Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time. Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader. But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.
The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner. However, most applications fail to do so.
So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.
Fixes: 7025dbe794 ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
They use the "sample" keyword as a variable name.
Cc: 19.2 19.3 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This fixes the drisw paths to use the new shm2 interface, so that
we don't trigger the X server overflow checks when the x offset is non-zero.
This just hides the versioning in drisw, and either passes the src_x
or adds the offset fixup for the fallback path.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Adam Jackson <ajax@redhat.com>
This patch fixes the following Piglit test:
spec@egl_mesa_configless_context@basic
It also fixes few test in a virgl guest.
v2: Evaluate the value of no_config (Ilia)
Suggested-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
The spec seems clear this is not allowed but the Nvidia binary
forces apps to add layout qualifiers so this works around the
issue for No Mans Sky until the CTS can be sorted out.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This was added as a workaround for Heaven 3.0 but was later removed
by 5ead448719 to allow Heaven 4.0 to work correctly.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <airlied@redhat.com>
If the DRIswrastLoaderExtension implements putImageShm, bind it to
drisw_loader_funcs.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
This just renames this as we want to add an shm handle which
isn't really drm related.
Originally by: Marc-André Lureau <marcandre.lureau@gmail.com>
(airlied: I used this sed script instead)
This was generated with:
git grep -l 'DRM_API_' | xargs sed -i 's/DRM_API_/WINSYS_/g'
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
According to the ARB_multisample num_samples is a non-negative integer.
Consequently define it as such, fail in glx/choose_visual if a negative
number is given.
v2: split patch into gallium and mesa part
Signed-off-by: Gert Wollny <gw.fossdev@gmail.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Wladimir J. van der Laan <laanwj@gmail.com>
This fixes issues seen with certain versions of Unreal Engine 4 editor
and games built with that using GLSL 4.30.
v2: add driinfo_gallium change (Emil Velikov)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801
Acked-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Android fences can't be deferred, because st/dri calls fence_finish
with ctx = NULL, so the driver can't flush u_threaded_context.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Fixes piglit - egl_khr_fence_sync/android_native tests.
Broken by 884a0b2a9e.
Introduce state-tracker flush flags, analogous to the pipe ones. Use
the former when with stapi->flush().
Fixes: 884a0b2a9e ("st/dri: use stapi flush instead of pipe flush
when creating fences")
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Adam Jackson <ajax@redhat.com>
Add a state tracker interface method to flush outstanding swapbuffers, and
add a call to it from the mesa state tracker during glFinish().
This doesn't strictly mean the outstanding swapbuffers have actually finished
executing but is sufficient for glFinish()
to be able to be used as a replacement for glXWaitGL().
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
This allows a more generic mechanism for passing user configurations
into drivers by accessing the dri options directly.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
With commit 5124bf9823, a framebuffer interface hash table is
created in st_gl_api_create(), which is called in
dri_init_screen_helper() for each screen. When the hash table is
overwritten with multiple calls to st_gl_api_create(), it can cause
race condition. This patch fixes the problem by creating a
framebuffer interface hash table per state tracker manager.
Fixes crash with steam.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101876
Fixes: 5124bf9823 ("st/mesa: add destroy_drawable interface")
Tested-by: Christoph Haag <haagch@frickel.club>
Reviewed-by: Brian Paul <brianp@vmware.com>
With this patch, the st manager will maintain a hash table for
the active framebuffer interface objects. A destroy_drawable interface
is added to allow the state tracker to notify the st manager to remove
the associated framebuffer interface object from the hash table,
so the associated framebuffer and its resources can be deleted
at framebuffers purge time.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101829
Fixes: 147d7fb772 ("st/mesa: add a winsys buffers list in st_context")
Tested-by: Brad King <brad.king@kitware.com>
Tested-by: Gert Wollny <gw.fossdev@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Add a new context flag and plumb it through the various layers of the
context creation code to set up dispatch tables for the no-error mode.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Commit a5e733c6b5 fixes the dangling
framebuffer object by unreferencing the window system draw/read buffers
when context is released. However this can prematurely destroy the
resources associated with these window system buffers. The problem is
reproducible with Turbine Demo running with VMware driver. In this case,
the depth buffer content was lost when the context is rebound to a
drawable.
To prevent premature destroy of the resources associated with
window system buffers, this patch maintains a list of these buffers in
the context, making sure the reference counts of these buffers will not
reach zero until the associated framebuffer interface objects no
longer exist. This also helps to avoid unnecessary destruction and
re-construction of the resources associated with the framebuffer.
Fixes VMware bug 1909807.
Reviewed-by: Brian Paul <brianp@vmware.com>
for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
we use this to import resources with format modifiers, and to support
per-resource modifier queries.
Signed-off-by: Varad Gautam <varad.gautam@collabora.com>
Cc: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
This option will allow GLSL builtins to be redeclared verbatim (e.g.
redeclaring "in int gl_VertexID" in a vertex shader). This is not strictly
valid and would normally fail to compile, but some applications (such as
newer Techland ports) do it and need more leniency.
v2 (Samuel Pitoiset):
- Rename allow_glsl_builtin_redeclaration ->
allow_glsl_builtin_variable_redeclaration
Signed-off-by: John Brooks <john@fastquake.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This will allow to force computing the absolute value for sqrt()
and inversesqrt() in order to follow D3D9 behaviour for buggy
apps that rely on it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When st_context_flush() is called with ST_FLUSH_WAIT,
the function will return after the fence is completed.
Reviewed-by: Brian Paul <brianp@vmware.com>
Mesa currently doesn't allow to create 3.1+ compatibility profiles
mainly because various features are unimplemented and bugs can
happen.
However, some buggy apps request a compat profile without using
any old features unimplemented in mesa, and they fail to start.
This option should help some games to run but it's not enough
for all (eg. Dying Light).
v2: - s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Historically we use "device name" for the name of the kernel module and
"driver name" for the dri/other driver.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Likely unused since day 1, although I've only checked back until the
st/dri unification with commit 29ca7d2c94 ("st/dri: merge dri/drm and
dri/sw backends")
Based on the comment, referencing drmOpenByName it's not something we
want to bring back.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Support multi-planar YUV for external EGLImage's (currently just in the
dma-buf import path) by lowering to multiple texture fetch's for each
plane and CSC in shader.
There was some discussion of alternative approaches for tracking the
additional UV or U/V planes:
https://lists.freedesktop.org/archives/mesa-dev/2016-September/127832.html
They all seemed worse than pipe_resource::next
Signed-off-by: Rob Clark <robdclark@gmail.com>