared GLSL compiler, this extension
requires GLSL 1.30, which is currently only supported on Gen6+.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
layout(binding = N) is equivalent to calling glUniformBlockBinding(_,N).
This currently only handles the GLSL 1.40 case - no interface names, no
arrays of uniform blocks. This is okay since we don't yet support GLSL
1.50, and don't expose ARB_shading_language_420pack in ES 3.0.
v2: Move into the other function; use binding, not constant_value.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
Without an instance name, there is no ir_variable representing the
actual uniform block declaration. When the linker goes to set uniform
initializers, it only sees the members as ir_variables; never the block.
So, unfortunately, the members need to know about the binding.
There has to be a better way to do this.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Normally, uniform array variables are initialized by array literals.
That is, val->type->array_elements >= storage->array_elements.
However, samplers are different. Consider a declaration such as:
layout(binding = 5) uniform sampler2D[3];
The initializer value is a single integer (5), while the storage has 3
array elements. The proper behavior here is to increment one for each
element; they should be initialized to 5, 6, and 7.
This patch introduces new code for sampler types which handles both
arrays of samplers and single samplers correctly.
v2: Move into the other function; use binding, not constant_value.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
Sampler uniforms and uniform blocks do not have a var->constant_value.
Instead, they have an integer var->binding value.
This makes extending set_uniform_initializer() somewhat problematic: it
assumes that there is an ir_constant * which represents the initializer,
and that it's safe to dereference that without any NULL checks.
Instead, this patch creates an analogous function for binding
qualifiers, and calls one or the other as appropriate.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
There is existing code to handle sampler uniform initializers. Prior to
GLSL 4.20's "binding" keyword, sampler uniforms don't have initializers
at all, so this is somewhat surprising.
The existing code is broken into two cases: one where both the variable and
initializer are arrays, and a second where the variable and initializer are
scalars.
The first case should never occur, since array-typed initializers do not
exist for sampler uniforms. Even with the binding keyword, the
initializer is a single integer which represents the texture unit to use
for the first array element.
The second is apparently used for some fixed-function code.
v2: Rewrite the commit message - suggested by Paul.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
All compilation units need to agree on the binding point, if they
specify one at all.
v2: Use binding, not constant_value.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Rather than creating a new "binding" field in ir_variable, we reuse
constant_value since the linker code for handling uniform initializers
uses that.
Since UBOs and samplers can't otherwise have initializers/constant
values, there shouldn't be a conflict.
v2: Propagate the new binding variable around too.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
These are not used yet, but they exist and are copied appropriately.
v2: Add an explicit "int binding" variable rather than reusing
constant_value, as suggested by Paul Berry.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
The "binding" qualifier only applies to UBO blocks and samplers, along
with arrays of those types. (It would also apply to images and atomic
counters, but we don't support those yet.)
This also validates sampler bindings against the maximum number of
texture units, and UBO bindings against the number of uniform buffer
binding points.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Nothing actually uses this yet.
v2: Remove >= 0 checks. They'll be handled in later validation.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
The idea of this code is to disallow layout(...) sections with the
deprecated "varying" or "attribute" keywords, unless a few select
extensions are enabled which allow a more relaxed check.
In order to detect a layout(...) section, the code checks for a number
of layout qualifiers. However, it failed to check for all of them,
which could lead to layout(...) not being detected when it should.
By replacing this with has_layout(), we properly check for all layout
qualifiers, and also guarantees that new qualifiers added in the future
will not be forgotten.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
These were already semi-relaxed, since the storage qualifier rule
already skipped when 420pack was enabled.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The GL_ARB_shading_language_420pack extension/GLSL 4.20 split centroid
off into a new category, "auxiliary storage qualifiers," and allow these
to be placed anywhere in the series. So we have to stop recognizing
"centroid in"/"centroid out"/"centroid varying" in the grammar and get
more creative.
The same approach used before works here, too.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This is necessary for the parser to be able to accept precision
qualifiers not immediately adjacent to the type, such as "const highp
inout float foo".
