The _save_OBE_DrawArrays/Elements/RangeElements() functions are
called when building a display list and we know we're outside
glBegin/End.
We shouldn't call the normal _mesa_validate_DrawArrays/Elements()
functions here because those functions only work properly in immediate
mode or during dlist execution. At dlist compile time, we can't call
_mesa_update_state(), etc. and examine the current state since it won't
apply when the list is executed later.
Fixes several failures in piglit's gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
If we're in GL_COMPILE_AND_EXECUTE mode and inside glBegin, calling
glEndList() should generate an error.
Fixes a failure in piglit's gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The old code was hard to understand and not entirely correct.
Note that PRIM_INSIDE_UNKNOWN_PRIM is no longer set anywhere so
we'll be able to remove that next.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
...in terms of new _mesa_is_valid_prim_mode(). We need a mode validater
function that doesn't depend on current state for the display list code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
These values pertain to display lists, and the new types of geometry
shader primitives can be used in display lists.
And add new PRIM_MAX constant for follow-on changes.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This removes the test for _mesa_inside_dlist_begin_end().
If ctx->Driver.CurrentSavePrimitive==PRIM_UNKNOWN (the initial value),
_mesa_inside_dlist_begin_end() will, confusingly, return TRUE.
So we didn't set the ctx->ListState.Current.ShadeModel value and it
remained in its indeterminate state.
This didn't effect correctness, but it defeated the intended optimization
of dropping redundant glShadeModel() state changes in order to
coalesce sequences of drawing commands.
Verified with new piglit gl-1.0-dlist-shademodel test.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Without this patch, radeon_uvd failed to find the libdrm includes:
In file included from radeon_uvd.c:48:
../../winsys/radeon/drm/radeon_winsys.h:44:35: error:
libdrm/radeon_surface.h: No such file or directory
Signed-off-by: Lauri Kasanen <cand@gmx.com>
When checking framebuffer completeness, we test each attachment.
We verify that all attachments are consistent in terms of layers.
1. They must all be layered, or all non-layered
2. If they are layered, they must match in depth
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
If glFramebufferTexture is used, then the framebuffer attachment is
layered.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This like the fifth attempt to fix the issue.
Also with the new "validating" flag, we can set recalculate_inputs to FALSE
earlier in vbo_bind_arrays, because _mesa_update_state won't change it.
NOTE: This is a candidate for the stable branches.
v2: fixed a typo
Reviewed-by: Brian Paul <brianp@vmware.com>
The shadow comparitor needs to be loaded into the Z component of the
last DWord.
Fixes es3conform's shadow_execution_vert and oglconform's
shadow-grad advanced.textureGrad.1D tests on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
According to the Ivybridge PRM, Volume 4 Part 1, page 130, in the
section for the sample_d message: "The r coordinate contains the faceid,
and the r gradients are ignored by hardware."
This doesn't match GLSL, which provides gradients for all of the
coordinates. So we would need to do some math to compute the face ID
before using sample_d. We currently don't have any code to do that.
However, we do have a lowering pass that converts textureGrad to
textureLod, which solves this problem. Since textureGrad on three
components is sufficiently obscure, it's not a performance path.
For now, only handle samplerCubeShadow; we need tests for samplerCube
and samplerCubeArray.
Fixes es3conform's shadow_comparison_frag test on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Consider the following shader:
vec4 f(vec4 v) { return v; }
vec4 f(vec4 v);
The prototype exactly matches the signature of the earlier definition,
so there's absolutely no point in it. However, it doesn't appear to
be illegal. The GLSL 4.30 specification offers two relevant quotes:
"If a function name is declared twice with the same parameter types,
then the return types and all qualifiers must also match, and it is the
same function being declared."
"User-defined functions can have multiple declarations, but only one
definition."
In this case the same function was declared twice, and there's only one
definition, which fits both pieces of text. There doesn't appear to be
any text saying late prototypes are illegal, so presumably it's valid.
Unfortunately, it currently triggers an assertion failure:
ir_dereference_variable @ <p1> specifies undeclared variable `v' @ <p2>
When we process the second line, we look for an existing exact match so
we can enforce the one-definition rule. We then leave sig set to that
existing function, and hit sig->replace_parameters(&hir_parameters),
unfortunately nuking our existing definition's parameters (which have
actual dereferences) with the prototype's bogus unused parameters.
Simply bailing out and ignoring such late prototypes is the safest
thing to do.
Fixes Piglit's late-proto.vert as well as 3DMark/Ice Storm for Android.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
It guarded the function prototype of pipe_loader_sw_probe, whose use (in
pipe_loader.c) and definition (in pipe_loader_sw.c) were not guarded.
Both are built into libpipe_loader.la if HAVE_LOADER_GALLIUM, which is
enable_gallium_loader in configure.ac.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
For consistency, since we already have HAVE_PIPE_LOADER_{SW,DRM}.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
The number of samples is already available in the miptree data
structure, so there's no need to pass it in.
I suspect this may fix a subtle bug because in one case
(intel_renderbuffer_update_wrapper) we were always passing zero for
num_samples, even though the buffer in question was not guaranteed to
be single-sampled. But I wasn't able to find a failing test case.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>