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  1. Jan 07, 2019
  2. Oct 10, 2018
    • Eric Engestrom's avatar
      run: simplify filename handling · cf466df6
      Eric Engestrom authored
      
      
      Compiler wasn't happy about strncpy() depending on the source's length and not
      the target's, but this whole thing can be simplified by simply using asprintf()
      (which is already used in this file, so no #include necessary).
      
      run.c: In function ‘main._omp_fn.0’:
      run.c:964:21: warning: ‘strncpy’ specified bound depends on the length of the source argument [-Wstringop-overflow=]
                           strncpy(out_filename, current_shader_name,
                           ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   strlen(current_shader_name) + 1);
                                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      
      Signed-off-by: default avatarEric Engestrom <eric.engestrom@intel.com>
      Reviewed-by: default avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      cf466df6
  3. Jul 27, 2018
    • Kenneth Graunke's avatar
      intel_stub: Claim to support I915_PARAM_HAS_CONTEXT_ISOLATION. · 8d986c8c
      Kenneth Graunke authored
      
      
      Modern kernels support I915_PARAM_HAS_CONTEXT_ISOLATION, which allows
      us to whack certain context registers with impunity.  One of those is
      INSTPM/CS_DEBUG_MODE2, which controls whether Constant Buffer 0 is
      relative to dynamic state base address, or a general GPU address.
      If it's relative (the default), we can only push 3 ranges of UBOs.
      If it's absolute, we can push 4.  So this affects our shader output.
      
      Follow the behavior of modern kernels and allow us to push all 4 ranges.
      
      Tested-by: default avatarIan Romanick <ian.d.romanick@intel.com>
      8d986c8c
  4. Jul 20, 2018
    • Timothy Arceri's avatar
      shader-db: simplify and improve SSO handling · 372703f3
      Timothy Arceri authored
      
      
      This does two things:
      
      1. Allows cross shader optimisations to be preformed on SSO
         programs that contain more than one stage (seems like I
         don't have any of these in my shader-db collection).
      
      2. Allows us to write compilation errors to stderr. With this
         change I discovered a Deus Ex: MD shader was failing to
         compile (I've reported it to Feral).
      
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
      372703f3
  5. Jun 18, 2018
    • Dongwon Kim's avatar
      run: handling binding of attribute variable name (v2) · 109520ba
      Dongwon Kim authored and Matt Turner's avatar Matt Turner committed
      
      
      Optional binding of variables can be processed before linking shader
      objects for creating shader program. It is activated by adding lines
      with a keyword "BindAttribLoc" followed by name and index as,
      
      "BindAttribLoc name_str1 <index1>"
      
      For example,
      
      [require]
      ......
      BindAttrbLoc vertex 1
      BindAttrbLoc coord 2
      BindAttrbLoc col 3
      
      This makes the shader-db run
      
      glBindAttribLocation(p, 1, "vertex");
      glBindAttribLocation(p, 2, "coord");
      glBindAttribLocation(p, 3, "col");
      
      before glLinkProgram() to include these binding info in binary shader
      program.
      
      v2: get_shaders returns its own head of list for binding variables
          instead of using a global head to support parallel processing of
          multiple shader_tests
      
      Signed-off-by: default avatarDongwon Kim <dongwon.kim@intel.com>
      109520ba
  6. Jun 08, 2018
  7. May 23, 2018
    • Dongwon Kim's avatar
      run: shader program file created via GetProgramBinary (v5) · 9f6dc480
      Dongwon Kim authored and Matt Turner's avatar Matt Turner committed
      
      
      With option '-b', shader-db now generates a shader program binary file
      using GetProgramBinary(). This shader program binary can be loaded via
      ProgramBinary() to be executed by an application later.
      
      v2: 1. define MAX_LOG_LEN and use it as the size of gl log
          2. define MAX_PROG_SIZE and use it as the max size of extracted
             shader_program
          3. out_file is now pointer allocated by strdup for the file name
      
      v3: 1. automatically using original shader test file's name +  ".bin"
             as a filename for program binary - better way to cover the case
             with batch compilation of many shader test files in the same
             directory
          2. remove --out=<file name> since it is now unnecessary (due to v3-1.)
             to provide custom file name. Instead, option, "--bin", which is
             basically a flag that enables getting program binary as a file.
          3. Now it tries to get the length of binary by reading program's
             GL_PROGRAM_BINARY_LENGTH_OES parameter
      
      v4: 1. '--bin' -> '-b'
          2. stop generating binary program when failing to retrieve the binary
             size
          3. error checking after malloc for binary program
          4. changed some of variable names
          5. several consecutive fprintfs are consolidated
          6. removed MAX_LOG_LEN and MAX_PROG_SIZE
      
      v5: bug fix: +1 to the length of the output file to cover '\0'
      
      Signed-off-by: default avatarDongwon Kim <dongwon.kim@intel.com>
      9f6dc480
  8. May 20, 2018
  9. Apr 04, 2018
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  13. Jan 31, 2018
  14. Nov 27, 2017
  15. Nov 12, 2017
  16. Nov 04, 2017
  17. Sep 13, 2017
  18. Aug 26, 2017
  19. Aug 17, 2017
  20. Jun 25, 2017
    • Kenneth Graunke's avatar
      Drop Orbital Explorer shader. · 4262876d
      Kenneth Graunke authored
      
      
      The upstream version of Orbital Explorer doesn't run on Mesa drivers,
      as it (unnecessarily) requests a compatibility profile on non-Apple
      OSes, and suffers from GLEW bugs.  I sent a pull request two years ago
      to port it to libepoxy and get it running on Mesa drivers, but it was
      never accepted.
      
      The author eventually emailed me and said that he considers it a
      "finished experiment" and said the rendering method (geometry shader
      based approach) is inefficient, and he intends to fully rewrite it
      someday.
      
      Since this is not representative of typical geometry shaders, and
      the project is effectively dead, we may as well remove it.
      
      Reviewed-by: default avatarChad Versace <chadversary@chromium.org>
      4262876d
  21. May 20, 2017
  22. May 15, 2017
  23. May 04, 2017
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