Since the GREMEDY extensions are normally only exposed by the gremedy
debugger (and could possibly trigger debug paths in the app), we don't
expose the extension by default, but instead only with
ST_DEBUG=gremedy.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
The extension spec[1] describes DEBUG_TYPE_MARKER as "Annotation of the
command stream". So for DEBUG_TYPE_MARKER, also pass the buf to the
driver's EmitStringMarker() to be inserted in the command stream.
[1] https://www.opengl.org/registry/specs/KHR/debug.txt
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
texobj: Remove redundant checks that the texture cube faces match size
The texture mipmap completeness checking code was checking whether all
of the faces have the same size. However this is pointless because the
code just above it checks whether the face has the expected size
calculated for the mipmap level anyway so the error condition could
never be reached. This patch just removes it.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
texobj: Fix the completeness checks for cube textures
According to the GL 1.4 spec section 3.8.10, a cubemap texture is only
complete if:
• The level base arrays of each of the six texture images making up
the cube map have identical, positive, and square dimensions.
• The level base arrays were each specified with the same internal
format.
• The level base arrays each have the same border width.
Previously the texture completeness code was only checking the first
point. This patch makes it additionally check the other two.
This fixes the following two dEQP tests:
deqp-gles2.functional.texture.completeness.cube.format_mismatch_rgba_rgb_level_0_neg_z
deqp-gles2.functional.texture.completeness.cube.format_mismatch_rgb_rgba_level_0_pos_z
And also this Piglit test:
spec/!opengl 2.0/incomplete-cubemap-format
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93792
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The buffers are referenced from r600_update_driver_const_buffers()
-> r600_set_constant_buffer() -> u_upload_data(), but nothing
ever releases the reference. Similar case with driver_consts.
Found using valgrind.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
main/shaderapi.c:1318:51: warning: format specifies type 'unsigned int' but the argument has type 'GLhandleARB' (aka 'unsigned long') [-Wformat]
_mesa_debug(ctx, "glDeleteObjectARB(%u)\n", obj);
~~ ^~~
%lu
Signed-off-by: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Removes the public symbol _glapi_create_table_from_handle from
libGL.so.1.2.0 on all platforms except Darwin.
Since the symbol is not used on other platforms it makes sense to
build glapi_gentable.c only on Darwin.
As a side effect it accelerates the build a bit and reduces the size
of libGL.so.1.2.0 as follows:
size lib/libGL.so.1.2.0 on my system shows
text data bss dec hex filename
469211 21848 2720 493779 788d3 lib/libGL.so.1.2.0 before
420988 11240 2720 434948 6a304 lib/libGL.so.1.2.0 after
A little bit of history:
_glapi_create_table_from_handle was introduced in
commit 85937f4c0d
Author: Jeremy Huddleston <jeremyhu@apple.com>
Date: Thu Jun 9 16:59:49 2011 -0700
glapi: Add API that can create a _glapi_table from a dlfcn handle
Example usage:
void *handle = dlopen(opengl_library_path, RTLD_LOCAL);
struct _glapi_table *disp = _glapi_create_table_from_handle(handle,
"gl");
Signed-off-by: Jeremy Huddleston <jeremyhu@apple.com>
and the only user in mesa was added in
commit f35913b96e
Author: Jeremy Huddleston <jeremyhu@apple.com>
Date: Thu Jun 9 17:29:51 2011 -0700
apple: Use _glapi_create_table_from_handle to initialize our
dispatch table
Signed-off-by: Jeremy Huddleston <jeremyhu@apple.com>
gl_gentable.py was also used for XQuartz in xserver 1.11 - 1.14.
v2: Fix typos in commit message
Add missing XORG_GLAPI_OUTPUTS += \ into src/mapi/glapi/gen/Makefile.am
Add glapi_gentable.c to EXTRA_DIST for inclusion in the release
tarball
v3: Fix commit message: s/gl_gentable.c/glapi_gentable.c/
Reported-by: Arlie Davis <arlied@google.com>
Cc: Jeremy Huddleston <jeremyhu@apple.com>
Signed-off-by: Andreas Boll <andreas.boll.dev@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This patch significantly reduces the size of the libGL.so binary. It does
not change the (externally visible) behavior of libGL.so at all.
gl_gentable.py generates a function, _glapi_create_table_from_handle.
This function allocates a large dispatch table, consisting of 1300 or so
function pointers, and fills this dispatch table by doing symbol lookups
on a given shared library. Previously, gl_gentable.py would generate a
single, very large _glapi_create_table_from_handle function, with a short
cluster of lines for each entry point (function). The idiom it generates
was a NULL check, a call to snprintf, a call to dlsym / GetProcAddress,
and then a store into the dispatch table. Since this function processes
a large number of entry points, this code is duplicated many times over.
We can encode the same information much more compactly, by using a lookup
table. The previous total size of _glapi_create_table_from_handle on x64
was 125848 bytes. By using a lookup table, the size of
_glapi_create_table_from_handle (and the related lookup tables) is reduced
to 10840 bytes. In other words, this enormous function is reduced by 91%.
