The code would previously look at the emulated alpha texture's
swizzle, or the application swizzle, but wouldn't combine them
together. This means that swizzling was incorrect when using an
emulated alpha texture in conjunction with application swizzle.
Also, remove swizzle_* from struct vrend_sampler_view since these
aren't used outside of this single function.
Fixes:
dEQP-GLES3.functional.texture.swizzle.multi_channel.alpha_*
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Introduce the VIRGL_FORMAT_R10G10B10{A2,X2}_UNORM formats and add
support for them in the renderer.
Fixes:
dEQP-GLES2.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
dEQP-GLES2.functional.fbo.completeness.renderable.texture.color0.rgba_unsigned_int_2_10_10_10_rev
v2:
Also update cvs file with newly added format.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Update p_format.h to bring in new formats, which will be used (in their
VIRGL_FORMAT form) in upcoming commits.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
We don't want to end up with a height of zero.
Fixes "vrend: further modify read_transfer_data / write_transfer_data"
and the following dEQP tests:
dEQP-GLES3.functional.texture.specification.texstorage3d.format.*2d_array*
Example tests:
dEQP-GLES3.functional.texture.specification.texstorage3d.format.rgba16i_2d_array
dEQP-GLES3.functional.texture.specification.texstorage3d.format.rgba16ui_2d_array
Use the GL_RGB565 internal format (provided by GL_ARB_ES2_compatibility)
for VIRGL_FORMAT_B5G6R5_UNORM.
Fixes:
dEQP-GLES2.functional.texture.format.rgb565_2d_npot
dEQP-GLES2.functional.texture.format.rgb565_2d_pot
dEQP-GLES2.functional.texture.format.rgb565_cube_npot
dEQP-GLES2.functional.texture.format.rgb565_cube_pot
dEQP-GLES2.functional.texture.mipmap.2d.generate.rgb565_fastest
dEQP-GLES2.functional.texture.mipmap.2d.generate.rgb565_nicest
dEQP-GLES2.functional.texture.mipmap.2d.generate.rgb565_non_square_fastest
dEQP-GLES2.functional.texture.mipmap.2d.generate.rgb565_non_square_nicest
dEQP-GLES2.functional.texture.mipmap.cube.generate.rgb565_fastest
dEQP-GLES2.functional.texture.mipmap.cube.generate.rgb565_nicest
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fix compiler warnings about incorrect format type and possible format
overflow.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
glGetTexImage returns the entire texture, and we always copy from
the beginning of the texture. Instead, we should start copying
from the offset specified by the bounding box.
Fixes:
dEQP-GLES3.functional.texture.shadow.2d_array.*.*depth*
Example test cases:
dEQP-GLES3.functional.texture.shadow.2d_array.linear.not_equal_depth_component32f
dEQP-GLES3.functional.texture.shadow.2d_array.nearest_mipmap_nearest.less_or_equal_depth_component16
dEQP-GLES3.functional.texture.shadow.2d_array.nearest_mipmap_nearest.greater_or_equal_depth_component16
v2: Cubemap textures seem to suffer from the same issue:
Fixes:
dEQP-GLES3.functional.texture.shadow.cube.nearest.*
Example test cases:
dEQP-GLES3.functional.texture.shadow.cube.nearest.less_or_equal_depth_component16
dEQP-GLES3.functional.texture.shadow.cube.nearest.less_or_equal_depth24_stencil8
v3: Make sure we still make only 1 glTexSubImage3D call in the non-cubemap case
v4: Fix slice size and texture size calculations.
Fixes:
dEQP-GLES3.functional.texture.filtering.3d.formats.rgb9_e5_nearest
dEQP-GLES3.functional.texture.filtering.3d.formats.rgb9_e5_linear
Signed-off-by: Dave Airlie <airlied@redhat.com>
The current default value is not big enough for running android app
inside Chrome OS under qemu+virgl. Increase it to 64 so we can run
several android apps inside ARC++ under Chrome OS in qemu+virgl at
same time.
Signed-off-by: Lepton Wu <lepton@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This was previously ignored.
Along with the mesa patch, this fixes ~100 dEQP tests:
dEQP-GLES3.functional.texture.filtering.cube.*
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We don't always start at a z-offset of zero. For example, when
Gallium copies a temporary depth texture to the final depth texture
[i.e, the one finalized in st_finalize_texture(..)], it sends the
copy commands one slice at a time.
