mesa/main: add ARB_clear_texture entrypoints

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Neil Roberts <neil@linux.intel.com>
teximage: Add utility func for format/internalFormat compatibility check

In texture_error_check() there was a snippet of code to check whether the
given format and internal format are basically compatible. This has been split
out into its own static helper function so that it can be used by an
implementation of glClearTexImage too.
mesa/main: Add generic bits of ARB_clear_texture implementation

This adds the driver entry point for glClearTexSubImage and fills in the
_mesa_ClearTexImage and _mesa_ClearTexSubImage functions that call it.

v2: Don't clear some of the images if only one of them makes an error

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
texstore: Add a generic implementation of GL_ARB_clear_texture

Adds an implmentation of the ClearTexSubImage driver entry point that just
maps the texture and writes the values in. The extension is not yet enabled by
default because it doesn't work with multisample textures as they don't have a
simple linear layout.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
meta: Add a state flag for the GL_DITHER

The Meta implementation of glClearTexSubImage is going to want to ensure that
dithering is disabled so that it can get a consistent color across the whole
texture when clearing. This adds a state flag to easily save it and set it to
the default value when performing meta operations.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
meta: Add a meta implementation of GL_ARB_clear_texture

Adds an implementation of the ClearTexSubImage driver entry point that tries
to set up an FBO to render to the texture and then calls glClearBuffer with a
scissor to perform the actual clear. If an FBO can't be created for the
texture then it will fall back to using _mesa_store_ClearTexSubImage.

When used in combination with _mesa_store_ClearTexSubImage this should provide
an implementation that works for all DRI-based drivers. However as this has
only been tested with the i965 driver it is currently only enabled there.

v2: Only enable the extension for the i965 driver instead of all DRI drivers.
    Remove an unnecessary goto. Don't require GL_ARB_framebuffer_object. Add
    some more comments.

v3: Use glClearBuffer* to avoid having to modify glClearColor and friends.
    Handle sRGB textures. Explicitly disable dithering.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
docs: Update GL3.txt and relnotes for GL_ARB_clear_texture
freedreno: update generated headers

Signed-off-by: Rob Clark <robclark@freedesktop.org>
targets/dri: fix freedreno targets

The kernel driver name is either "kgsl" (downstream/android) or "msm"
(upstream).

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: add back a few stalls

Technically we should not need these.  CP_LOAD_STATE can be pipelined.
But removing them broke a few piglit tests, like fbo-depth-
GL_DEPTH_COMPONENT24-readpixels.  I expect these are just masking a
problem elsewhere, or perhaps they are only needed under some more
specific circumstances.  But until that is understood properly, give
back a bit of the perf boost we got from c63450e8.

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

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx/compiler: const file relative addressing

Teach new compiler scheduling and register assignment how to deal with
relative addressing.  This gets us what we need to avoid falling back to
old compiler for CONST[ADDR[0].x+n].  It is also a prerequisite for temp
file relative addressing, although that is going to also need some
cleverness in register assignment to keep arrays grouped together.

NOTE: doing address calculation in full precision and then narrowing to
s16 in the mov to addr reg seems to sometimes cause lockups (and
sometimes work?!).  It seems more reliable to do the address calculation
in s16, like the blob does.  Which means teaching RA how to deal with
mixed half and full precision allocation.  Fortunately that didn't turn
out to be too hard, so that is a nice bonus which we could probably take
better advantage of elsewhere.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: more vtx formats

Actually what we currently handle is just the SCALED versions, and not
the int versions.  The difference probably matters more when we actually
support integer in the compiler.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
r600g/compute: Add a function for moving items in the pool

This function will be used in the future by compute_memory_defrag
to move items forward in the pool.

It does so by first checking for overlaping ranges, if the ranges
don't overlap it will copy the contents directly. If they overlap
it will try first to make a temporary buffer, if this buffer fails
to allocate, it will finally fall back to a mapping.

Note that it will only be needed to move items forward, it only
checks for overlapping ranges in that case. If needed, it can
easily be added by changing the first if.

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
r600g/compute: Add a function for defragmenting the pool

This new function will move items forward in the pool, so that
there's no gap between them, effectively defragmenting the pool.

For now this function is a bit dumb as it just moves items
forward without trying to see if other items in the pool could
fit in the gaps.

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
r600g/compute: Defrag the pool if it's necesary

This patch adds a new member to the pool to track its status.
For now it is used only for the 'fragmented' status, but if
needed it could be used for more statuses.

The pool will be considered fragmented if: An item that isn't
the last is freed or demoted.

This 'strategy' has a problem, although it shouldn't cause any bug.
If for example we have two items, A and B. We choose to free A first,
now the pool will have the 'fragmented' status. If we now free B,
the pool will retain its 'fragmented' status even if it isn't
fragmented.

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
r600g/compute: Quick exit if there's nothing to add to the pool

This way we can avoid defragmenting the pool, even if it is needed
to defragment it, and looping again through the list of unallocated
items.

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
r600g/compute: Remove unneeded code from compute_memory_promote_item

Now that we know that the pool is defragmented, we positively know
that allocated + unallocated will be the total size of the
current pool plus all the items that will be promoted. So we only
need to grow the pool once.

This will allow us to just add the new items to the end of the
item_list without the need of looking for a place to the new item.

Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
r600g: Use hardware sqrt instruction

Piglit quick tests including sqrt pass, no other regressions,
tested on radeon 6670.

Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
r600g/compute: Fix warnings