Revert "draw: clear the draw buffers in draw"

This reverts commit 41966fdb3b71c0b70aeb095e0eb3c5626c144a3a.
While it's a lot cleaner it causes regressions because
the draw interface is always called from the draw functions
of the drivers (because the buffers need to be mapped) which
means that the stream output buffers endup being cleared on
every draw rather than on setting.

Signed-off-by: Zack Rusin <zackr@vmware.com>
intel: Remove unused IS_POWER_OF_TWO() macro.

The is_power_of_two() inline function has been used instead.

Reviewed-by: Matt Turner <mattst88@gmail.com>
gen7: fix GPU hang on WebGL texture-size test

When rendering to a texture with BaseLevel set, the miptree may be laid
out such that BaseLevel is in level 0 of the miptree (to avoid wasting
memory on unused levels between 0 and BaseLevel-1).  In that case, we
have to shift our render target's level down to the appropriate level of
the smaller miptree.

The WebGL test in combination with a meta code relating to
glGenerateMipmap also triggered a similar failure scenario.

This GPU hang regression was introduced by c754f7a8.

Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=65324
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
wayland: Handle global_remove event as well

We need to set up a handler for the global_remove event that gets sent
out when a global gets removed.  Without the handler we end up calling
a NULL pointer.

https://bugs.freedesktop.org/show_bug.cgi?id=65910

NOTE: This is a candidate for the stable branches.

Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
nv50: avoid crash on updating RASTERIZE_ENABLE state

When doing blit using the 3D engine, the rasterizer cso may be NULL.

Ported from nvc0 commit 8aa8b0539.

Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
ilo: rework shader cache

The new code makes the shader cache manages all shaders and be able to upload
all of them to a caller-provided bo as a whole.

Previously, we uploaded only the bound shaders.  When a different set of
shaders is bound, we had to allocate a new kernel bo to upload if the current
one is busy.
nvc0: kill assert in ppp code

It's no longer always true, and the video tilign aligment should
ensure the alignment is handled correctly regardless.