Fixes:
dEQP-GLES3.functional.texture.specification.teximage3d_depth.depth_component32f_2d_array
dEQP-GLES3.functional.texture.specification.teximage3d_depth.depth_component24_2d_array
Resets stencil buffer write mask to ~0u before glClear().
Fixes many tests which use stencil buffer with increment, decrement or
invert operations. For example:
dEQP-GLES3.functional.fragment_ops.random.18
dEQP-GLES3.functional.fragment_ops.random.25
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.2
We need a case for 24-bit formats, like GL_RGB8I.
Fixes:
dEQP-GLES3.functional.texture.specification.*.{rgb8i, rgb8ui}
dEQP-GLES3.functional.texture.format.sized.2d.*.{rgb8i, rgb8ui}
Example test cases:
dEQP-GLES3.functional.texture.specification.basic_teximage2d.rgb8i_2d
dEQP-GLES3.functional.texture.specification.basic_teximage2d.rgb8ui_2d
dEQP-GLES3.functional.texture.format.sized.2d.rgb8i_npot
Signed-off-by: Dave Airlie <airlied@redhat.com>
The piglit test generates a failed to compile shader:
gl-2.1-fbo-mrt-alphatest-no-buffer-zero-write
The test never validates any result as it can't, but this fixes
the debug logging of the error on the host.
outputs from vertex shaders are now vso
and outputs from geometry shaders are now gso.
This allows adding tessellation a bit easier.
Signed-off-by: Dave Airlie <airlied@redhat.com>
1) The offset at each depth should be the layer stride
i.e.,(depth * stride * height)
2) We shouldn't do a single write / read when the depth != 1.
Fixes:
dEQP-GLES3.functional.texture.specification.basic_texsubimage3d.*
Example test:
dEQP-GLES3.functional.texture.specification.basic_texsubimage3d.rgba32f_3d
Signed-off-by: Dave Airlie <airlied@redhat.com>
The previous calculation (block_stride * block_height * depth) led
to data corruption since we don't take stride into account when
allocating the temporary buffer.
With this fix,
dEQP-GLES3.functional.texture.specification.basic_texsubimage3d.rgba32f_3d
doesn't crash the virtual machine (though the test fails).
Signed-off-by: Dave Airlie <airlied@redhat.com>
In the case of PIPE_TEXTURE_CUBE, util_gen_mipmap (in Mesa)
encodes the target face in blit.{src,dst}.box.z. We need to
bind to the correct texture target before we draw.
Also removed extraneous whitespace.
Fixes:
dEQP-GLES2.functional.texture.mipmap.cube.generate.a8_fastest
dEQP-GLES2.functional.texture.mipmap.cube.generate.a8_nicest
dEQP-GLES2.functional.texture.specification.basic_copyteximage2d.cube_alpha
dEQP-GLES2.functional.texture.specification.basic_copytexsubimage2d.cube_alpha
[airlied: also fixes piglit:
spec@arb_texture_cube_map@copyteximage cube]
v2: Set layer to dst_z for cases other than GL_CUBE_MAP
Signed-off-by: Dave Airlie <airlied@redhat.com>
"vrend: Fix iovec read/write for depth" started making of use of
the bounding box's depth in the fallback path. It turns out in
some instances, the temporary buffer used by iovec read/write
is not large enough, leading to memory corruption.
Let's separate send_size from alloc_size in some cases, since
glReadnPixels requires it.
With this fix,
dEQP-GLES3.functional.texture.specification.basic_texsubimage3d.rgba32f_3d
doesn't crash the virtual machine (though the test fails).
Signed-off-by: Dave Airlie <airlied@redhat.com>
When emulating GL_ALPHA8 with GL_R8, we should make the alpha
component equal to the red color channel.
Fixes:
['dEQP-GLES2.functional.texture.mipmap.2d.generate.a8_fastest']
['dEQP-GLES2.functional.texture.mipmap.2d.generate.a8_nicest']
on OpenGL 4.5 (core).
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The depth was ignored in the fallback path, which caused us to copy
only the first layer.
This fixes:
dEQP-GLES3.functional.shaders.texture_functions.texture.isampler2darray.*
and probably other 3D texture/sample array tests.
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
glBindBufferRange(..) in vrend_draw_bind_ubo is failing with
more than one uniform block. This is due to improper alignment
of the start of the second block. Let's query the proper
alignment from the driver and pass it back to Mesa.
