Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
The bitmask used here for iteration is a combination
of different enabled masks present for texture units.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
The bitmask used here for iteration is a combination
of different enabled masks present for texture units.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces a loop that iterates all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces a loop that iterates all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces loops that iterate all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces a loop that iterates all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Replaces loops that iterate all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
The aim is to replace the CoordReplace array by
a bitfield. Until all drivers are converted,
establish the bitfield in parallel to the
CoordReplace array.
v2: Fix bitmask logic.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If the log file specified by the GALLIUM_LOG_FILE begins with '+', open
the file in append mode. This is useful to log all gallium output for
an entire piglit run, for example.
v2: put GALLIUM_LOG_FILE support inside an #ifdef DEBUG block.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
anv_pipeline_binding::index is a uint8_t, but some code assigned to it
UINT16_MAX.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewd-by: Jason Ekstrand <jason@jlekstrand.net>
The expected stride calculation is completely wrong. It should
ultimately be multiplying cpp and width rather than dividing. The width
also needs to be aligned to the tiling width first before converting to
stride bytes.
The whole stride check here is possibly pointless. Any buffers which
were allocated outside of vc4 may have strides with larger alignment
requirements.
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
We still need to recompile the passthrough shader when this value
changes, as it also affects the output vertex count. But otherwise,
we can eliminate recompiles on Gen8+.
We probably want to do this for Gen7 as well, but that requires
rewriting the input release code to use a loop, which is a trade-off
I'd need to consider in more detail.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
Fixes three GL44-CTS.tessellation_shader subtests:
- max_patch_vertices
- single.max_patch_vertices
- tessellation_control_to_tessellation_evaluation.gl_PatchVerticesIn
These use gl_PatchVerticesIn in the TES, but don't link against a
TCS (which would allow the linker to lower it to a constant). We had
no handling for the system value in the backend, so it would just
assert fail.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
i965 has no special hardware for this, so we need to pass this value in
as a uniform (unless the TES is linked against a TCS, in which case the
linker can just replace this with a constant).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
Found by -fsanitize=undefined. Note that this should be a harmless issue in
practice because the inst->op check always dominates anyway.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
type_size_vec4_times_4() was introduced as a fix in 8dcf807cb4
however since 3810c1561 we can just use type_size_scalar() and
get the actual number of outputs we need.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We've had some trouble in the past with copying integers around via
float pointers, as the C compiler sometimes uses x87 floating point
registers to load values on 32-bit systems. Passing the
gl_constant_value union should be safer.
To avoid churn, this patch creates a "GLfloat *value" variable so
existing uses can stay the same.
Not observed to fix anything, but I was in the area adding more integer
state vars, and thought it'd be wise.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Cc: mesa-stable@lists.freedesktop.org
We could also do MSAA resolve in a compute shader like Vulkan and remove
these workarounds.
v2: comment the magic numbers
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This change enables the creation of pbuffer
surfaces on the surfaceless platform.
v3: Going back to single-buffered pbuffer
plus additional code review changes
Reviewed-by: Chad Versace <chad.versace@intel.com>
The previous assertions required for texture sizes smaller than block_size
that src_box.x + src_box.width still be block size.
(e.g. for a texture with width 3, and src_box.x = 0, src_box.width would
have to be 4 to not assert.)
This caused some assertions with some other state tracker.
It looks though like callers aren't expected to round up widths to block sizes
(for sizes larger than block size the assertion would still have verified it
wouldn't have been rounded up) so we simply shouldn't use a minify which
rounds up to block size.
(No piglit change with llvmpipe.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
The gallium contract would be that bind flags must indicate all possible
bindings a resource might get used, but fact is the mesa state tracker does
not set bind flags correctly, and this is more or less unfixable due to GL.
This caused a bug with piglit arb_uniform_buffer_object-rendering-dsa
since 6e6fd911da - the commit is correct,
but it caused us to miss updates to fs UBOs completely, since the
corresponding buffer didn't have the appropriate bind flag set (thus we
wouldn't check if it is indeed currently bound).
See the discussion about this starting here:
https://lists.freedesktop.org/archives/mesa-dev/2016-June/119829.html
So, update the bind flags when we detect such usage.
Note we update this value for now only in places which matter for us - that
is creating sampler/surface view, or binding constant buffer. There's plenty
more places (setting streamout buffers, vertex/index buffers, ...) where
things can be set with the wrong bind flags, but the bind flags there never
matter.
While here also make sure we only set dirty constant bit when it's a fs
constant buffer - totally doesn't matter if it's vs/gs.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>