When we find indirect indexing into an array, the current implementation
of the array spliiting optimization pass does not look further into the
expression tree. However, if the variable expression involves variable
indexing into other arrays, we can miss that these other arrays also have
variable indexing. If that happens, the pass will crash later on after
hitting an assertion put there to ensure that split arrays are in fact
always indexed via constants:
shader_runner: opt_array_splitting.cpp:296:
void ir_array_splitting_visitor::split_deref(ir_dereference**): Assertion `constant' failed.
This patch fixes the problem by letting the pass step into the variable
index expression to identify these cases properly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89607
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
There is an old if statement (dated to 2011) that prevented doing
endian swap for colorformat, in case the buffer is marked as
PIPE_USAGE_STAGING.
This is now wrong because st_ReadPixels() reads into a destination
texture that is marked with PIPE_USAGE_STAGING. Therefore, even if
the texture is rendered correctly to the monitor, when reading it
back we get unswapped/wrong values.
This patch makes the check_rgba() function in gl-1.0-readpixsanity
piglit test pass in big-endian.
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
There is an old if statement (dated to 2011) that prevented doing
endian swap for colorformat, in case the buffer is marked
as PIPE_USAGE_STAGING.
This is now wrong because st_ReadPixels() reads into a destination
texture that is marked with PIPE_USAGE_STAGING. Therefore, even if
the texture is rendered correctly to the monitor, when reading it
back we get unswapped/wrong values.
This patch makes the check_rgba() function in gl-1.0-readpixsanity
piglit test pass in big-endian.
v2: removed duplicate call to r600_colorformat_endian_swap() inside
evergreen_init_color_surface_rat()
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested on Linux (centos, ubuntu, and suse variants)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
swr driver which is written in C++ needs access to some more
gallium utility functions than are currently exposed.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
OpenSWR is a new software rasterizer for x86 processors designed
for high performance and high scalablility on visualization workloads.
Acked-by: Roland Scheidegger <sroland@vmware.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Texture is already allocated before calling this meta function. So,
the value of 'allocate_storage' passed to the function is always false.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
OpenGL ES 1.0 doesn't support using GL_STREAM_DRAW and both
ES 1.0 and 2.0 don't support GL_STREAM_READ in glBufferData().
So, handle it correctly by calling the _mesa_meta_begin()
before create_texture_for_pbo().
V2: Remove the changes related to allocate_storage. (Ian)
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reported-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Only one of these were recently introduced. However, since
we keep copy/pasting the same wrong indentation we should
probably just fix it.
Reviewed-by: Brian Paul <brianp@vmware.com>
We should not dereference shader before we have done the
null check.
Reviewed-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
From ARB_viewport_array spec:
" * On GL3-capable hardware the VIEWPORT_BOUNDS_RANGE should be at least
[-16384, 16383].
* On GL4-capable hardware the VIEWPORT_BOUNDS_RANGE should be at least
[-32768, 32767]."
This range is set using ctx->Const.MaxViewportWidth value, so just bump
those constants to 32k for gen7+ which can support OpenGL 4.0.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Don't use hardcoded ones because the driver can set different ones.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that we are no longer using the pctx reference in the shader, drop
it and turn on shareable shaders.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
And use this for allocating bo's to hold the shader binary, rather than
accessing the dev via ctx ptr. One step towards making shaders sharable
across contexts.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
The table in prog_instruction.h is correct.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Looks like more never-used crap from the first geometry shader attempt.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.
Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Fixes piglit tests:
- object-namespace-pollution glGetTexImage-compressed framebuffer
- object-namespace-pollution glGenerateMipmap framebuffer
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>