[Mesa-dev] [PATCH 2/2] - drirc: whitelist glthread for Euro Truck Simulator 2

2017-07-11 Thread Petr Sebor
---
 src/mesa/drivers/dri/common/drirc | 3 +++
 1 file changed, 3 insertions(+)

diff --git a/src/mesa/drivers/dri/common/drirc 
b/src/mesa/drivers/dri/common/drirc
index 1311db9..be731a0 100644
--- a/src/mesa/drivers/dri/common/drirc
+++ b/src/mesa/drivers/dri/common/drirc
@@ -178,6 +178,9 @@ TODO: document the other workarounds.
 
 
 
+
+
+
 
 
 
-- 
2.5.0

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[Mesa-dev] [PATCH 1/2] - drirc: whitelist glthread for American Truck Simulator

2017-07-11 Thread Petr Sebor
---
 src/mesa/drivers/dri/common/drirc | 3 +++
 1 file changed, 3 insertions(+)

diff --git a/src/mesa/drivers/dri/common/drirc 
b/src/mesa/drivers/dri/common/drirc
index 69b735c..1311db9 100644
--- a/src/mesa/drivers/dri/common/drirc
+++ b/src/mesa/drivers/dri/common/drirc
@@ -175,6 +175,9 @@ TODO: document the other workarounds.
 
 
 
+
+
+
 
 
 
-- 
2.5.0

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[Mesa-dev] [PATCH] meta: enable vertex attributes in the context of the newly created array object

2013-11-11 Thread Petr Sebor
Otherwise, the function would enable generic vertex attributes 0 and 1 of the
array object it does not own. This was causing crashes in Euro Truck Simulator 
2,
since the incorrectly enabled generic attribute 0 in the foreign context got
precedence before vertex position attribute at later time, leading to NULL
pointer dereference.

Signed-off-by: Petr Sebor p...@scssoft.com
---
This version is really much better for the reasons both you and Ian mentioned.
And... works for me! Thanks!

Petr
---
 src/mesa/drivers/common/meta.c | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index f818416..3be 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1515,6 +1515,9 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
sizeof(struct vertex), OFFSET(x));
   _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(s));
+
+  _mesa_EnableVertexAttribArray(0);
+  _mesa_EnableVertexAttribArray(1);
}
 
/* Generate a relevant fragment shader program for the texture target */
@@ -1591,8 +1594,6 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(ShaderProg, 0, position);
_mesa_BindAttribLocation(ShaderProg, 1, texcoords);
-   _mesa_EnableVertexAttribArray(0);
-   _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, ShaderProg);
ralloc_free(mem_ctx);
if (texture_2d)
-- 
1.8.3.2

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Re: [Mesa-dev] [PATCH] meta: enable vertex attributes in the context of the newly created array object

2013-11-11 Thread Petr Sebor

Not having push access rights, I hope this fix gets merged soon.
Hopefully a stable release candidate as well.

Thanks,
Petr

On 12.11.2013 00:32, Brian Paul wrote:

On 11/11/2013 04:19 PM, Petr Sebor wrote:
Otherwise, the function would enable generic vertex attributes 0 and 
1 of the
array object it does not own. This was causing crashes in Euro Truck 
Simulator 2,
since the incorrectly enabled generic attribute 0 in the foreign 
context got
precedence before vertex position attribute at later time, leading to 
NULL

pointer dereference.

Signed-off-by: Petr Sebor p...@scssoft.com


Reviewed-by: Brian Paul bri...@vmware.com

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[Mesa-dev] [PATCH] meta: rebind the array object to prevent corruption of current one in setup_glsl_blit_framebuffer

2013-11-10 Thread Petr Sebor
Without the rebind, the function enables generic vertex attributes 0 and 1 of 
the
array object it does not own. This was causing crashes in Euro Truck Simulator 
2,
since the enabled generic attribute 0 got precedence before vertex position 
attribute
at later time, leading to NULL pointer dereference.

