<feed xmlns='http://www.w3.org/2005/Atom'>
<title>external_mesa3d/src/mesa, branch replicant-6.0</title>
<subtitle>external/mesa3d
</subtitle>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/'/>
<entry>
<title>Merge remote-tracking branch 'mesa/13.0' into nougat-x86</title>
<updated>2017-01-08T16:30:27+00:00</updated>
<author>
<name>Chih-Wei Huang</name>
<email>cwhuang@linux.org.tw</email>
</author>
<published>2017-01-08T16:30:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=e123ad753c152491c07a5cc6d346f62624b07949'/>
<id>e123ad753c152491c07a5cc6d346f62624b07949</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>i965/fs: Reject copy propagation into SEL if not min/max.</title>
<updated>2016-12-24T13:03:53+00:00</updated>
<author>
<name>Matt Turner</name>
<email>mattst88@gmail.com</email>
</author>
<published>2016-11-28T23:21:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=e851f2748773f205d89ded0c540378dfcc5ad565'/>
<id>e851f2748773f205d89ded0c540378dfcc5ad565</id>
<content type='text'>
We shouldn't ever see a SEL with conditional mod other than GE (for max)
or L (for min), but we might see one with predication and no conditional
mod.

total instructions in shared programs: 8241806 -&gt; 8241902 (0.00%)
instructions in affected programs: 13284 -&gt; 13380 (0.72%)
HURT: 62

total cycles in shared programs: 84165104 -&gt; 84166244 (0.00%)
cycles in affected programs: 75364 -&gt; 76504 (1.51%)
helped: 10
HURT: 34

Fixes generated code in at least Sanctum 2, Borderlands 2, Goat
Simulator, XCOM: Enemy Unknown, and Shogun 2.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92234
Reviewed-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 7bed52bb5fb4cfd5f91c902a654b3452f921da17)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
We shouldn't ever see a SEL with conditional mod other than GE (for max)
or L (for min), but we might see one with predication and no conditional
mod.

total instructions in shared programs: 8241806 -&gt; 8241902 (0.00%)
instructions in affected programs: 13284 -&gt; 13380 (0.72%)
HURT: 62

total cycles in shared programs: 84165104 -&gt; 84166244 (0.00%)
cycles in affected programs: 75364 -&gt; 76504 (1.51%)
helped: 10
HURT: 34

Fixes generated code in at least Sanctum 2, Borderlands 2, Goat
Simulator, XCOM: Enemy Unknown, and Shogun 2.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92234
Reviewed-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 7bed52bb5fb4cfd5f91c902a654b3452f921da17)
</pre>
</div>
</content>
</entry>
<entry>
<title>i965/fs: Add unit tests for copy propagation pass.</title>
<updated>2016-12-24T13:02:55+00:00</updated>
<author>
<name>Matt Turner</name>
<email>mattst88@gmail.com</email>
</author>
<published>2016-11-28T18:48:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=4dd3f7c9a09bff9aed35c4be9922e5a784c51b4a'/>
<id>4dd3f7c9a09bff9aed35c4be9922e5a784c51b4a</id>
<content type='text'>
Pretty basic, but it's a start.

Acked-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 091a8a04adb28a2044e3baadba0af52a185b3bd0)
[Emil Velikov: nir_shader_create() has only three arguments]
Signed-off-by: Emil Velikov &lt;emil.velikov@collabora.com&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Pretty basic, but it's a start.

Acked-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 091a8a04adb28a2044e3baadba0af52a185b3bd0)
[Emil Velikov: nir_shader_create() has only three arguments]
Signed-off-by: Emil Velikov &lt;emil.velikov@collabora.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>i965/fs: Rename opt_copy_propagate -&gt; opt_copy_propagation.</title>
<updated>2016-12-16T13:53:50+00:00</updated>
<author>
<name>Matt Turner</name>
<email>mattst88@gmail.com</email>
</author>
<published>2016-11-28T18:45:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=a4f301816b7ed517a42cd338d7009d47caa52e1e'/>
<id>a4f301816b7ed517a42cd338d7009d47caa52e1e</id>
<content type='text'>
Matches the vec4 backend, cmod propagation, and saturate propagation.

