The benchmark fails to start, the translation of gl_Identity is incorrect,
UMAD TEMP[0], SV[0].xxxx, TEMP[0].xxxx, TEMP[1]
is translated to:
temp0[0] = vec4(uintBitsToFloat((gl_InstanceID * floatBitsToUint(temp0[0].xxxx) + floatBitsToUint(temp0[1]))));
Which results in the following error:
shader failed to compile
0:23(34): error: could not implicitly convert operands to arithmetic operator
0:23(34): error: operands to arithmetic operators must be numeric
0:23(17): error: no matching function for call to `uintBitsToFloat(error)'; candidates are:
It seems we can use the same workaround as gl_VertexID, I didn't
observe any regression running various gl_InstanceId tests from
piglit:
temp0[0] = vec4(uintBitsToFloat((floatBitsToUint(vec4(intBitsToFloat(gl_InstanceID))) * floatBitsToUint(temp0[0].xxxx) + floatBitsToUint(temp0[1]))));
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
apitrace & epoxy with EGL don't work nicely together, using glx works
around this issue for now (disabled by default).
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
They should mostly be fine, as long the shader compiles. The reported
error should be enough to diagnose something going wrong in case of
failure.
This should help avoiding temporary regressions when new properties are
introduced in mesa.git before they are either handled or filtered out by
virgl, as was the case with commit fbe6e92899.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If the shader failed to be finished, it should be removed from the
hashtable if it was already inserted. Use the goto error path in this
case to handle shader destroy and prevent potential later lookup of
invalid shader from the hashtable.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some piglit tests read/write outside of fix-sized arrays. Return an
error in this case. Note: further investigation needed to avoid
such access in the first place.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we have a lot of draws we end up traversing the linked list
looking for the same shader on each draw call even if the
shader is the same one we used the last time.
This removes a chunk of CPU overhead in the draw path.
This seems to do better in xonotic traces, we at least don't
traverse as much of the list to pick up the shaders.
I think we should be using a hash table here really.
We weren't converting integer sampler results correctly,
so bad things ensued, this uses the info in the sampler
view to recreate the proper return values and do the
correct casting.
We are seeing shaders with 0 and 2 inputs, but no 1, so we need
to handle gaps properly.
This fixes some regressions in drawpixels after some mesa changes
on the guest.
TXQ may query levels and size.
Fixes all piglit texturesize tests and others.
[airlied: use EMIT_BUF_WITH_RET].
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Commit 53286c6f5a introduced a regression, there is a missing break in the switch..
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We use the library unconditionally, however not check it in
configure phase. Let's produce an error there and not at
compilation phase.
And while at it, drop -ldl from LDFLAGS too. I suspect it's
coming from the same source because in the gbm pkg-config file
private libs are to be linked with dl. But not only we are not a
gbm private library, we don't use dl*() anywhere.
Signed-off-by: Michal Privoznik <mprivozn@redhat.com>
Context array is declared as dec_ctx[VREND_MAX_CTX], virgl shouldn't accept id
== VREND_MAX_CTX.
Found thanks to AddressSanitizer.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>