loader: Use dlsym to get our udev symbols instead of explicit linking.
Steam links against libudev.so.0, while we're linking against
libudev.so.1. The result is that the symbol names (which are the same in
the two libraries) end up conflicting, and some of the usage of .so.1
calls the .so.0 bits, which have different internal structures, and
segfaults happen.
By using a dlopen() with RTLD_LOCAL, we can explicitly look for the
symbols we want, while they get the symbols they want.
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Tested-by: Alexandre Demers <alexandre.f.demers@gmail.com>
Tested-by: Mike Lothian <mike@fireburn.co.uk>
r600g/compute: Emit DEALLOC_STATE on cayman after dispatching a compute shader.
This is necessary to prevent the next SURFACE_SYNC packet from
hanging the GPU.
https://bugs.freedesktop.org/show_bug.cgi?id=73418
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
CC: "9.2" "10.0" <mesa-stable@lists.freedesktop.org>
Some of the hardware support is missing. The NVIDIA-provided driver,
which claims seamless cube map support fails the relevant tests as well.
As this is the last extension before we can have OpenGL 3.2, doing this
allows us to expose geometry shaders without doing the additional
work involved in supporting ARB_geometry_shader4.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
nv50: add support for texelFetch'ing MS textures, ARB_texture_multisample
Creates two areas in the AUX constbuf:
- Sample offsets for MS textures
- Per-texture MS settings
When executing a texelFetch with a MS sampler, looks up that texture's
settings and adjusts the parameters given to the texfetch instruction.
With this change, all the ARB_texture_multisample piglits pass, so turn
on PIPE_CAP_TEXTURE_MULTISAMPLE.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
nv50: allocate an extra code bo to avoid dmesg spam
Each code BO is a heap that allocates at the end first, and so GPs are
allocated at the very end of the allocated space. When executing, we see
PAGE_NOT_PRESENT errors for the next page. Just over-allocate to make
sure that there's something there.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Make sure that we never try to use a 0-sized map. This can happen when
using a gp, so add a dummy mapping when computing vp_gp_mapping in that
case.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Marks gl_Layer as only having one component, and makes sure to keep
track of where it is and emit it in the output map, since it is not an
input to the FP.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Note that the primitive id is stored in a[0x18], while usually the
geometry instructions are of the form a[$a1 + 0x4] which gets mapped to
p[] space. We need to avoid the change from a[] to p[] here, so it's
keyed on whether the access is indirect or not.
Note that there's also a use-case for accessing e.g. a[$r1], however
that's not supported for now. (Could be added by checking the register
file of the indirect parameter.)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Layer output probably doesn't work yet, but other than that everything seems
to be working.
Signed-off-by: Bryan Cain <bryancain3@gmail.com>
[calim: fix up minor bugs, code formatting]
Signed-off-by: Christoph Bumiller <e0425955@student.tuwien.ac.at>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Instead of emitting an SHL 4 io an address register on the TGSI ARL and UARL
instructions, emit the shift when the loaded address is actually used. This
is necessary because input vertex and attribute indices in geometry shaders on
nv50 need to be shifted left by 2 instead of 4.
Signed-off-by: Bryan Cain <bryancain3@gmail.com>
[calim: various updates to the indirect address logic]
Signed-off-by: Christoph Bumiller <e0425955@student.tuwien.ac.at>
[imirkin: remove OP_MAD change that calim made, add OP_RESTART handling
same as OP_EMIT for code flow analysis]
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This is needed since commit 9baa45f78b (st/mesa: bind NULL colorbuffers
as specified by glDrawBuffers).
This implementation is highly based on a larger commit by
Christoph Bumiller <e0425955@student.tuwien.ac.at> in his gallium-nine
branch.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
It doesn't make sense to do an OP_NEG from U32 to U32. This was
manifested on nv50 in glsl-fs-atan-3 which was generating a
UMAD TEMP[0].x, TEMP[0].xxxx, -TEMP[5].xxxx, TEMP[0].xxxx
instruction. (For some reason, nvc0 causes a different shader to be
generated.) This led to a
cvt neg u32 $r1 u32 $r1
Which did not yield the desired result. This changes the final output to
cvt neg s32 $r1 u32 $r1
which produces the desired output and the piglit tests passes. My
assumption is that this is also what we want on nvc0, but could not test
as there was no suitable shader that generated the problem instruction.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
util/u_vbuf: correct map offset calculation for crazy offsets
When the min_index is very large (or very negative), the multipliation
can overflow 32 bits and result in an incorrect map pointer
modification.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
translate: deal with size overflows by casting to ptrdiff_t
This was discovered as a result of the draw-elements-base-vertex-neg
piglit test, which passes very negative offsets in, followed up by large
indices. The nouveau code correctly adjusts the pointer, but the
translate code needs to do the proper inverse correction. Similarly fix
up the SSE code to do a 64-bit multiply to compute the proper offset.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Brian Paul <brianp@vmware.com>
For a variety of reasons mmap (selinux and pax to name
a few) and can fail and with current code. This will
result in a crash in the driver, if not worse.
