This gets pretty much the entire classic tree building, as well as
i965, including the various glapis. There are some workarounds for bugs
that are fixed in meson 0.43.0, which is due out on October 8th.
I have tested this with piglit using glx.
v2: - fix typo "vaule" -> "value"
- use gtest dep instead of linking to libgtest (rebase error)
- use gtest dep instead of linking against libgtest (rebase error)
- copy the megadriver, then create hard links from that, then delete
the megadriver. This matches the behavior of the autotools build.
(Eric A)
- Use host_machine instead of target_machine (Eric A)
- Put a comment in the right place (Eric A)
- Don't have two variables for the same information (Eric A)
- Put pre_args at top of file in this patch (Eric A)
- Fix glx generators in this patch instead of next (Eric A)
- Remove -DMESON hack (Eric A)
- add sha1_h to mesa in this patch (Eric A)
- Put generators in loops when possible to reduce code in
mapi/glapi/gen (Eric A)
v3: - put HAVE_X11_PLATFORM in this patch
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The next patch will unify ::array_elements and ::components, so the
name ::array_elements wouldn't be appropriate. A lot of things use
the names array_elements and components, so grepping for either is
pretty useless.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Instead of setting based on set/unset, allow users to use boolean values.
In the docs and tests, use `DISABLE=true` instead of `DISABLE=1` as it's
clearer IMO.
Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Steam is already analysing cache items, unfortunatly we did not
introduce a versioning mechanism for identifying structural changes
to cache entries earlier so the only way to do so is to rename the
cache directory.
Since we are renaming it we take the opportunity to give the directory
a more meaningful name.
Adding a version field to the header of cache entries will help us to
avoid having to rename the directory in future. Please note this is
versioning for the internal structure of the entries as defined in
disk_cache.{c,h} as opposed to the structure of the data provided to
the disk cache by the GLSL compiler and the various driver backends.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This will be used for things such as adding driver specific environment
variables to the key. Allowing us to set environment vars that change
the shader and not have the driver ignore them if it finds existing
shaders in the cache.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
When using an overlayfs system (like a Docker container), rmrf_local()
fails because part of the files to be removed are in different mount
points (layouts). And thus cache-test fails.
Letting crossing mount points is not a big problem, specially because
this is just for a test, not to be used in real code.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Rather than hardcoding the binary location (which ends up wrong in a
number of occasions) in the python script, pass it as argument.
This allows us to remove a couple of dirname/basename workarounds that
aimed to keep this working, and succeeded in the odd occasion.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
At the moment we look for generator script(s) in builddir while they
are in srcdir, and we proceed to generate the tests and expected output
in srcdir, which is not allowed.
To untangle:
- look for the generator script in the correct place
- generate the files in builddir, by extending create_test_cases.py to
use --outdir
With this in place the test passes `make check' for OOT builds - would
that be as standalone or part of `make distcheck'
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Now that we have srcdir we can use it to correctly manage/point to the
script. Effectively fixing OOT invokation of `make check'.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
While at it, also fix up a failure message to not reference timestamp
and gpu dirs as those are no longer being made.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This allows to get rid of the arch and gpu name directories.
v2: (Timothy Arceri) don't use an opaque data type to store
pointer size and gpu name.
v3: (Timothy Arceri) use blob to store driver keys just make sure
to store null terminator for strings, and make sure blob is
defined by disk_cache and not it's users.
v4: (Timothy Arceri) fix typo, and make ptr_size a uint8_t.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Instead of using a directory, hash the timestamps into the cache keys
themselves. Since there is no more timestamp directory, there is no more
need for deleting the cache of other mesa versions and we rely on
eviction to clean up the old cache entries. This solves the problem of
using several incarnations of disk_cache at the same time, where one
deletes a directory belonging to the other, like when both OpenGL and
gallium nine are used simultaneously (or several different mesa
installations).
v2: using additional blob instead of trying to clone sha1 state
v3: (Timothy Arceri) don't use an opaque data type to store
timestamp.
V4: (Timothy Arceri) use blob to store driver keys just make sure
to store null terminator for strings, and make sure blob is
defined by disk_cache and not it's users.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100091
Through the glsl headers we had an odd mix of guards be that
"ifndef", "pragma once" neither or both.
Simplify things by using the more common ones (ifndef) and annotating
all the sources, barring the generated builting header -
builtin_int64.h.
The final header - udivmod64.h - is [seemingly] unused and on its way
out (patch purge it is on the mailing list).
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Vedran Miletić <vedran@miletic.net>
Acked-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
There is no need to hardcode it, we can just use blob_key[0].
This is needed because the next patches are going to change how cache
keys are computed.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This will allow to hash additional data into the cache keys or even
change the hashing algorithm easily, should we decide to do so.
v2: don't try to compute key (and crash) if cache is disabled
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Currently only a one in one out eviction so if at max_size and
cache files were to constantly increase in size then so would the
cache. Restrict to limit of 8 evictions per new cache entry.
V2: (Timothy Arceri) fix make check tests
Reviewed-by: Grazvydas Ignotas <notasas@gmail.com>
This should help reduce any overhead added by the shader cache
when programs are not found in the cache.
To avoid creating any special function just for the sake of the
tests we add a one second delay whenever we call dick_cache_put()
to give it time to finish.
V2: poll for file when waiting for thread in test
V3: fix poll delay to really be 100ms, and simplify the wait function
Reviewed-by: Grazvydas Ignotas <notasas@gmail.com>
All of the scripts are [must be] executed via $PYTHON2 [or equivalent]
hence why they are missing the execute bit.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Nearly all the python scripts used in-tree are invoked via $PYTHON2 or
equivalent. As such having the execute bit not needed and generally
ill-advised.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
This makes it easier/clearer as to:
- if the file should have the execute bit set (.py should not)
- do we need the shebang in the first place and if so what it should be
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
This reverts commit 0f60c6616e.
Piglit and all games tested so far seem to be working without
issue. This change will allow wide user testing and we can decided
before the next release if we need to turn it off again.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
In order to avoid costly fallback recompiles when cache items are
created with an old version of Mesa or for a different gpu on the
same system we want to create directories that look like this:
./{TIMESTAMP}_{LLVM_TIMESTAMP}/{GPU_ID}
Note: The disk cache util will take a single timestamp string, it is
up to the backend to concatenate the llvm string with the mesa string
if applicable.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The shader cache is expected to be developed incrementally over a
fairly long series of commits. For that period of instability, we
require users to opt into the shader cache by setting:
MESA_GLSL_CACHE_ENABLE=1
In the future, when the shader cache is complete, we can revert this
commit so that the cache will be on by default.
The user can always disable the cache with
MESA_GLSL_CACHE_DISABLE=1. That functionality is not affected by this
commit, (nor will it be affected by the future revert).
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: Rename lower_64bit.cpp and lower_64bit_test.cpp to lower_int64.
Suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d34 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <mark.a.janes@intel.com>
Cc: Vinson Lee <vlee@freedesktop.org>
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Jonathan Gray <jsg@jsg.id.au>
Tested-by: Jonathan Gray <jsg@jsg.id.au>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Tapani Pälli <tapani.palli@intel.com> (v1)
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)