- Jul 19, 2013
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Tomasz Lis authored
Almost all of the functions between the ARB and the EXT share the same GLX protocol because the functionality is, essentially, identical. However, there are some differences between the extensions: - In the ARB extension, names must come from glGenBuffers. - In the ARB extension, framebuffer objects are not shared (but they are in the EXT). For these reasons, glBindFramebuffer and glBindRenderbuffer have different GLX protocol opcodes than their EXT counterparts. Currently these functions alias each other in the dispatch table. This makes it impossible to be truly spec conformant. This patch enables fixing the conformance issue by splitting glBindFramebuffer / glBindFramebufferEXT and glBindRenderbuffer / glBindRenderbufferEXT into separate dispatch table entries. Patches will be available shortly to: - Fix the conformance issue. - Stop advertising the EXT in OpenGL 3.1 (or core profiles). HOWEVER, this does represent a compatibility break between the loader (libGL or the Xserver GLX module) and the driver. Mesa drivers compiled without this change will request a single dispatch table entry for glBindFramebuffer and glBindFramebufferEXT. Since the updated loader has different entries for each, the request will fail, and the driver will die in a fire. Drivers built with the change should continue to load fine on loaders without the change. In this case, the driver will separately ask for entries for glBindFramebuffer and glBindFramebufferEXT, and the loader will tell it the same location. Since the loader in the server's GLX module is not (yet) updated, this should not be a problem. We also do not advertise the ARB extension from the server, so, again, this should not be a problem for the server. HOWEVER, this means that DRI1 drivers (remember mga_dri.so?) will no longer load with libGL build hereafter. That means this patch will need to be back ported to the 8.0 branch. v2 (idr): Added missing GLX protocol opcodes for the EXT functions and corrected the opcodes for the ARB functions. Updated GLX indirect_api unit test and dispatch sanity unit test. Signed-off-by: Tomasz Lis <tomasz.lis@intel.com> Signed-off-by: Bartosz Zawistowski <bartosz.l.zawistowski@intel.com> Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
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- Jul 18, 2013
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Kenneth Graunke authored
Any driver that supports GLSL 1.30 should be able to handle this extension, as it's entirely implemented in the GLSL compiler. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Marek Olšák <maraeo@gmail.com>
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Kenneth Graunke authored
While all the work is in the shared GLSL compiler, this extension requires GLSL 1.30, which is currently only supported on Gen6+. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
layout(binding = N) is equivalent to calling glUniformBlockBinding(_,N). This currently only handles the GLSL 1.40 case - no interface names, no arrays of uniform blocks. This is okay since we don't yet support GLSL 1.50, and don't expose ARB_shading_language_420pack in ES 3.0. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
Without an instance name, there is no ir_variable representing the actual uniform block declaration. When the linker goes to set uniform initializers, it only sees the members as ir_variables; never the block. So, unfortunately, the members need to know about the binding. There has to be a better way to do this. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
Normally, uniform array variables are initialized by array literals. That is, val->type->array_elements >= storage->array_elements. However, samplers are different. Consider a declaration such as: layout(binding = 5) uniform sampler2D[3]; The initializer value is a single integer (5), while the storage has 3 array elements. The proper behavior here is to increment one for each element; they should be initialized to 5, 6, and 7. This patch introduces new code for sampler types which handles both arrays of samplers and single samplers correctly. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
Sampler uniforms and uniform blocks do not have a var->constant_value. Instead, they have an integer var->binding value. This makes extending set_uniform_initializer() somewhat problematic: it assumes that there is an ir_constant * which represents the initializer, and that it's safe to dereference that without any NULL checks. Instead, this patch creates an analogous function for binding qualifiers, and calls one or the other as appropriate. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
There is existing code to handle sampler uniform initializers. Prior to GLSL 4.20's "binding" keyword, sampler uniforms don't have initializers at all, so this is somewhat surprising. The existing code is broken into two cases: one where both the variable and initializer are arrays, and a second where the variable and initializer are scalars. The first case should never occur, since array-typed initializers do not exist for sampler uniforms. Even with the binding keyword, the initializer is a single integer which represents the texture unit to use for the first array element. The second is apparently used for some fixed-function code. v2: Rewrite the commit message - suggested by Paul. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
All compilation units need to agree on the binding point, if they specify one at all. v2: Use binding, not constant_value. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
Rather than creating a new "binding" field in ir_variable, we reuse constant_value since the linker code for handling uniform initializers uses that. Since UBOs and samplers can't otherwise have initializers/constant values, there shouldn't be a conflict. v2: Propagate the new binding variable around too. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
These are not used yet, but they exist and are copied appropriately. v2: Add an explicit "int binding" variable rather than reusing constant_value, as suggested by Paul Berry. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
The "binding" qualifier only applies to UBO blocks and samplers, along with arrays of those types. (It would also apply to images and atomic counters, but we don't support those yet.) This also validates sampler bindings against the maximum number of texture units, and UBO bindings against the number of uniform buffer binding points. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
Nothing actually uses this yet. v2: Remove >= 0 checks. They'll be handled in later validation. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
GL_ARB_shading_language_420pack also provides layout qualifiers. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
The idea of this code is to disallow layout(...) sections with the deprecated "varying" or "attribute" keywords, unless a few select extensions are enabled which allow a more relaxed check. In order to detect a layout(...) section, the code checks for a number of layout qualifiers. However, it failed to check for all of them, which could lead to layout(...) not being detected when it should. By replacing this with has_layout(), we properly check for all layout qualifiers, and also guarantees that new qualifiers added in the future will not be forgotten. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Kenneth Graunke authored
These were already semi-relaxed, since the storage qualifier rule already skipped when 420pack was enabled. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