Reviewed-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 6014da50ec41d1ad43fec94a625962ac3f2f10cb)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Matches the vec4 backend, cmod propagation, and saturate propagation.

Reviewed-by: Jason Ekstrand &lt;jason@jlekstrand.net&gt;
(cherry picked from commit 6014da50ec41d1ad43fec94a625962ac3f2f10cb)
</pre>
</div>
</content>
</entry>
<entry>
<title>mesa/fbobject: Update CubeMapFace when reusing textures</title>
<updated>2016-12-16T12:01:23+00:00</updated>
<author>
<name>Nanley Chery</name>
<email>nanley.g.chery@intel.com</email>
</author>
<published>2016-11-16T00:42:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=63bdcc5c88441c4226d3717a5fb51e01b144bc2f'/>
<id>63bdcc5c88441c4226d3717a5fb51e01b144bc2f</id>
<content type='text'>
Framebuffer attachments can be specified through FramebufferTexture*
calls. Upon specifying a depth (or stencil) framebuffer attachment that
internally reuses a texture, the cube map face of the new attachment
would not be updated (defaulting to TEXTURE_CUBE_MAP_POSITIVE_X).
Fix this issue by actually updating the CubeMapFace field.

This bug manifested itself in BindFramebuffer calls performed on
framebuffers whose stencil attachments internally reused a depth
texture.  When binding a framebuffer, we walk through the framebuffer's
attachments and update each one's corresponding gl_renderbuffer. Since
the framebuffer's depth and stencil attachments may share a
gl_renderbuffer and the walk visits the stencil attachment after
the depth attachment, the uninitialized CubeMapFace forced rendering
to TEXTURE_CUBE_MAP_POSITIVE_X.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77662
Signed-off-by: Nanley Chery &lt;nanley.g.chery@intel.com&gt;
Reviewed-by: Brian Paul &lt;brianp@vmware.com&gt;
(cherry picked from commit 63318d34acd4a5edb271d57adf3b01e2e52552f8)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Framebuffer attachments can be specified through FramebufferTexture*
calls. Upon specifying a depth (or stencil) framebuffer attachment that
internally reuses a texture, the cube map face of the new attachment
would not be updated (defaulting to TEXTURE_CUBE_MAP_POSITIVE_X).
Fix this issue by actually updating the CubeMapFace field.

This bug manifested itself in BindFramebuffer calls performed on
framebuffers whose stencil attachments internally reused a depth
texture.  When binding a framebuffer, we walk through the framebuffer's
attachments and update each one's corresponding gl_renderbuffer. Since
the framebuffer's depth and stencil attachments may share a
gl_renderbuffer and the walk visits the stencil attachment after
the depth attachment, the uninitialized CubeMapFace forced rendering
to TEXTURE_CUBE_MAP_POSITIVE_X.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77662
Signed-off-by: Nanley Chery &lt;nanley.g.chery@intel.com&gt;
Reviewed-by: Brian Paul &lt;brianp@vmware.com&gt;
(cherry picked from commit 63318d34acd4a5edb271d57adf3b01e2e52552f8)
</pre>
</div>
</content>
</entry>
<entry>
<title>i965/mt: Disable aux surfaces after making miptree shareable</title>
<updated>2016-12-14T19:31:30+00:00</updated>
<author>
<name>Chad Versace</name>
<email>chadversary@chromium.org</email>
</author>
<published>2016-12-10T00:18:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=4cc5e897b5eec42c0e3a80ee0dcbfe6ee6187ed1'/>
<id>4cc5e897b5eec42c0e3a80ee0dcbfe6ee6187ed1</id>
<content type='text'>
The entire goal of intel_miptree_make_shareable() is to permanently
disable the miptree's aux surfaces. So set
intel_mipmap_tree:disable_aux_buffers after the function's done with
discarding down the aux surfaces.

