mesa: fix make tarballs

Current method of generating distribution tar-balls involves manually
invoking make + target name in the appropriate places. This temporary
solution is used until we get 'make dist' working.

Currently it does not work, as in order to have the target (which is
also a filename) available in the final Makefile we need to add a PHONY
target + use the correct target name.

Cc: "10.2 10.3" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
i965: Fix GPU hangs when INTEL_DEBUG=no16 is set.

The replicated data clear shader needs to be SIMD16, or else the GPU
will hang.  So, compile it even if INTEL_DEBUG=no16 is set.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
i965/fs: don't pass ir_variable * to emit_frontfacing_interpolation()

We were only using it to get at its type, which we already know because
it's a builtin variable.

v2 (Ken): Rebase on Matt's optimized gl_FrontFacing calculations.

Signed-off-by: Connor Abbott <connor.abbott@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965/fs: don't pass ir_variable * to emit_samplepos_setup()

We were only using it to get at its type, which we already know because
it's a builtin variable.

Signed-off-by: Connor Abbott <connor.abbott@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965/fs: don't use ir->shadow_comparitor in emit_texture_*

Signed-off-by: Connor Abbott <connor.abbott@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
docs: Mark ARB_compute_shader as work in progress

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
egl/dri2: use the correct screen index

Required for multi-GPU configuration where each GPU has its own X screen.
pipe-loader: use the correct screen index
gallium/pb_bufmgr_cache: limit the size of cache

This should make a machine which is running piglit more responsive at times.
e.g. streaming-texture-leak can easily eat 600 MB because of how fast it
creates new textures.
glsl_to_tgsi: allocate and enlarge arrays for temporaries on demand

This fixes crashes if the number of temporaries is greater than 4096.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66184

v2: added fail paths for realloc failures

Cc: 10.2 10.3 mesa-stable@lists.freedesktop.org
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
r600g: Implement sm5 geometry shader instancing

Requires Evergreen or later hardware.

Signed-off-by: Glenn Kennard <glenn.kennard@gmail.com>
radeonsi: set DB_DEPTH_SIZE.HEIGHT_TILE_MAX, inline other fields

This fixes rendering to a non-zero layer/face/slice with HTILE.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72685

v2: added the assertion

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: set DB_DEPTH_SIZE.HEIGHT_TILE_MAX for EG/CM, inline other fields

This fixes rendering to non-zero layer/face/slice with HTILE.

v2: added the assertion

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: use HTILE allocator from SI

It's almost the same.

This enables tiling for HTILE. It also enables Hyper-Z for other texture
targets (1D, 1D_ARRAY, 2D_ARRAY, CUBE, CUBE_ARRAY, 3D, RECT).

2D array depth textures are tested by Unigine Sanctuary and my new piglit
test.

Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: enable fast depth clear for array textures and cubemaps

I have a piglit test that hits this.

Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: some DB bug workarounds for R6xx DB flushing

Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: fix layered clear

Cc: mesa-stable@lists.freedesktop.org
Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: expose AMD_vertex_shader_layer and *_viewport_index on R600-R700

already implemented

Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g: set VGT_ENHANCE=4 on R7xx

This is a golden setting on RV740, but there is a hw bug which recommends
setting it on all R7xx chipsets.

Acked-by: Michel Dänzer <michel.daenzer@amd.com>
r600g,radeonsi: force fast stencil and HTILE stencil off, fixing a Hyper-Z hang

This should be as fast as no HTILE for stencil. I think we can still get full
performance with depth-only rendering even if stencil is present in the buffer
but not used, but I'm not 100% sure. This may be revisited when HiS and fast
stencil clear are implemented.

This fixes a hang in Brutal Legend.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64471

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>