lp:mesa

Created by Jelmer Vernooij and last modified
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VCS imports
Project:
Mesa
Status:
Development

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Import Status: Failed

This branch is an import of the HEAD branch of the Git repository at git://anongit.freedesktop.org/mesa/mesa.

The import has been suspended because it failed 5 or more times in succession.

Last successful import was .

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Import started on izar and finished taking 25 seconds — see the log
Import started on izar and finished taking 30 seconds — see the log
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Recent revisions

78340. By Kyle Brenneman <email address hidden>

egl/glvnd: Fix a segfault in eglGetProcAddress.

If FindProcIndex in egldispatchstubs.c is called with a name that's less than
the first entry in the array, it would end up trying to store an index of -1 in
an unsigned integer, wrap around to 2^32, and then crash when it tries to look
that up.

Change FindProcIndex so that it uses bsearch(3) instead of implementing its own
binary search, like the GLX equivalent FindGLXFunction does.

Reviewed-by: Eric Engestrom <email address hidden>

78339. By Jordan Justen <email address hidden>

mesa/program_binary: add implicit UseProgram after successful ProgramBinary

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106810
Fixes: b4c37ce2140 "i965: Add ARB_get_program_binary support using nir_serialization"
Ref: 3fe8d04a6d6 "mesa: don't always set _NEW_PROGRAM when linking"
Ref: c505d6d8522 "mesa: use gl_program for CurrentProgram rather than gl_shader_program"
Signed-off-by: Jordan Justen <email address hidden>
Reviewed-by: Plamena Manolova <email address hidden>
Reviewed-by: Timothy Arceri <email address hidden>

78338. By Dave Airlie <email address hidden>

features.txt: update virgl GL4.1 status.

All the features for GL4.1 are done (64-bit attribs were part of
the fp64 enable).

Once tessellation shaders land this will be advertised

78337. By Dave Airlie <email address hidden>

virgl: enable ARB_gpu_shader_fp64

This enables ARB_gpu_shader_fp64 if the host provides it.

Tested-by: Gurchetan Singh <email address hidden>
Reviewed-by: Gurchetan Singh <email address hidden>

78336. By Samuel Pitoiset

radv: add a workaround for DXVK hangs by setting amdgpu-skip-threshold

Workaround for bug in llvm that causes the GPU to hang in presence
of nested loops because there is an exec mask issue. The proper
solution is to fix LLVM but this might require a bunch of work.

This fixes a bunch of GPU hangs that happen with DXVK.

Vega10:
Totals from affected shaders:
SGPRS: 110456 -> 110456 (0.00 %)
VGPRS: 122800 -> 122800 (0.00 %)
Spilled SGPRs: 7478 -> 7478 (0.00 %)
Spilled VGPRs: 36 -> 36 (0.00 %)
Code Size: 9901104 -> 9922928 (0.22 %) bytes
Max Waves: 7143 -> 7143 (0.00 %)

Code size slightly increases because it inserts more branch
instructions but that's expected. I don't see any real performance
changes.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105613
Cc: <email address hidden>
Signed-off-by: Samuel Pitoiset <email address hidden>
Reviewed-by: Bas Nieuwenhuizen <email address hidden>

78335. By Samuel Pitoiset

radv: fix missing ZRANGE_PRECISION(1) for GFX9+

ZRANGE_PRECISION(1) seems to be the default optimal value, but
it was only set for VI and older chips.

This fixes a rendering issue with Banished through DXVK, and
might fix more than that.

There is still the ZRANGE_PRECISION bug that we need to handle
but that can be fixed later.

Cc: <email address hidden>
Signed-off-by: Samuel Pitoiset <email address hidden>
Reviewed-by: Bas Nieuwenhuizen <email address hidden>

78334. By Gustavo Lima Chaves <email address hidden>

anv: enable VK_EXT_shader_stencil_export

Reviewed-by: Jason Ekstrand <email address hidden>

78333. By Gustavo Lima Chaves <email address hidden>

spirv: add/hookup SpvCapabilityStencilExportEXT

v2:
An attempt to support SpvExecutionModeStencilRefReplacingEXT's behavior
also follows, with the interpretation to said mode being we prevent
writes to the built-in FragStencilRefEXT variable when the execution
mode isn't set.

v3:
A more cautious reading of 1db44252d01bf7539452ccc2b5210c74b8dcd573 led
me to a missing change that would stop (what I later discovered were)
GPU hangs on the CTS test written to exercise this.

v4:
Turn FragStencilRefEXT decoration usage without StencilRefReplacingEXT
mode into a warning, instead of trying to make the variable read-only.
If we are to follow the originating extension on GL, the built-in
variable in question should never be readable anyway.

v5/v6: rebases.

v7:
Fix check for gen9 lost in rebase. (Ilia)
Reduce the scope of the bool used to track whether
SpvExecutionModeStencilRefReplacingEXT was used. Was in shader_info,
moved to vtn_builder. (Jason)

v8:
Assert for fragment shader handling StencilRefReplacingEXT execution
mode. (Caio)
Remove warning logic, since an entry point might not have
StencilRefReplacingEXT execution mode, but the global output variable
might still exist for another entry point in the module. (Jason)

Reviewed-by: Jason Ekstrand <email address hidden>

78332. By Eric Anholt

travis: Add the v3d driver to the automake build.

Hopefully this reduces the number of fixup commits we need for the
automake build.

Reviewed-by: Eric Engestrom <email address hidden>
Reviewed-by: Emil Velikov <email address hidden>

78331. By Eric Anholt

travis: Do our automake build tests with srcdir != builddir.

This will catch many automake bugs that end-users get to experience first,
otherwise.

Reviewed-by: Eric Engestrom <email address hidden>
Reviewed-by: Emil Velikov <email address hidden>

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