References: https://bugs.freedesktop.org/show_bug.cgi?id=98329
Reviewed-by: Topi Pohjolainen &lt;topi.pohjolainen@intel.com&gt;
Reviewed-by: Kenneth Graunke &lt;kenneth@whitecape.org&gt;
Cc: Nanley Chery &lt;nanley.g.chery@intel.com
Cc: Haixia Shi &lt;hshi@chromium.org&gt;
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 1c8be049bea786c2c054a770025976beba5b8636)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The entire goal of intel_miptree_make_shareable() is to permanently
disable the miptree's aux surfaces. So set
intel_mipmap_tree:disable_aux_buffers after the function's done with
discarding down the aux surfaces.

References: https://bugs.freedesktop.org/show_bug.cgi?id=98329
Reviewed-by: Topi Pohjolainen &lt;topi.pohjolainen@intel.com&gt;
Reviewed-by: Kenneth Graunke &lt;kenneth@whitecape.org&gt;
Cc: Nanley Chery &lt;nanley.g.chery@intel.com
Cc: Haixia Shi &lt;hshi@chromium.org&gt;
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 1c8be049bea786c2c054a770025976beba5b8636)
</pre>
</div>
</content>
</entry>
<entry>
<title>i965: Allocate at least some URB space even when max_vertices = 0.</title>
<updated>2016-12-14T19:03:11+00:00</updated>
<author>
<name>Kenneth Graunke</name>
<email>kenneth@whitecape.org</email>
</author>
<published>2016-10-15T00:59:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=41c18889be9844213b989705781f56865b82117d'/>
<id>41c18889be9844213b989705781f56865b82117d</id>
<content type='text'>
Allocating zero URB space is a really bad idea.  The hardware has to
give threads a handle to their URB space, and threads have to use that
to terminate the thread.  Having it be an empty region just breaks a
lot of assumptions.  Hence, why we asserted that it isn't possible.

Unfortunately, it /is/ possible prior to Gen8, if max_vertices = 0.
In theory a geometry shader could do SSBO/image access and maybe
still accomplish something.  In reality, this is tripped up by
conformance tests.

Gen8+ already avoids this problem by placing the vertex count DWord
in the URB entry header.  This fixes things on earlier generations.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke &lt;kenneth@whitecape.org&gt;
Reviewed-by: Anuj Phogat &lt;anuj.phogat@gmail.com&gt;
Tested-by: Ian Romanick &lt;ian.d.romanick@intel.com&gt;
(cherry picked from commit a41f5dcb141a11ca5ca0c765c305027b0f0b609e)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Allocating zero URB space is a really bad idea.  The hardware has to
give threads a handle to their URB space, and threads have to use that
to terminate the thread.  Having it be an empty region just breaks a
lot of assumptions.  Hence, why we asserted that it isn't possible.

Unfortunately, it /is/ possible prior to Gen8, if max_vertices = 0.
In theory a geometry shader could do SSBO/image access and maybe
still accomplish something.  In reality, this is tripped up by
conformance tests.

Gen8+ already avoids this problem by placing the vertex count DWord
in the URB entry header.  This fixes things on earlier generations.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke &lt;kenneth@whitecape.org&gt;
Reviewed-by: Anuj Phogat &lt;anuj.phogat@gmail.com&gt;
Tested-by: Ian Romanick &lt;ian.d.romanick@intel.com&gt;
(cherry picked from commit a41f5dcb141a11ca5ca0c765c305027b0f0b609e)
</pre>
</div>
</content>
</entry>
<entry>
<title>mesa: only verify that enabled arrays have backing buffers</title>
<updated>2016-12-14T19:03:11+00:00</updated>
<author>
<name>Ilia Mirkin</name>
<email>imirkin@alum.mit.edu</email>
</author>
<published>2016-11-30T22:04:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=69a4fa0c357be8dd36ae1464f43cd8ab8b4ad46e'/>
<id>69a4fa0c357be8dd36ae1464f43cd8ab8b4ad46e</id>
<content type='text'>
We were previously also verifying that no backing buffers were available
when an array wasn't enabled. This is has no basis in the spec, and it
causes GLupeN64 to fail as a result.

