build: fix EGL build when no X11 headers are present

eglplatform.h defaults to X11 on Unix unless told otherwise, so if we're doing a
build without any X11 support tell it so that we don't try including headers
that don't exist.

Also set GL_PC_FLAGS so that the definition is in egl.pc, so that applications
using EGL don't try to pull in X11 headers on systems where EGL was configured
without X11 support.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64959
Signed-off-by: Ross Burton <ross.burton@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
eglplatform: use unsigned long instead of 32-bit ints in generic platform

In the generic Unix case use the "unsigned long" type instead of 32-bit
integers so that the type sizes are consistant on 64-bit machines between X11
and not-X11.

Signed-off-by: Ross Burton <ross.burton@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
i965: Initialize brw_blorp_const_color_program member variables.

Fixes "Uninitialized scalar field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
draw: account for elem size when computing overflow

We weren't taking into account the size of element
that is to be fetched, which meant that it was possible
to overflow the buffer reads if the stride was very
close to the end of the buffer, e.g. stride = 3, buffer
size = 4, and the element to be read = 4. This should
be properly detected as an overflow.

Signed-off-by: Zack Rusin <zackr@vmware.com>
draw: check for an integer overflow when computing stride

Our buffer overflow arithmetic was susceptible to integer
overflows which was the buffer overflow logic to break.
Lets use the llvm overflow intrinsics to check for integer
overflows while computing the stride/needed buffer size.

Signed-off-by: Zack Rusin <zackr@vmware.com>
draw: check for integer overflows in instance computation

Integers could easily overflow is the starting instance
was large enough. Instead of letting bogus counts through
set the instance to max if it overflown and let our
regular buffer overflow computation handle it.

Signed-off-by: Zack Rusin <zackr@vmware.com>
draw/gallivm: export overflow arithmetic to its own file

We'll be reusing this code so lets put it in a common file
and use it in the draw module.

Signed-off-by: Zack Rusin <zackr@vmware.com>
draw: fix incorrect clipper invocation statistics

clipper invocations are computed earlier (of course
before the emittion) so this code was adding bogus
numbers to already computed clipper invocations.

Signed-off-by: Zack Rusin <zackr@vmware.com>
draw/translate: fix instancing

We were incorrectly computing the buffer offset when using the
instances. The buffer offset is always equal to:
start_instance * stride + (instance_num / instance_divisor) *
stride
We were completely ignoring the start instance quite
often producing instances that completely wrong, e.g. if
start instance = 5, instance divisor = 2, then on the first
iteration it should be:
5 * stride, not (5/2) * stride as we'd have currently, and if
start instance = 1, instance divisor = 3, then on the first
iteration it should be:
1 * stride, not 0 as we'd have.
This fixes it and adjusts all the code to the changes.

Signed-off-by: Zack Rusin <zackr@vmware.com>
docs: Import 9.1.4 release notes, add news item.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
i965/blorp: Add bilinear filtering of samples for multisample scaled blits

Current implementation of ext_framebuffer_multisample_blit_scaled in
i965/blorp uses nearest filtering for multisample scaled blits. Using
nearest filtering produces blocky artifacts and negates the benefits
of MSAA. That is the reason why extension was not enabled on i965.

This patch implements the bilinear filtering of samples in blorp engine.
Images generated with this patch are free from blocky artifacts and show
big improvement in visual quality.

Observed no piglit and gles3 regressions.

V3:
- Algorithm used for filtering assumes a rectangular grid of samples
  roughly corresponding to sample locations.
- Test the boundary conditions on the edges of texture.

V4:
- Clip texcoords and use conditional MOVs.
- Send texture dimensions as push constants.
- Remove the optimization in case of scaled multisample blits.

V5:
- Move mcs_fetch() inside the 'for' loop after computing pixel coordinates.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
i965: Enable ext_framebuffer_multisample_blit_scaled on intel h/w

This patch enables ext_framebuffer_multisample_blit_scaled extension
on intel h/w >= gen6.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
gallium/tests: fix the translate test
gallivm: Fix indirect immediate registers.

If reg->Register.Indirect is true then the immediate is not truly a
constant LLVM expression.

There is no performance regression in using LLVMBuildBitCast, as it will
fallback to LLVMConstBitCast internally when the argument is a constant.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
gallivm: Fix MSVC build.
glsl/builtins: Fix ARB_texture_cube_map_array built-in availability.

This patch adds texture() for isamplerCubeArray and usamplerCubeArray,
which were entirely missing.

It also makes texture() with a LOD bias fragment shader specific.  The
main GLSL specification explicitly says that texturing with LOD bias
should not be allowed for vertex shaders.

Affects Piglit's ARB_texture_cube_map_array/compiler/tex_bias-01.vert.
which tries to use bias in a vertex shader.  Currently, it expects this
to pass (so this patch regresses the test), but I've sent a patch to
reverse the expected behavior (so this patch would fix the updated test):
http://lists.freedesktop.org/archives/piglit/2013-June/006123.html

NOTE: This is a candidate for stable branches.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
gallivm: Simplify intrinsic name construction.

Just noticed this could be slightly shortened when fixing MSVC build.

Trivial.
glsl/linker: Make update_array_sizes apply to just uniforms.

Commit 586b4b5 (glsl: Also update implicit sizes of varyings at link
time) extended update_array_sizes() to apply to both uniforms and
shader ins/outs.  However, doing creates problems for geometry
shaders, because update_array_sizes() assumes that variables with
matching names in different parts of the pipeline should have the same
sizes.  With the addition of geometry shaders, this is no longer true
(e.g. both vertex and geometry shaders have a gl_ClipDistance output
variable, but there's no reason these variables should have the same
sizes).

The original reason for commit 586b4b5 (avoid problems with
gl_TexCoord being 0 length) has since been addressed by commit 6f53921
(linker: Ensure that unsized arrays have a size after linking).  So go
ahead and switch update_array_sizes() back to only acting on uniforms.
!UPSTREAM: glsl: Enable various extensions for geometry shaders.

Note: In principle there's no reason geometry shaders couldn't support
OES_texture_3D and OES_EGL_image_external, but it seems silly to
enable them, since these are GLSL ES extensions, and geometry shaders
aren't allowed in GLSL ES.

TODO:
- Better commit message
- Better testing
main: Fix geometry shader error messages (missing right paren)