Signed-off-by: Petr Sebor p...@scssoft.com
---
 src/mesa/drivers/common/meta.c | 5 +
 1 file changed, 5 insertions(+)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index aa50dde..06e3e3c 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1516,6 +1516,11 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
   _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(s));
}
+   else {
+  /* Rebind the existing ArrayObj so that _mesa_EnableVertexAttribArray */
+  /* calls do not corrupt the current one. */
+  _mesa_BindVertexArray(blit-ArrayObj);
+   }
 
/* Generate a relevant fragment shader program for the texture target */
if ((target == GL_TEXTURE_2D  blit-ShaderProg != 0) ||
-- 
1.8.3.2

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Re: [Mesa-dev] S2TC - yet another attempt to solve the S3TC issue

2011-08-07 Thread Petr Sebor

On 4.8.2011 12:19, Rudolf Polzer wrote:

On Wed, Aug 03, 2011 at 12:47:47PM -0700, Ian Romanick wrote:

On 08/03/2011 12:11 PM, Bryan Cain wrote:
Pardon my ignorance, but why do hardware drivers need a decompressor? 

To quote the EXT_texture_compression_s3tc spec:

 WARNING:  Vendors able to support S3TC texture compression in Direct3D
 drivers do not necessarily have the right to use the same
functionality in
 OpenGL.

This is the same issue that Linux distros have with ARB_texture_float
being enabled in hardware drivers.  The hardware may implement the
functionality, and the hardware vendor may have some license for the
patent, but that license may not cover making the functionality
available in Mesa.  That S3 has sued Apple is some indication that these
licenses may have very narrow scope.

Ian,

I think it is really not the same issue. The S3TC patent is about the 
algorithm itself,
not about copying blocks of memory. The quote from 
EXT_texture_compression_s3tc
only underlines the fact that Direct3D stack (both runtime and driver) 
does not have to provide
S3TC compression/decompression algorithm at all, whereas driver 
providing EXT_tc_s3tc
typically has to be able to compress the textures in the software (and 
thus implement the
patented stuff). Direct3D serves as a pass-through to the hardware, they 
don't have to mess
with the patent at all while the hw vendor typically has the 
decompression part covered.



Feeding precompressed data, however, is also none of Mesa's business - and
also, Mesa ALREADY does this, so if it's illegal, that's a risk Mesa already is
taking. However, Mesa doesn't know if it's feeding S3TC or S2TC data - it feeds
a data block as is. So, if anyone needs IP rights then, it's the author of the
game that comes with precompressed S3TC textures - and not the graphics driver!
I had the similar argument several weeks ago. I have suggested that Mesa 
could use similar
approach I have seen several years ago with GL drivers on windows - ie. 
drivers reporting
DXTn formats in the available compressed format list through the 
ARB_texture_compression,
whereas _not_ listing EXT_tc_s3tc in the extension string, effectively 
doing the same thing as the
Direct3D, allowing a passthrough of such data. I can only guess that the 
vendor didn't have had the
compression part covered nor wanted to pay for that part at the given 
time. It worked well.


Regards,
Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-20 Thread Petr Sebor

On 20.3.2011 1:40, Henri Verbeet wrote:

On 20 March 2011 00:42, Petr Seborp...@scssoft.com  wrote:

And this is not an undocumented hack. ARB_texture_compression explicitly
defines mechanisms to work with 'unknown' formats providing a safe
passthrough.
Thats what glCompressedTexImage actually is for.


Sure, the CompressedTexImage* calls are in principle agnostic to the
specific format. But without the s3tc extension there's nothing that
defines e.g. GL_COMPRESSED_RGBA_S3TC_DXT5_EXT. So you can't use those
tokens, unless you have another extension that defines them.
There is a slight difference between unknown and 'unknown'. You would 
enumerate the 'unknown'

formats first via

glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, num_formats)
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format_table)

compare the values returned with the format values you have and if there 
is a match, you're done.

Sure it is convenient to know GL_COMPRESSED_RGBA_S3TC_DXT5_EXT is 0x83f3.

I don't want to pretend that S3TC extension doesn't exist. Of course, 
there is a negligible
overlap with the EXT_tc_s3tc extension specification in the sense that 
is is convenient to know
the value of the format tokens. I assume that by defining and using such 
tokens isn't illegal.


To sum this up, ARB_tc offers a way to pass through precompressed data, 
yet the Mesa code
blocks anything S3TC related unless the compressing library is not 
present. I was asking for
relaxing this requirement, at least on hardware where we're sure to not 
enter the legal grounds
(apparently at least NV). So take it or leave it. The world isn't going 
to collapse if this opportunity

is ignored.

Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-20 Thread Petr Sebor

On 20.3.2011 16:42, Jose Fonseca wrote:

Petr,

You don't believe that IHVs may have narrow licenses of the S3TC patent. How do 
you explain the statement:

WARNING:  Vendors able to support S3TC texture compression in Direct3D
 drivers do not necessarily have the right to use the same functionality in
 OpenGL.

in 
http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt
 ?

This is just a piece of evidence. I heard this from several different people 
now.

Jose,

I have noticed that warning as well, but my interpretation is that since 
DirectX runtime does not itself implement compression
algorithms at all (it only serves as the passthrough), the OpenGL simply 
has to.


In my view, a vendor has to obtain a hardware license to be able to 
decompress data and optionally, if he cares about
OpenGL - a software license for the drivers,  to be able to compress 
them them on the fly. Otherwise the EXT_tc_s3tc is no go.

This is (I believe) the difference that matters.

Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-20 Thread Petr Sebor

On 20.3.2011 20:23, Mathias Gottschlag wrote:


Argh, meant to reply to list.

If this nvidia library has a s3tc patent license, cannot this be used 
as a starting point, as done with the current dxt library? Unmodified, 
as an external binary? Wouldn't that circumvent the whole issue as you 
do not need a license for the hardware as it already has to be 
licensed if it was sold somewhere (well, at least on nvidia hardware, 
that is how I understand that FAQ entry, the part about narrow 
licenses does not seem to apply here), and you now suddenly have a 
licensed software encoder as well?


Mathias


I think this is a good point. And since nvidia texture tools is MIT 
licensed, it could be very well packaged and become standard part
of the distributions (At least Debian's DFSG rules are MIT compatible, 
haven't checked other distros).


I'd say - great idea, but then, we'll have to believe we actually can 
use such data on the hardware that sure has to be licensed as well.
I believe it is clear. The compression and decompression algorithms are 
both implemented in packages that got to be covered by

a license.

Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-20 Thread Petr Sebor

On 20.3.2011 22:21, Patrick Baggett wrote:

Offhand, anyone know when these patents expire?

Patrick


If the following is right:
http://en.wikipedia.org/wiki/Term_of_patent_in_the_United_States

then given S3TC patent
http://v3.espacenet.com/publicationDetails/biblio?CC=USNR=5956431KC=FT=E 
http://v3.espacenet.com/publicationDetails/biblio?CC=USNR=5956431KC=FT=E

(filled on Oct 2. 1997)

... will expire on Oct 2. 2017 (+20 years from being filled)

So it is going to be here for quite some time.

Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-19 Thread Petr Sebor

On 18.3.2011 16:50, Henri Verbeet wrote:

On 18 March 2011 14:19, Petr Seborp...@scssoft.com  wrote:

I know that at least our games would benefit from this feature immediately,
but I guess Wine people might welcome this as well, where 'benefit' means -
do not have to
painfully install the external DXT library, which is very likely not needed
at all.


As far as Wine is concerned, not without a proper extension. At this
stage having the external library or driconf option is good enough for
Wine. In the end this is a legal problem rather than a technical
problem though.


Henri,
*
*with all respect, I encourage you to lookup the S3TC patent US 5956431 
once more to see
what is actually claimed. The patent relates to image processing systems 
that actually actively
perform image compression or decompression. This is actually the reason 
why the Mesa uses

external processing library to be free of this legally covered stuff.

Of course, without the help of such external library, Mesa cannot claim 
to support
GL_EXT_texture_compression_s3tc, because if it does, it has to implement 
the patented

algorithm.

The situation is different in this case. I am just saying - please, 
relax the enforcement of the existence
of the external image processing library in the Mesa in the cases when 
hardware natively supports
DXTn formats and the Mesa client provides DXTn precompressed data, 
merely allowing
a binary passthrough via well documented and available interface defined 
in the
abstract ARB_texture_compression extension, allowing exactly for such 
cases where the
OpenGL implementation doesn't claim the availability of given compressed 
format processing,

but allowing the data to be just passed through.

In this situation, the DXTn (S3TC) related agorithms were all 
implemented and used outside of the

Mesa body and as far as I can see, nothing of the patent applies here.