Fixes: c2e146f487 ("mesa: error out in indirect draw when vertex bindings mismatch")
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin &lt;imirkin@alum.mit.edu&gt;
Reviewed-by: Timothy Arceri &lt;timothy.arceri@collabora.com&gt;
Reviewed-by: Tapani Pälli &lt;tapani.palli@intel.com&gt;
(cherry picked from commit 7c16552f8dcc869b14cf7ef443a1b5de83b07973)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
We were previously also verifying that no backing buffers were available
when an array wasn't enabled. This is has no basis in the spec, and it
causes GLupeN64 to fail as a result.

Fixes: c2e146f487 ("mesa: error out in indirect draw when vertex bindings mismatch")
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin &lt;imirkin@alum.mit.edu&gt;
Reviewed-by: Timothy Arceri &lt;timothy.arceri@collabora.com&gt;
Reviewed-by: Tapani Pälli &lt;tapani.palli@intel.com&gt;
(cherry picked from commit 7c16552f8dcc869b14cf7ef443a1b5de83b07973)
</pre>
</div>
</content>
</entry>
<entry>
<title>mesa: fix active subroutine uniforms properly</title>
<updated>2016-12-14T19:03:10+00:00</updated>
<author>
<name>Timothy Arceri</name>
<email>timothy.arceri@collabora.com</email>
</author>
<published>2016-11-26T23:31:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=7f2ee55aacaf1aae80d276ef9b7a0b12cc1c71f1'/>
<id>7f2ee55aacaf1aae80d276ef9b7a0b12cc1c71f1</id>
<content type='text'>
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
&lt;shader&gt;_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.

The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.

Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.

Reviewed-by: Alejandro Piñeiro &lt;apinheiro@igalia.com&gt;
Reviewed-by: Tapani Pälli &lt;tapani.palli@intel.com&gt;
Cc: 13.0 &lt;mesa-stable@lists.freedesktop.org&gt;
(cherry picked from commit 0303201dfb73c16751d5519cca7480fa678d429a)
[Emil Velikov: LinkStatus is in gl_shader_program]
Signed-off-by: Emil Velikov &lt;emil.velikov@collabora.com&gt;

Conflicts:
	src/mesa/main/program_resource.c
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
&lt;shader&gt;_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.

The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.

Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.

Reviewed-by: Alejandro Piñeiro &lt;apinheiro@igalia.com&gt;
Reviewed-by: Tapani Pälli &lt;tapani.palli@intel.com&gt;
Cc: 13.0 &lt;mesa-stable@lists.freedesktop.org&gt;
(cherry picked from commit 0303201dfb73c16751d5519cca7480fa678d429a)
[Emil Velikov: LinkStatus is in gl_shader_program]
Signed-off-by: Emil Velikov &lt;emil.velikov@collabora.com&gt;

Conflicts:
	src/mesa/main/program_resource.c
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge remote-tracking branch 'mesa/13.0' into nougat-x86</title>
<updated>2016-11-25T04:05:07+00:00</updated>
<author>
<name>Chih-Wei Huang</name>
<email>cwhuang@linux.org.tw</email>
</author>
<published>2016-11-25T04:05:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant/external_mesa3d/commit/?id=524121d42bfdf8c1bd3565bd2adb0ffd7b52713f'/>
<id>524121d42bfdf8c1bd3565bd2adb0ffd7b52713f</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
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