Fixes piglit EXT_framebuffer_multisample/negative-copypixels.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit 9be6654c1f)
Fixes piglit EXT_framebuffer_multisample/negative-copyteximage.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit 6950a4faf6)
Fixes piglit EXT_framebuffer_multisample-negative-readpixels.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit 86b7c6707f)
Fixes piglit EXT_framebuffer_multisample/renderbuffer-samples.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit 0e8d156c3c)
Fixes some _mesa_problem()s in oglconform.
Reviewed-by: Brian Paul <brianp@vmware.com>
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit f83756f80f)
Previously, we were saying that everything from the starting tile to
region width+height was part of the limits of our depthbuffer, even if
the tile was near the bottom of the depthbuffer. This mean that our
range was not clipping to buffer buonds if the start tile was anything
but the start of the buffer.
In bebc91f0f3, this was changed to
saying that we're just rendering to a region of the size of the
renderbuffer. This is great -- we get a range that should actually
match what we want. However, the hardware's range checking occurs
after the X/Y offset addition, so we were clipping out rendering to
small depth mip levels when an X/Y offset was present. Just add
tile_x/y to the width in that case -- the WM won't produce negative
x/y values pre-offset, so we just need to get the left/bottom sides of
the region to cover our buffer.
Fixes the following Piglit regressions on gen7:
spec/ARB_depth_buffer_float/fbo-clear-formats
spec/ARB_depth_texture/fbo-clear-formats
spec/EXT_packed_depth_stencil/fbo-clear-formats
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit e6d6a10c5a)
When using Mesa with a GLES API, calling _mesa_FramebufferRenderbuffer
with GL_DRAW_FRAMEBUFFER will report a 'user error' because
get_framebuffer_target validates that this enum from the framebuffer
blit extension is only used on GL. To work around it this patch makes
it use the GL_FRAMEBUFFER enum instead in that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43418
Note: This is a candidate for the 8.0 branch.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
(cherry picked from commit 9462b84478)
The AL44 format occupies one byte, not two.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit b0af16abf1)
The gl_renderbuffer::Format field wasn't always set properly. This
didn't matter much in the past but with the recent swrast/renderbuffer
mapping changes, core Mesa will be directly touching OSMesa colorbuffers
so using the right MESA_FORMAT_x value is important.
Unfortunately, there aren't MESA_FORMATs for all the possible OSmesa
format/type combinations, such as GL_FLOAT / OSMESA_ARGB. If anyone
runs into these we can add new Mesa formats.
v2: add warnings for unsupported formats, fix ARGB_REV mix-up.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit 540a8b2cfd)
Needed to implement the Map/UnmapRenderbuffer() driver hooks.
This fixes glRead/Draw/CopyPixels, etc.
See https://bugs.freedesktop.org/show_bug.cgi?id=44723
Note: This is a candidate for the 8.0 branch.
Tested-by: Kevin Hobbs <hobbsk@ohiou.edu>
(cherry picked from commit cb254b75d7)
This fixes accum buffer operations. The accumulation buffer is the
only malloc-based renderbuffer for the intel drivers.
v2: apply x/y offset to returned pointer
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Eric Anholt <eric@anholt.net>
(cherry picked from commit 6dbdc03956)
The array holds GLuint values so remove the float cast.
Note, however, that to compute the average of four GLuints we really
want to do (a+b+c+d)/4 but that could overflow. This change doesn't
address that for now.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit 003dd8adf3)
ir_variable is a class, not a struct.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit decd018b99)
In the first case, the newImage[] array contains GLuint values.
In the second case, the parameter type is GLuint, but the maxDepth
value is never used in this case (GL_FLOAT_32_UNSIGNED_INT_24_8_REV).
Pass ~OU just to be safe.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit a240c998ac)
And pass integer width, height values.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
(cherry picked from commit 2f0fa456e3)
glsl_to_tgsi_visitor is earlier defined as a class, not a struct.
Fixes MSVC warning.
NOTE: This is a candidate for the 8.0 branch.
(cherry picked from commit 9f2963b631)
Still some work to be done before this is finished.
This is a candidate for 8.0 branch.
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 3e044bcc4b)
Some hardware versions rely on it to render correctly.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
glDrawBuffer(GL_FRONT_AND_BACK) results in to segmentation fault if
intel->is_front_buffer_rendering is not enabled with GL_FRONT_AND_BACK.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44153
Reported-by: Yi Sun <yi.sun@intel.com>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Instead, do the uniform setting and input / output mapping directly in
brw_link_shader. Hurray for not generating Mesa IR! However, once
the i965 driver stops calling _mesa_ir_link_shader, UsesClipDistance
and UsesKill are no longer set.
