The new function, cross_validate_types_and_qualifiers, will have
multiple callers from this file in future commits.
v2: Don't pass the names of the producer / consumer stages to
cross_validate_types_and_qualifiers. Instead, pass the types and get
the names only in the error paths. Suggested by Paul.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Changes to the grammar for GL_ARB_shading_language_420pack (commit
6eec502) moved precision qualifiers out of the type_specifier production
chain. This caused declarations such as:
struct S {
lowp float f;
};
to generate parse errors. Section 4.1.8 (Structures) of both the GLSL
ES 1.00 spec and GLSL 1.30 specs says:
"Member declarators may contain precision qualifiers, but may not
contain any other qualifiers."
So, it sure seems like we shouldn't generate a parse error. :)
Instead of type_specifier, use fully_specified_type in struct members.
However, fully_specified_type allows a lot of other qualifiers that are
not allowed on structure members, so expeclitly disallow them.
Note, this makes struct_declaration look an awful lot like
member_declaration (used for interface blocks). We may want to
(somehow) unify these rules to reduce code duplication at some point.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68753
Reported-by: Aras Pranckevicius <aras@unity3d.com>
Cc: Aras Pranckevicius <aras@unity3d.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
Remap any type or severity exclusive to KHR_debug to
something suitable for ARB_debug_output
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Brian Paul <brianp@vmware.com>
V3: make sure to add null terminator when setting label,
generate error when the client specifies an explicit
length that exceeds MAX_LABEL_LENGTH, set label pointer
to NULL when freed, and output correct length in
MAX_LABEL_LENGTH error message.
V2: fixed indentation of comment
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Brian Paul <brianp@vmware.com>
The main GL context's swtnl_im field is the VBO module's vbo_context
structure. Using the name "swtnl" in the name is confusing since
some drivers use hardware texturing and lighting, but still rely on the
VBO module for drawing.
v2: Forward declare the type and use that instead of void *
(suggested by Eric Anholt).
v3: Remove unnecessary cast (pointed out by by Topi Pohjolainen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Some drawing functions take a single _mesa_prim object, while others
take an array of primitives. Both kinds of functions used a parameter
called "prim" (the singular form), which was confusing.
Using the plural form, "prims," clearly communicates that the parameter
is an array of primitives.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
can_cut_index_handle_prims() was passed an array of _mesa_prim objects
and a count, and ran a loop for that many iterations. However, it
treated the array like a pointer, repeatedly checking the first element.
This patch makes it actually check every primitive.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Fixes assertion failues in 24 piglit tests with
MESA_GL_VERSION_OVERRIDE=3.0, 12 of which are now passing.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Based on calim's original fix in the nine branch.
Signed-off-by: Maarten Lankhorst <maarten.lankhorst@canonical.com>
Cc: "9.2 and 9.1" <mesa-stable@lists.freedesktop.org>
LIBGL_SHOW_FPS=1 makes GLX print FPS every second while other values do
nothing. Extend it so that LIBGL_SHOW_FPS=N will print the FPS every N
seconds.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The VBO module actually calls us with an array of _mesa_prim objects.
For example, it may break up a DrawArrays() call into multiple
primitives when primitive restart is enabled.
Previously, we treated prim like a pointer, always accessing element 0.
This worked because all of the primitive objects in a single draw call
have the same value for num_instances and basevertex.
However, accessing an array as a pointer and using the wrong object's
fields is misleading. For stylistic reasons alone, we should use the
right object.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
These functions have almost identical code; the only difference is that
a few of the bits moved around. Adding a few trivial conditionals
allows the same function to work on all generations, and the resulting
code is still quite readable.
v2: Comment that the workaround flush is only necessary on SNB
(requested by Paul Berry).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Fixes broken rendering if these MRFs contained anything other than zero.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There is a slight functionality change. Previously we would compute a
common value for num_samplers for all stages, and populate that many
entries in each stage's surf_offset table regardless of how many
samplers each stage used. Now we only populate the number of entries
in the surf_offset table corresponding to the number of samplers
actually used by the stage.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously these functions would accept a pointer to the binding table
and an index indicating which entry in the binding table should be
updated. Now they merely take a pointer to the binding table entry to
be updated.
This will make it easier to generalize brw_texture_surfaces to support
geometry shaders.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This patch implements pull constant upload, binding table upload, and
surface setup for geometry shaders, by re-using vertex shader code
that was generalized in previous patches.
Based on work by Eric Anholt <eric@anholt.net>.
v2: Update ditry bits for brw_gs_ubo_surfaces to account for commit
77d8fbc (mesa: add & use a new driver flag for UBO updates instead of
_NEW_BUFFER_OBJECT).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The hardware requires that after constant buffers for a stage are
allocated using a 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS}
command, and prior to execution of a 3DPRIMITIVE, the corresponding
stage's constant buffers must be reprogrammed using a
3DSTATE_CONSTANT_{VS,HS,DS,GS,PS} command.
Previously we didn't need to worry about this, because we only
programmed 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} once on
startup (or, previous to that, whenever BRW_NEW_CONTEXT was flagged).
But now that we reallocate the constant buffers whenever geometry
shaders are switched on and off, we need to make sure the constant
buffers are reprogrammed.
We do this by adding a new bit, BRW_NEW_PUSH_CONSTANT_ALLOCATION, to
brw->state.dirty.brw.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size partitions, one for the
vertex shader, and one for the fragment shader.
Now that we are adding geometry shader support, we need to do
something smarter. This patch adjusts things so that when a geometry
shader is in use, we split the available push constant space into 3
nearly-equal size partitions instead of 2.
Since the push constant allocation is now affected by GL state, it can
no longer be set up by brw_upload_initial_gpu_state(); instead it must
be set up by a state atom.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is required by the internal hardware docs and the PRM. Probably
the reason we were getting away with not doing it was because we only
emitted 3DSTATE_PUSH_CONSTANT_ALLOC_PS during startup. However that's
going to change with the introduction of geometry shaders.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we gave all of the URB space (other than the small amount
that is used for push constants) to the vertex shader. However, when
a geometry shader is active, we need to divide it up between the
vertex and geometry shaders.
The size of the URB entries for the vertex and geometry shaders can
vary dramatically from one shader to the next. So it doesn't make
sense to simply split the available space in two. In particular:
- On Ivy Bridge GT1, this would not leave enough space for the worst
case geometry shader, which requires 64k of URB space.
- Due to hardware-imposed limits on the maximum number of URB entries,
sometimes a given shader stage will only be capable of using a small
amount of URB space. When this happens, it may make sense to
allocate substantially less than half of the available space to that
stage.
Our algorithm for dividing space between the two stages is to first
compute (a) the minimum amount of URB space that each stage needs in
order to function properly, and (b) the amount of additional URB space
that each stage "wants" (i.e. that it would be capable of making use
of). If the total amount of space available is not enough to satisfy
needs + wants, then each stage's "wants" amount is scaled back by the
same factor in order to fit.
When only a vertex shader is active, this algorithm produces
equivalent results to the old algorithm (if the vertex shader stage
can make use of all the available URB space, we assign all the space
to it; if it can't, we let it use as much as it can).
In the future, when we need to support tessellation control and
tessellation evaluation pipeline stages, it should be straightforward
to expand this algorithm to cover them.
v2: Use "unsigned" rather than "GLuint".
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>