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Currently, we store precision in ast_type_specifier, rather than
ast_type_qualifier. This works because precision is the last qualifier,
and immediately adjacent to the type.
Default precision statements (such as "precision highp float") are
represented as ast_type_specifier objects, with a boolean to indicate
that it's a default precision statement rather than an ordinary type.
ast_type_specifier::precision will be moving to ast_type_qualifier soon,
in order to support arbitrary qualifier ordering. However, we still
need to store a "this is a precision statement" flag /and/ the default
precision in ast_type_specifier.
This patch changes the boolean into a new field, default_precision.
If default_precision != ast_precision_none, it's a precision statement
with the specified precision. Otherwise, it's an ordinary type.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This makes the complier accept both "const in" and "in const".
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This will make it easy to support both "const in" and "in const", as
required by GLSL 4.20/ARB_shading_language_420pack.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
"Parameter direction qualifier" is a new term I invented just now; it's
not part of any GLSL specification.
This paves the way handling multiple parameter qualifiers, in any order,
as required by GLSL 4.20/ARB_shading_language_420pack.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Most of ast_type_qualifier is simply a bitfield (represented as a
structure of unsigned:1 bits in a union with an unsigned). However, it
also contains ARB_explicit_attrib_location's location/index fields.
In the past, this has worked by simply returning the layout qualifier's
ast_type_qualifier and merging the other bits into it. However, that's
not obvious until you break it by switching $1 and $2.
Using merge_qualifier() copies them appropriately, and also properly
overrides layout qualifiers. It also checks for duplicate qualifiers,
which renders some of the checks in the previous patch unnecessary.
However, those checks provide better error messages, such as "Duplicate
interpolation qualifier", rather than just "duplicate qualifier".
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This makes the compiler accept invariant, storage, layout, and
interpolation qualifiers in any order when ARB_shading_language_420pack
is enabled.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The GL_ARB_shading_language_420pack extension/GLSL 4.20 allow qualifiers
to be specified in (basically) any order. In order to support this, we
can't hardcode the ordering restrictions in the grammar.
This patch alters the grammar to accept invariant, storage, layout, and
interpolation qualifiers in any order, but adds C code to enforce the
ordering requirements. In the 420pack case, we should be able to simply
skip the error checks.
As a bonus, this also lets us generate decent error messages, rather
than Bison's awful "unexpected TOKEN" errors.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
"Auxiliary storage qualifiers" is the new term given to "centroid",
"patch", and "sample" by GLSL 4.20/GL_ARB_shading_language_420pack.
Even though we only support "centroid", it's useful to add this now
so that all auxiliary storage qualifiers get handled in the right places
once they're eventually supported.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This makes it easy to check if any storage qualifiers are set.
"centroid" is not considered a storage qualifier. In the old language
rules, you can't specify "centroid" by itself; it's always "centroid
in", "centroid out", or "centroid varying." So one of the other storage
qualifiers will always be set; there's no need to specifically check for
centroid.
In the new 4.20 rules, centroid is an auxiliary storage qualifier, not a
storage qualifier.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This makes it easy to check if any layout qualifiers are set.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
All four URB packets need to be programmed together in order for the GPU
state to be valid. Putting them in separate BEGIN..ADVANCE blocks is
risky: if we're nearing the end of a batch, the batch could be flushed
inbetween two of the commands, causing the URB programming to be split
into two batchbuffers.
This -might- be okay with hardware contexts, but it offers no advantages
over keeping them together, and has a potential for hangs.
Putting them into a single BEGIN..ADVANCE block ensures they'll be kept
in the same batch, which seems wise.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Change from "not cacheable" to "cacheable" in L3.
Do so for the draw upload path and blorp.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Change from "not cacheable" to "cacheable" in L3.
Do so for the draw upload path and blorp.
In blorp, change only the PS packet, because the VS packet is disabled.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Change from "not cacheable" to "cacheable" in L3.
Do so for the draw upload path and blorp.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Change from "not cacheable" to "cacheable" in L3.
Do so for the draw upload path and blorp.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Some render types, such as floating-point, aren't valid with EGL.
Return NULL in those cases to drop them.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>