The size of the entire libGL.so binary (measured when stripped) itself drops
by 15%.
So the purpose of this change is to reduce the binary size, which frees up
disk space, memory, etc.
size lib/libGL.so.1.2.0 on my system shows (Andreas)
text data bss dec hex filename
565947 11256 2720 579923 8d953 lib/libGL.so.1.2.0 before
469211 21848 2720 493779 788d3 lib/libGL.so.1.2.0 after
v2: Incorporate Matt's feedback.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Tested-by: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Signed-off-by: Andreas Boll <andreas.boll.dev@gmail.com>
Take reading shader outputs into account, and use setFlagsDef for the
carry since we rely on having i->flagsDef being set.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
llvmpipe: warn about illegal use of objects in different contexts
Doing that is clearly a bug. We can't quite assert as st/mesa may hit this,
but increase at least visibility of it a bit.
(For the non-refcounted objects it would be illegal too, but we can't detect
that unless we'd store the context ourselves. Plus, those don't tend to cause
random crashes at context or object destruction time... So just sampler views,
surfaces and so targets for now.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
llvmpipe,i915: add back NEW_RASTERIZER dependency when computing vertex info
I removed this mistakenly in 2dbc20e456. I
actually thought it should not be necessary and a piglit run didn't show
any differences, but this shouldn't have been in there.
draw_prepare_shader_outputs() is in fact dependent on NEW_RASTERIZER.
The new polygon-mode-facing test indeed shows why this is necessary, there's
lots of invalid reads and writes with valgrind (also crashes without
valgrind), because the pre-pipeline vertex size doesn't match the
post-pipeline vertex size (note this won't help much with stages which don't
have the prepare hook which can grow the vertex size, in particular the wide
point stage, but this isn't used by llvmpipe). The test still won't pass, of
course, but it is only usage of uninitialized values now, which is much
less dangerous...
(Albeit I'm pretty sure for i915 it really is not needed anymore as it
doesn't care about the extra outputs and doesn't call
draw_prepare_shader_outputs().)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Patch moves uniform calculation to happen during link_uniforms, this
is possible with help of UniformRemapTable that has all the reserved
locations.
Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
v2: code cleanups, increment NumUniformRemapTable correctly, fix
find_empty_block to work properly and add some more comments.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
glsl: add missing explicit_image_format flag to has_layout()
Fixes piglit regression after fixes to duplicate layout rules.
Previously catching multiple layouts was relying on the code
meant to catch duplicates within a single layout(...), this
change triggers the rules for multiple layouts.
Cc: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
llvmpipe: turn depth clears into full depth/stencil clears for d24x8 formats
If we have a d24x8 format, there is no stencil. Therefore, we can always
clear these bits too, which means this will be some kind of memset rather
than read-modify-write.
This is good for some 7% increase or so in gears with huge window size -
seems to have a bigger effect if things aren't in caches. Of course, any
real app won't spend nearly as much time comparatively in clearing
depth buffer in the first place, so the speedup will be much lower.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Fixes a number of GLES31 CTS failures and hangs on various hardware:
ES31-CTS.texture_gather.plain-gather-depth-2d
ES31-CTS.texture_gather.plain-gather-depth-2darray
ES31-CTS.texture_gather.plain-gather-depth-cube
ES31-CTS.texture_gather.offset-gather-depth-2d
ES31-CTS.texture_gather.offset-gather-depth-2darray
ES31-CTS.layout_binding.sampler2D_layout_binding_texture_ComputeShader
ES31-CTS.layout_binding.sampler2DArray_layout_binding_texture_ComputeShader
ES31-CTS.explicit_uniform_location.uniform-loc-types-samplers
ES31-CTS.compute_shader.resources-texture
Some of them were actually passing by luck on some generations even
though we weren't uploading sampler state tables explicitly for the
compute stage, most likely because they relied on the cached sampler
state left from previous rendering to be close enough.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92589
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93312
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93325
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93407
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93725
Reported-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965: Trigger CS state reemission when new sampler state is uploaded.
This reuses the NEW_SAMPLER_STATE_TABLE state bit (currently only used
on pre-Gen7 hardware) to signal that the sampler state tables have
changed in order to make sure that the GPGPU interface descriptor is
updated.
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
I have a patch that writes shaders as .shader_test files, and it uses
this function to create the headers (i.e. [vertex shader]).
[tess ctrl shader] isn't a valid shader_runner header - it's spelled
out as [tessellation control shader].
There's no real reason to abbreviate it, so spell it out.
v2: Rebase on Rob's patches to move the code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
mesa: remove link validation that should be done elsewhere
Even if re-linking fails rendering shouldn't fail as the previous
succesfully linked program will still be available. It also shouldn't
be possible to have an unlinked program as part of the current rendering
state.
This fixes a subtest in:
ES31-CTS.sepshaderobjs.StateInteraction
This change should improve performance on CPU limited benchmarks as noted
in commit d6c6b186cf.