This has been the case since the inception of the
gallium copy of rtasm.
Cc: 9.1 9.2 10.0 <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73473
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
i965: Don't store qpitch / 4 as mt->qpitch for compressed surfaces.
Broadwell requires software to specify QPitch in a bunch of packets,
so we decided to store it in the miptree. However, when I did that
refactoring, I missed a subtlety: the hardware expects QPitch to be
"in units of rows in the uncompressed surface".
This is the value we originally compute. However, for compressed
surfaces, we then divided it by 4 (the block height), to obtain the
physical layout. This is no longer the QPitch Broadwell expects.
So, store the original undivided value in mt->qpitch, but continue to
use the divided value in brw_miptree_layout_texture_array(). For
non-Broadwell platforms, this should have no impact at all.
Helps fix Piglit's "getteximage-targets S3TC CUBE" test on Broadwell.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
c11: Do not use pthread_mutex_timedlock on NetBSD.
This patch fixes the NetBSD build.
NetBSD does not have pthread_mutex_timedlock.
CC glapi_dispatch.lo
threads_posix.h: In function 'mtx_timedlock':
threads_posix.h:216:5: error: implicit declaration of function 'pthread_mutex_timedlock'
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
glsl: Simplify built-in generator functions for min3/max3/mid3.
The type of all three parameters are identical, so we don't need to
specify it three times. The predicate is always identical too, so we
don't need to make it a parameter, either.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Simple shaders such as:
void splat(vec2 v, float f) {
v[0] = v[1] = f;
}
failed to compile with the following error:
error: value of type vec2 cannot be assigned to variable of type float
First, we would process v[1] = f, and transform:
LHS: (expression float vector_extract (var_ref v) (constant int (1)))
RHS: (var_ref f)
into:
LHS: (var_ref v)
RHS: (expression vec2 vector_insert (var_ref v) (constant int (1))
(var_ref f))
Note that the LHS type is now vec2, not a float. This is surprising,
but not the real problem.
After emitting assignments, this ultimately becomes:
(declare (temporary) vec2 assignment_tmp)
(assign (xy)
(var_ref assignment_tmp)
(expression vec2 vector_insert (var_ref v) (constant int (1))
(var_ref f)))
(assign (xy) (var_ref v) (var_ref assignment_tmp))
We would then return (var_ref assignment_tmp) as the rvalue, which has
the wrong type---it should be float, but is instead a vec2.
To fix this, we simply return (vector_extract (var_ref assignment_temp)
<the appropriate channel>) to pull out the desired float value.
Fixes Piglit's chained-assignment-with-vector-constant-index.vert and
chained-assignment-with-vector-dynamic-index.vert tests.
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74026
Reported-by: Dan Ginsburg <dang@valvesoftware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Rename "expr" to "lhs_expr" in vector_extract munging code.
When processing assignments, we have both an LHS and RHS. At a glance,
"lhs_expr" clearly refers to the LHS, while a generic name like "expr"
is ambiguous.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Increment the list pointer while freeing instruction data
Since the list pointer was never incremented when a OPCODE_PIXEL_MAP
opcode was encountered, the data for the instruction would get freed
over and over and over... resulting in a crash.
Fixes gl-1.0-beginend-coverage.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72214
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: Lu Ha <huax.lu@intel.com>
i965/gen7: Use to the correct program when uploading transform feedback state.
Transform feedback may come from either the geometry shader or the
vertex shader, so we can't use
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] to find the current
post-link transform feedback information. Fortunately we can use
ctx->TransformFeedback.CurrentObject->shader_program.
Cc: 10.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Ensure that transform feedback refers to the correct program.
Previous to this patch, the _mesa_{Begin,Resume}TransformFeedback
functions were using ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] to
find the program that would be the source of transform feedback data.
This isn't correct--if there's a geometry shader present it should be
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]. (These might be
different if separate shader objects are in use).
This patch creates a function get_xfb_source(), which figures out the
correct program to use based on GL state, and updates
_mesa_{Begin,Resume}TransformFeedback to call it. get_xfb_source() is
written in terms of the gl_shader_stage enum, so it should not need
modification when we add tessellation shaders in the future. It also
creates a new driver flag, NewTransformFeedbackProg, which is flagged
whenever this program changes.
To reduce future confusion, this patch also rewords some comments and
error message text to avoid referring to vertex shaders.
Cc: 10.0 <mesa-stable@lists.freedesktop.org>
v2: make the for loop in get_xfb_source() clearer.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965: Remove *_generator::shader field; use prog field instead.
The "shader" field in fs_generator, vec4_generator, and gen8_generator
was only used for one purpose; to figure out if we were compiling an
assembly program or a GLSL shader (shader is NULL for assembly
programs). And it wasn't being used properly: in vec4 shaders we were
always initializing it based on
prog->_LinkedShaders[MESA_SHADER_FRAGMENT], regardless of whether we
were compiling a geometry shader or a vertex shader.
This patch simplifies things by using the "prog" field instead; this
is also NULL for assembly programs.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>