The GL_ARB_shading_language_420pack extension/GLSL 4.20 split centroid off into a new category, "auxiliary storage qualifiers," and allow these to be placed anywhere in the series. So we have to stop recognizing "centroid in"/"centroid out"/"centroid varying" in the grammar and get more creative. The same approach used before works here, too. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This is necessary for the parser to be able to accept precision qualifiers not immediately adjacent to the type, such as "const highp inout float foo". Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
Currently, we store precision in ast_type_specifier, rather than ast_type_qualifier. This works because precision is the last qualifier, and immediately adjacent to the type. Default precision statements (such as "precision highp float") are represented as ast_type_specifier objects, with a boolean to indicate that it's a default precision statement rather than an ordinary type. ast_type_specifier::precision will be moving to ast_type_qualifier soon, in order to support arbitrary qualifier ordering. However, we still need to store a "this is a precision statement" flag /and/ the default precision in ast_type_specifier. This patch changes the boolean into a new field, default_precision. If default_precision != ast_precision_none, it's a precision statement with the specified precision. Otherwise, it's an ordinary type. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This makes the complier accept both "const in" and "in const". Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This will make it easy to support both "const in" and "in const", as required by GLSL 4.20/ARB_shading_language_420pack. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
"Parameter direction qualifier" is a new term I invented just now; it's not part of any GLSL specification. This paves the way handling multiple parameter qualifiers, in any order, as required by GLSL 4.20/ARB_shading_language_420pack. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
Most of ast_type_qualifier is simply a bitfield (represented as a structure of unsigned:1 bits in a union with an unsigned). However, it also contains ARB_explicit_attrib_location's location/index fields. In the past, this has worked by simply returning the layout qualifier's ast_type_qualifier and merging the other bits into it. However, that's not obvious until you break it by switching $1 and $2. Using merge_qualifier() copies them appropriately, and also properly overrides layout qualifiers. It also checks for duplicate qualifiers, which renders some of the checks in the previous patch unnecessary. However, those checks provide better error messages, such as "Duplicate interpolation qualifier", rather than just "duplicate qualifier". Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
The new 4.20 rules explicitly allow multiple layout(...) sections. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This makes the compiler accept invariant, storage, layout, and interpolation qualifiers in any order when ARB_shading_language_420pack is enabled. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
The GL_ARB_shading_language_420pack extension/GLSL 4.20 allow qualifiers to be specified in (basically) any order. In order to support this, we can't hardcode the ordering restrictions in the grammar. This patch alters the grammar to accept invariant, storage, layout, and interpolation qualifiers in any order, but adds C code to enforce the ordering requirements. In the 420pack case, we should be able to simply skip the error checks. As a bonus, this also lets us generate decent error messages, rather than Bison's awful "unexpected TOKEN" errors. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
"Auxiliary storage qualifiers" is the new term given to "centroid", "patch", and "sample" by GLSL 4.20/GL_ARB_shading_language_420pack. Even though we only support "centroid", it's useful to add this now so that all auxiliary storage qualifiers get handled in the right places once they're eventually supported. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This makes it easy to check if any storage qualifiers are set. "centroid" is not considered a storage qualifier. In the old language rules, you can't specify "centroid" by itself; it's always "centroid in", "centroid out", or "centroid varying." So one of the other storage qualifiers will always be set; there's no need to specifically check for centroid. In the new 4.20 rules, centroid is an auxiliary storage qualifier, not a storage qualifier. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
This makes it easy to check if any layout qualifiers are set. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
All four URB packets need to be programmed together in order for the GPU state to be valid. Putting them in separate BEGIN..ADVANCE blocks is risky: if we're nearing the end of a batch, the batch could be flushed inbetween two of the commands, causing the URB programming to be split into two batchbuffers. This -might- be okay with hardware contexts, but it offers no advantages over keeping them together, and has a potential for hangs. Putting them into a single BEGIN..ADVANCE block ensures they'll be kept in the same batch, which seems wise. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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Lina Versace authored
Change from "not cacheable" to "cacheable" in L3. Do so for the draw upload path and blorp. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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Lina Versace authored
Change from "not cacheable" to "cacheable" in L3. Do so for the draw upload path and blorp. In blorp, change only the PS packet, because the VS packet is disabled. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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Lina Versace authored
Change from "not cacheable" to "cacheable" in L3. Do so for the draw upload path and blorp. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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Lina Versace authored
Change from "not cacheable" to "cacheable" in L3. Do so for the draw upload path and blorp. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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Tomasz Lis authored
Signed-off-by: Tomasz Lis <listom@gmail.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Ian Romanick authored
Some render types, such as floating-point, aren't valid with EGL. Return NULL in those cases to drop them. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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Tomasz Lis authored
Mark __DRI_ATTRIB_FLOAT_MODE as deprecated, and introduce new flags to __DRI_ATTRIB_RENDER_TYPE for float modes. Both signed float (fbconfig_float) and unsigned (packed_float) are introduced. The old attribute should be set for both float modes. v2 (idr): Require that the render mode from the DRI attributes matches the render mode of the config exactly. This is the behavior of the old code. Signed-off-by: Tomasz Lis <tomasz.lis@intel.com> Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Tomasz Lis authored
Make sure that init_fbconfig_for_chooser sets correct value of drawableType for visual configs and fbconfigs. Signed-off-by: Tomasz Lis <tomasz.lis@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Tomasz Lis authored
Correctly handle the value of renderType in GLX context. In case of the value being incorrect, context creation fails. v2 (idr): indirect_create_context is just a memory allocator, so don't validate the GLX_RENDER_TYPE there. Fixes regressions in several GLX_ARB_create_context piglit tests. Signed-off-by: Tomasz Lis <tomasz.lis@intel.com> Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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