Ideally gen6_upload_vs_push_constants should use the
gl_shader_program, but I don't see a way to propagate the information
there. The other alternative, since this is the only usage, is to
move gl_vertex_program::UsesClipDistance to brw_vertex_program.
The compile (and precompile) stages use UsesKill to determine the
cache key for the shader. This is then used to determine whether or
not to compile the shader. Calculating this data during compilation
is too late.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
This previously enabled some optimizations in the fragment shader
(interpolation, etc.) if some input components were always 0.0 or
1.0. However, this data was generated by analyzing Mesa IR. The
next patch in this series removes generation of Mesa IR for GLSL
paths. When we detect that case, just set the used mask to ~0 and
circumvent the optimizations.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It used to be done in ir_to_mesa, and that was kind of a bad place.
I didn't change st_glsl_to_tgsi because there is some strange stuff
happening in the code that generates glDrawPixels shaders. It looked
like this would break horribly if I touched anything.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Track the calculated data in gl_shader_program instead of the
individual assembly shaders.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Rather than looking at the settings in individual assembly programs,
look at the settings in the top-level uniform values. The old code
was flawed because examining each shader stage in isolation could
allow inconsitent usage across stages (e.g., bind unit 0 to a
sampler2D in the vertex shader and sampler1DShadow in the fragment
shader).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously the fixed-function fragment shader was tracked as a
gl_program. This means that it shows up in the driver as a Mesa IR
program instead of as a GLSL IR program. If a driver doesn't generate
Mesa IR from the GLSL IR, that program is empty. If the program is
empty there is either no rendering or a GPU hang.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Poking directly at the backing resources works only by luck. Core
Mesa code should only know about the gl_uniform_storage structure.
Soon other code that looks at samplers will use the gl_uniform_storage
structures instead of the data in the gl_program.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
It looks like AC_PROG_SED was added in 2.59b, and wasn't in the
original 2.59 in the original 2.59. Presumably that's why, though
it could've been an oversight.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Matt Turner <mattst88@gmail.com>
The gen7_urb atom depends on CACHE_NEW_VS_PROG and CACHE_NEW_GS_PROG,
causing gen7_upload_urb() to be called when switching to a new VS
program.
In addition to partitioning the URB space between the VS and GS,
gen7_upload_urb() also allocated space for VS and PS push constants.
Unfortunately, this meant that whenever CACHE_NEW_VS was flagged, we'd
reallocate the space for the PS push constants. According to the BSpec,
after sending 3DSTATE_PUSH_CONSTANT_ALLOC_PS, we must reprogram
3DSTATE_CONSTANT_PS prior to the next 3DPRIMITIVE.
Since our URB allocation for push constants is entirely static, it makes
sense to split it out into its own atom that only subscribes to
BRW_NEW_CONTEXT. This avoids reallocating the space and trashing
constants.
Fixes a rendering artifact in Extreme Tuxracer, where instead of a snow
trail, you'd get a bright red streak (affectionately known as the
"bloody penguin bug").
This also explains why adding VS-related dirty bits to gen7_ps_state
made the problem disappear: it made 3DSTATE_CONSTANT_PS be emitted after
every 3DSTATE_PUSH_CONSTANT_ALLOC_PS packet.
NOTE: This is a candidate for the 7.11 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38868
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Both dri2_create_context_attribs and drisw_create_context_attribs call
dri2_convert_glx_attribs, expecting it to fill in *api on success.
However, when num_attribs == 0, it was returning true without setting
*api, causing the caller to use an uninitialized value.
Tested-by: Vadim Girlin <vadimgirlin@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
svga_sampler_view contains a pointer to a pipe_resource (base class of
svga_texture) and svga_texture contains a pointer to an svga_sampler_view.
This circular dependency prevented the objects from ever being freed when
they pointed to each other. Make the svga_sampler_view::texture pointer
a "weak reference" (no reference counting) to break the dependency.
This is safe to do because the pipe_resource/texture always has a longer
lifespan than the sampler view so when svga_sampler_view stops referencing
the texture, the texture's refcount never hits zero.
Fixes a memory leak seen with google earth and other apps.
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>