Analogous to previous commit there's a single user that cares about it.
Let that one use amplertype_is_shadow() and drop the function argument.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Only a single user cared about the is_shadow information.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
As pointed out by Erik, this is a rogue-client behaviour which we
generally just ignore.
Suggested-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
GL 4.2 supports depth layouts that make it possible to optimize by
enabling early depth tests and still being able to write a new
z value in the fragment shader under specific circumstances.
Fixes#106
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
The fuzzer series added a few warnings that need to be silenced.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: David Riley <davidriley@chromium.org>
Destroy resources even if there is a pipe_reference.
Signed-off-by: David Riley <davidriley@chromium.org>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
Transfer strides are either set internally or coming from
virgl_renderer_transfer_{write,read}_iov. As far as I can tell,
Mesa always passes sane values. We also expect sane values in
places like vrend_renderer_transfer_write_iov,
vrend_transfer_send_readpixels, and vrend_transfer_send_getteximage
already. Let's reject bad strides.
This fixes, for example, transfers to 1D array (thus box->height is
1) with non-default stride.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
The origin change is already handled within Gallium, so it is only
necessary to deal with the Z range property.
v2: don't mark viewport as dirty when halfz is changed, this is already
handled by Gallium (Gurchetan)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
sed -i "s/[[:space:]]*$//g" */*.[ch]
Note: there's a handful more in src/gallium, although that's left as-is
to minimise merge conflicts as we have to port things from Mesa.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
We're overall pretty consistent, with a couple of exceptions addressed
in this patch.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Results in overall less code, making it easier to read.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Use the symbolic macros instead of the actual value.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Just like all the other non-static vrend_shader functions.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Ensure we can't create a texture resource with zero width, to
guarantee that we get a non-zero stride, since either:
1. A non-zero stride was specified in the transfer request, or
2. We will calculate a stride based on texture width which we guarantee
is not zero
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
This is required to be able to properly handle transfers with
data layouts that are different from the resource layout.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
This commit improves bound checking by more accurately calculating
the expected transfer size. This improvement is achieved in two ways:
1. Using the image level (layer_)stride when the (layer_)stride is 0,
which matches the interpretation we use for performing the actual
read/write.
2. Calculating the transfer size by using the exact end offset in
the image, instead of using multiples of whole image rows.
The increased accuracy increases safety, and also allows us to support
some transfers with explicit strides that were previously rejected (see
added test).
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
There is no need to fail such transfers, in the same way we don't fail
when we are given a stride for targets without height, especially since
both stride and layer_stride have a valid (albeit possibly not very
useful) interpretation for all targets types.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
We no longer fall back here, as we've already tried glGetTexImage and
failed in the case where that's possible.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
These two snippets do the same, let's just place them in a helper and
call that instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Looks like this was never really used for anything useful. Let's just
get rid of it.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
For instance the GALLIUM_HUD requires this, also when the host doesn't
advertise support for input arrays.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Support the copy_transfer3d command, which transfers data to a host
resource by copying from another staging resource. This is used
by the guest to avoid waiting in case it needs to write to a busy
resource.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Add protocol definitions for the copy_transfer3d command and also
for the associated virgl capability.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Add an internal mechanism to support synchronized transfers. This will
be used in upcoming commits to perform synchronized resource maps if
the transfer type requires it.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
VIRGL_BIND_STAGING is used for buffers that are backed only by guest iov
storage and are guaranteed to not be written to by the host, thus not
requiring additional synchronization. They will be used in upcoming
commits as staging buffers for copy transfers.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Rename VREND_RESOURCE_STORAGE_IOVEC to
VREND_RESOURCE_STORAGE_GUEST_ELSE_SYSTEM and introduce
VREND_RESOURCE_STORAGE_GUEST. The former is used as storage for query
buffers, and the latter will be used in upcoming commits for staging
buffers.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
On GLES the formats B10G10R10A2_UNORM and B10G10R10X2_UNORM are defined
like R10G10B10.2_UNORM on desktop GL, which is likely incorrect and
interferes with the readback. Using the blit workaround seems to work in
these cases, so disable diect readback in these cases.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
This buffer is 128 bytes big, not 64. This eliminates a warning on my
system.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
"dsts" already means "array of strings", so it's reasonable that "dst"
would mean "string", not "struct tgsi_full_dst_register". Let's rename
this, so we can stop pointlessly passing an array into this function and
still keep somewhat sane names for things.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
I want to use this name for something a bit more important later on. So
let's rename this to reflect it's special meaning instead. While we're
at it, narrow the scope of the variable a bit.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
We're about to do string-formatting anyway, we might just inline this
into the next one to avoid some needless memory copying.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
This avoids a lot of fixed-size arrays, which currently leads to
warnings that are hard to prove correct or incorrect. So let's rather be
safe than sorry, and dynamically allocate these instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
This helper completely replace the contents of a strbuf with its
content. This is useful when building temporary strings in the shader
source generation code, and it a bit semantically cleaner (and more
efficient) than appending to an empty buffer.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
We already have an oportunistic buffer to try with here, let's use that
instead of writing to the stack first.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
There's no good reason to keep this code here; it's not like it saves us
a lot of logic, and it's unused apart from inside the glsl main.
This has the benefit of keeping struf a bit simpler; less mechanisms
needs to know about each other. Since I plan on adding more
functionality to strbuf, this will make things a lot easier.
Sadly, we don't have an easy way of doing unit-tests for the
vrend_shader internals. So for now I'm just dropping the tests here.
It's not ideal, I know, but yeah... Sorry? :P
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>