mesa: Rename MESA_shader_integer_mix to EXT_shader_integer_mix

Everyone at the Khronos meeting was as surprised that GLSL didn't
already support this as we were.  Several vendors said they'd ship it,
but there didn't seem to be enough interest to put in the effort to make
it ARB or KHR.

v2: Fix a couple typos and rename the spec file to
EXT_shader_integer_mix.spec.  Suggested by Roland.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
i965: Add comments to the new brw_state_state structure's fields.

These are largely based on the similar fields in brw->wm.

v2: Add a better comment than "Scratch buffer".

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Increase the size of brw_stage_state::surf_offset.

Since BRW_MAX_WM_SURFACES is greater than BRW_MAX_VEC4_SURFACES, the
existing array isn't large enough to be used by the WM.  Increasing it
will make it possible to share them.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Use brw_stage_state for WM data as well.

This gets the VS, GS, and PS all using the same data structure.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
glsl/builtins: Fix {texture1D,texture2D,shadow1D}ArrayLod availibility.

These functions are defined in EXT_texture_array, which makes no
mention of what shader types they should be allowed in.  At the time
EXT_texture_array was introduced, functions ending in "Lod" were
available only in vertex shaders, however this restriction was lifted
in later spec versions and extensions.

We already have the function lod_exists_in_stage() for figuring out
whether functions ending in "Lod" should be available, so just re-use
that.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
freedreno: multi-slice resources (cubemap, mipmap, etc)

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx/compiler: add LIT

Needed by glxgears and etuxracer ;-)

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: fix gpu lockup in some piglit tests

The varying-out config comes from the inputs of the frag shader (so that
we aren't exporting unneeded varyinges).  The varyings-count should come
from the frag shader as well, to avoid a discrepency in configuration
and resulting gpu lockup.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: fd_draw helper

Have a single helper that all draws come through.. mainly for a
convenient debug and instrumentation point.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: split out WFI helper

Mostly just to give an easy debug/instrumentation point.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: emit markers to scratch registers

Emit markers by writing to scratch registers in order to "triangulate"
gpu lockup position from post-mortem register dump.  By comparing
register values in post-mortem dump to command-stream, it is possible to
narrow down which DRAW_INDX caused the lockup.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: avoid stalling at ringbuffer wraparound

Because of how the tiling works, we can't really flush at arbitrary
points very easily.  So wraparound is handled by resetting to top of
ringbuffer.  Previously this would stall until current rendering is
complete.  Instead cycle through multiple ringbuffers to avoid a stall.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: use INDIRECT state load for shaders

With a debug option to force DIRECT (mainly to make it easier for
capturing cmdstream dumps).  Using INDIRECT for large shaders at least
makes a noticable reduction in CPU load, which helps for CPU limited
games.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx/compiler: implement SUB

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: alpha-test

Needed by some games, like etuxracer and supertuxkart which use alpha
test rather than blending, to handle texture transparency.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: stencil fixes

For mem->gmem we don't sample depth/stencil as it's native type.  So we
need to setup the swizzle state for the sampler based on the format used
for sampling.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: handle front_ccw

Used by supertuxkart.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: add debug option to disable GMEM bypass

Useful for debugging.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: fix VFD_INDEX_MAX overflow

max_index may be 0xffffffff.  The hardware does not need 1 + max_index
(although it does not hurt unless max_index wraps around to zero).

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno: PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE

When the old contents do not need to be preserved, it is faster to
create a new backing bo rather than stall.

Signed-off-by: Rob Clark <robclark@freedesktop.org>