In the past days, applications (games) relied on the existence of the 
GL_S3_s3tc
or GL_EXT_texture_compression_s3tc extensions, because they expected the 
implementation

to optionally compress the data for them to save video memory and bandwidth,
without precompressing the data themselves.

Nowadays the situation is quite different, whereas almost any modern 
game relies on the
existence of the hardware s3tc and provides preauthored data in the form 
it wants
the implementation to use it, without actually requesting on-the-fly 
image compression.

But just because we are all 'used to' simply check for the existence
of the GL_EXT_texture_compression_s3tc doesn't mean we really want to 
use it at all.
Many of the current applications do not. Limited ARB_texture_compression 
is sufficient enough

for all our needs.

Regards,
Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-19 Thread Petr Sebor

On 19.3.2011 16:33, Jose Fonseca wrote:

In this situation, the DXTn (S3TC) related agorithms were all implemented and 
used outside of the
Mesa body and as far as I can see, nothing of the patent applies here.

Petr,

You're assuming that the IHV licensed the S3TC patent for all uses of their 
hardware. Although NVIDIA appears to have done so (per 
http://code.google.com/p/nvidia-texture-tools/wiki/FAQ), other vendors may have 
not: the S3TC patent is often licensed to be used only on particular platforms. 
driver stacks, or use cases.

Enabling  S3TC decompression on hardware for which IHV does not have a license 
covering Linux OS and Mesa driver stack may lead to S3 suing somebody -- the 
developer, the user, the linux distribution, or the hardware vendor -- 
typically whoever has the deepest  pocket.

So although it _appears_(*) to be safe to enable S3TC decompression on NVIDIA 
GPUs, there is no reason to think that of AMD, or Intel GPUs.

Jose

(*) I am not a lawyer.


Jose,

you are probably better lawyer than I am. I haven't realized that such 
thing might happen - I mean - the need to have a license to use the hardware
on specific operating system and more, on a particular stack. That's 
absolutely totally crazy. Even though I personally internally don't 
believe* this
is the case, the truth is that I don't know. And I agree that knowing it 
is what really matters.


However, at least a part of your message carries good news. It happened 
quite some time ago, but you're right that nVidia na S3 cross-licensed
some of their technology, including S3TC. And according to the FAQ you 
have linked it seems it might be actually possible to realize the proposed
approach at least on their hardware if nothing else. That might be a 
nice first step.


(*) I _believe_ that the S3TC relates mainly to the hardware decoding. 
This is where it becomes useful when saving memory and bandwidth.
The situation when the hardware vendor obtains such narrow license - say 
- this chip on that operating system and such 3D stack sounds
pretty strange to me. But yes, it might be possible, but I somehow 
believe that AMD and Intel got the S3TC license under similar terms like

NV did. Just my $0.02.

Maybe the others (Intel, AMD) might (or might not) follow after it 
becomes more clear what is covered under their license?
It would be great if someone of Intel, AMD reading this list could shed 
some light on this.


However, even if Mesa for any reason decides not to implement the 
compressed format passthrough in well defined terms
of ARB_texture_compression, it is not a tragedy. I just thought that I 
could point out that there might be a simple solution
to have at least some S3TC support in the free GL stack. Where people 
would learn it is perfectly ok to ignore the implementation
ability to compress/decompress data on the fly when they already have 
precompressed data and there is a simple passthrough available.


And more, this is not a hack - it is well defined interface which you 
can already depend on at least with NV hardware
on Windows (this is what I can see here right now) and it was already 
used as the only way on some particular drivers in the past
(sorry, my memory prevents me to be more specific, I just know we just 
had to use it to get S3TC).


Regards,
Petr

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Re: [Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-19 Thread Petr Sebor

On 19.3.2011 16:06, Henri Verbeet wrote:

On 19 March 2011 12:24, Petr Seborp...@scssoft.com  wrote:

But just because we are all 'used to' simply check for the existence
of the GL_EXT_texture_compression_s3tc doesn't mean we really want to use it
at all.
Many of the current applications do not. Limited ARB_texture_compression is
sufficient enough
for all our needs.

Sure. All I'm saying is that as far as Wine is concerned, we wouldn't
use that kind of undocumented hack. There would have to be a proper GL
extension offering compressed formats but not runtime compression /
decompression. That doesn't necessarily mean you won't be able to
convince other Mesa developers that this is a good idea, just that
usefulness to Wine isn't one of the arguments.