Let's also query for GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT just in
case, even though don't use glTexBufferRange yet.
Fixes:
dEQP-GLES3.functional.ubo.* on Nvidia
Example test:
dEQP-GLES3.functional.ubo.multi_basic_types.single_buffer.shared_vertex
Signed-off-by: Dave Airlie <airlied@redhat.com>
OpenGL ES don't support 1D texture.
So we replace these textures by some 2D texture with one of
the component set to 0.5
v2: Use new use_gles state on vrend_shader_cfg.
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some features:
* Always use the "#version 300 es" header
* Set high precision by default
* Do not use noperspective attribute
v2: Do not create a global state but instead add field
vrend_shader_cfg and send that into more functions.
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Refactors vertex/fragment shader exit routine. Handles all end points properly.
Fixes dEQP-GLES2.functional.shaders.return.output_write_dynamic_vertex test.
[airlied: cleanup damaged whitespace + remove old geom lines of no use]
Signed-off-by: Dave Airlie <airlied@redhat.com>
Make EGL optional since it's use in virglrenderer isn't always
compatible with drivers on linux, for example nVidia does not
provide a GBM implementation (used by virgl_egl*) with their
linux drivers.
Signed-off-by: Joe M. Kniss <djmk@google.com>
v2: Fix typo (Dave)
(still would much rather this was done at runtime as well)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Previously, vrend_shader insterted a scale & bias to emulate
glDepthRange in all vertex shaders. This approach will fail
to match the gl spec in some situations. glDepthRange() is also
called, causing the transformation to be applied twice. The
winsys_adjust uniform is now a scalar to implement the y-flip only.
This bug was discovered and tested using the
dEQP-GLES2.functional.depth_range test suite. This test now passes
all but one case, which appears to be a separate issue.
Signed-off-by: Joe M. Kniss <djmk@google.com>
[airlied: fixes some piglit tests as well - no regressions]
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we bind a GL program with a given id, then destroy the program and
its id, then immediately create another program which ends up with
the same id, we won't be able to tell that a new program needs to be
bound, and we will access freed data. This results in funny crashes.
We fix this by setting the program to 0 when a different shader is
being bound. This will force the draw code to bind the proper program
later on.
This fixes a lot of semi-random crashes. To debug it I used this
particular deqp test which becomes stable with this change:
dEQP-GLES3.functional.draw.draw_elements.triangle_fan.default_attribute
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Tested-by: Robert Foss <robert.foss@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just adds backend conversion support for the extended
texture gather instructions used for arb_gpu_shader5.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Currently, we always try to create an OpenGL 3.1 context. Some
dEQP tests require an OpenGL 3.2 context (specifically, ones
that use glGetInteger64v). Let's try to create the highest
version context we can, and iterate to lower versions, i.e:
https://developer.android.com/guide/topics/graphics/opengl.html#version-check
The return code for (*create_gl_context) is a little unclear.
This patch assumes NULL is returned on failure. This should work
for GLX and EGL.
GLX:
"On failure glXCreateContextAttribsARB returns NULL and generates
an X error with extended error information"
https://www.khronos.org/registry/OpenGL/extensions/ARB/GLX_ARB_create_context.txt
EGL:
"#define EGL_NO_CONTEXT ((EGLContext)0)"
https://www.khronos.org/registry/EGL/api/1.1/EGL/egl.h
The semantics of rcbs->create_gl_context may be different, though.
Fixes:
dEQP-GLES3.functional.state_query.integers.max_vertex_output_components_getinteger64
dEQP-GLES3.functional.state_query.integers.max_vertex_output_components_getfloat
Signed-off-by: Dave Airlie <airlied@redhat.com>
... previously we were only looking at the last attachment.
Fixes dEQP-GLES3.functional.fragment_out.random.86 and probably others
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
GLES does not support using Z32 as depth stencil, overwrite this
with Z24 which is supported.
Signed-off-by: Jakob Bornecrantz <jakob.bornecrantz@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
These two formats are required by DRI in the guest and as such
Wayland, X11, GBM or any API built on top if DRI. The format
GL_BGRA_EXT is not supported on Desktop OpenGL.
v2: Better documentation.
Signed-off-by: Jakob Bornecrantz <jakob.bornecrantz@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>