>From Section 7.3 (Program Objects) of the OpenGL 4.5 spec:
"If a program object that is active for any shader stage is re-linked
unsuccessfully, the link status will be set to FALSE, but any existing
executables and associated state will remain part of the current rendering
state until a subsequent call to UseProgram, UseProgramStages, or
BindProgramPipeline removes them from use. If such a program is attached to
any program pipeline object, the existing executables and associated state
will remain part of the program pipeline object until a subsequent call to
UseProgramStages removes them from use. An unsuccessfully linked program may
not be made part of the current rendering state by UseProgram or added to
program pipeline objects by UseProgramStages until it is successfully
re-linked."
"void UseProgram(uint program);
...
An INVALID_OPERATION error is generated if program has not been linked, or
was last linked unsuccessfully. The current rendering state is not modified."
V2: apply the rule to both core and compat.
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
glsl: allow multiple layout qualifiers for a single declaration
From the ARB_shading_language_420pack spec:
"More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in
multiple layout qualifiers for the same declaration, the
last one overrides the former ones."
The parser was already failing correctly when the extension is
not available but testing for duplicates within a single layout
qualifier was still causing this to fail when available as both
cases share the same function for merging.
Here we add a parameter to differentiate between the two uses
and apply it to the duplicate test.
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
glsl: update parser to allow duplicate default layout qualifiers
In order to only create a single node for each default declaration
we add a new boolean parameter to the in/out merge function to
only create one once we reach the rightmost layout qualifier.
From the ARB_shading_language_420pack spec:
"More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in
multiple layout qualifiers for the same declaration, the
last one overrides the former ones."
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This will allow merging of duplicate layout qualifiers as allowed
by ARB_shading_language_420pack
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This is added by ARB_enhanced_layouts although it doesn't fit
into any of the six main changes so we enable this independently.
From the ARB_enhanced_layouts spec:
"More than one layout qualifier may appear in a single
declaration. Additionally, the same layout-qualifier-name
can occur multiple times within a layout qualifier or across
multiple layout qualifiers in the same declaration"
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
util/u_pstipple.c: copy immediates during transformation
Apparently, nobody has combined stippling with a fragment shader
containing immediates in almost five years...
Fixes a bug in Kodi with radeonsi reported by Christian König.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Tested-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
mesa: Move sanity check of BindVertexBuffer for OpenGL ES 3.1
Sanity check of BindVertexBuffer for OpenGL ES in
_mesa_handle_bind_buffer_gen breaks OpenGL ES 2 conformance.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93426
Signed-off-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Print the stream value not the pointer to the expression,
also use the unsigned format specifier.
Cc: 11.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
nv50/ir: swap the least-ref'd source into src1 when both const/imm
The whole point of inlining sources is to reduce loads. We can end up in
a situation where one value is used a lot of times, and one value is
used only once per instruction. The once-per-instruction one is the one
that should get inlined, but with the previous algorithm, it was given
no preference.
This flips things around to preferring putting less-referenced values
into src1 which increases the likelihood of them being inlined.
While we're at it, adjust the heuristic to not treat 0 as an immediate,
as well as (effectively) check for situations where LIMMs can't be
loaded. All this yields improvements on nvc0:
total instructions in shared programs : 6261157 -> 6255985 (-0.08%)
total gprs used in shared programs : 945082 -> 943417 (-0.18%)
total local used in shared programs : 30372 -> 30288 (-0.28%)
total bytes used in shared programs : 50089256 -> 50047880 (-0.08%)
local gpr inst bytes
helped 21 822 3332 3332
hurt 0 278 565 565
And more importantly avoids generating really bad code with SSBOs, where
we end up checking a lot of different values (usually immediates) against
the length.
On nv50 we get comparable results, and even improve packing (bytes went
down more than instructions):
total instructions in shared programs : 6346564 -> 6341277 (-0.08%)
total gprs used in shared programs : 728719 -> 725131 (-0.49%)
total local used in shared programs : 3552 -> 3552 (0.00%)
total bytes used in shared programs : 43995688 -> 43932928 (-0.14%)
local gpr inst bytes
helped 0 1380 3252 3774
hurt 0 287 1710 1365
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
st/mesa: restore the stObj's size if it was cleared out
An issue could still occur if the base level is set, but fixing that
would require a lot more logic.
This fixes the recently-failing texelFetch 3D tests because the mipmaps
were no longer being generated, which in turn caused the copying logic
to be hit, which in turn didn't work because of the broken
width/height/depth.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
freedreno/a4xx: use smaller threadsize for more registers
Once we go past half of the "GPR" register file, it seems like we need
to run frag shader with smaller threadsize. (The vertex shader already
runs at TWO_QUADS, which is the minimum.)
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Some a4xx firmware doesn't implement the "PFD" (prefetch-disabled)
version of the CP_INDIRECT_BUFFER packet. So allow for PFD vs PFE per
generation. Switch a3xx and a4xx over to using prefetch-enabled version
(which is also what blob does.. it seems only on a2xx we cannot use
PFE).
Signed-off-by: Rob Clark <robclark@freedesktop.org>