Henri,

I apologize for touching Wine. It just immediately came to my mind knowing
all D3D games that can be played under it (and care about S3TC) already
come with precompressed data. I just thought this might be good thing 
for its users.

Probably not.

And this is not an undocumented hack. ARB_texture_compression explicitly
defines mechanisms to work with 'unknown' formats providing a safe 
passthrough.

Thats what glCompressedTexImage actually is for.

Petr

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[Mesa-dev] Naked DXTn support via ARB_texture_compression?

2011-03-18 Thread Petr Sebor

Hi,

I have not been watching the situation around the DXTn compressed texture
formats and Mesa closely for quite some time, but after trying to run 
our games

on Mesa (that is, the 7.11-dev, Gallium) instead of the proprietary binary
drivers, I was struck by the fact that there is still no native support for
handling compressed texture formats.

Well, this is an old story and I understand that there is a common (and 
probably
valid) fear from the possibility of being legally attacked because of 
using patented
algorithms, but maybe there is a simple and hopefully legal way, that 
might alleviate

the problem and make the life of many people a lot easier.

Motivation: We already have the compressed texture data, created either 
by a closed source
library (nvdxt) or some other tool that already had to tackle the legal 
issues. And moreover,
I am not interested in using on-the-fly texture 
compression/decompression features of Mesa
itself at all. I just want the texture data, represented by a binary 
blob to end up somewhere

in the hardware and I assume that copying such data around is pretty legal.

Quite some time ago, while reading ARB_texture_compression spec, I have 
hoticed that it is written
in a way that it explicitly allows the implementation to know about (and 
advertise) compressed
texture formats, without actually providing compression/decompression 
itself, yet - ofcourse,
with some limitations. Since then our codebase is equipped with the 
following code:


(and as far as I remember, at least in windows, there actually were 
drivers that didn't advertise
the S3TC extensions, yet listed the S3TC formats via the 
ARB_texture_compression, so this idea

is nothing new)

 .. snip .. 

// Check if the driver features on-the-fly compression to S3TC,
// we can be sure it will HW accelerate these formats as well.
self.cap.texture_compression_dxt.set(is_gl_supported(GL_EXT_texture_compression_s3tc));

if (! self.cap.texture_compression_dxt) {
// If such extension does not exist, try the last resort service.
// Even though the driver does not support runtime compression, it 
can accept
// (and probably HW accelerate) rendering in provided compressed 
texture formats we're enumerating below.

GLint num_compressed_formats;
self.glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, 
num_compressed_formats);


GLint *const compressed_formats(static_castGLint 
*(alloca(sizeof(GLint) * num_compressed_formats)));

self.glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compressed_formats);

bool texture_DXT1_support(false);
// We're ignoring DXT3, we don't use it.
bool texture_DXT5_support(false);

// Check for DXT1 and DXT5 formats only, we don't use DXT3
for (GLint idx = 0; idx  num_compressed_formats; ++idx) {
if (compressed_formats[idx] == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) {
texture_DXT1_support = true;
message(GL_MESSAGE Enumerated DXT1 compressed texture 
format.);

}
else if (compressed_formats[idx] == 
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT) {

texture_DXT5_support = true;
message(GL_MESSAGE Enumerated DXT5 compressed texture 
format.);

}
}

self.cap.texture_compression_dxt.set(texture_DXT1_support || 
texture_DXT5_support);

}
 .. snip .. 

Sure, this imposes some limitations like ... for example, not being able 
to use glCompressedTexSubImage
with full texture extents, but that is typically not a problem for many 
games/applications.


So, having the Mesa to provide only the way to copy the compressed data 
to the hardware
with the native compressed format support would really save the day, at 
least for anyone
who just wants to use the feature of the hardware he/she owns, without 
actually using the

patented algorithms.

I have been looking sparsely over the Mesa code, thinking first I might 
just hack around the idea
a present it with the patch, but it would probably end up just like this 
- a hack, that should

be better architected in by someone fluent with the Mesa source.

I know that at least our games would benefit from this feature immediately,
but I guess Wine people might welcome this as well, where 'benefit' 
means - do not have to
painfully install the external DXT library, which is very likely not 
needed at all.


What are your opinions? It it something that might be possible to do 
within Mesa?


Kind regards,
Petr Sebor

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