| Commit message (Collapse) | Author | Age | Files | Lines |
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We need latest radeon_drm.h.
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Create the screen in the winsys while the mutex is locked.
This also results in a nice code cleanup!
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This also hides the reference count from drivers.
v2: update the reference count while the mutex is locked in winsys_create
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This fixes random crashes of: piglit/glx-multithread-shader-compile.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Both contained the GEM flink name.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This replaces u_gen_mipmap with an extremely simple implementation based
on pipe->blit. st/mesa is also cleaned up.
Pros:
- less code
- correct mipmap generation for NPOT 3D textures (u_blitter uses a better
formula)
- queries are not affected by mipmap generation if drivers disable them
v2: add "first_layer", "last_layer" parameters, drop "face"
v2.1: add format
v2.2: document the format parameter
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This is needed by _mesa_generate_mipmap.
This adds an array of pipe_transfers to st_texture_image. Each transfer is
for mapping a single layer.
v2: allocate the array of transfers on demand
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No longer used anywhere. These also caused trouble in the Gallium
state tracker code where we include both core Mesa and Gallium util
headers (and the macros were defined differently in each world.)
Removing these macros should help avoid macro mix-ups in the future.
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We moved away from MALLOC/FREE in the rest of core Mesa a while ago.
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We were using REALLOC() from u_memory.h but FREE() from imports.h.
This mismatch caused us to trash the heap on Windows after we
deleted a texture object.
This fixes a regression from commit 6c59be7776e4d.
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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This extension is a huge grab-bag of "stuff that's in DX11". Break it
apart to make it clear what still needs to be done.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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V4: Don't claim Gen8 yet.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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V4: Don't enable this for Gen8 yet -- that still needs wired up.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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V2: - No need for layer_multiplier; multisampled depth surfaces are IMS.
- Remove unused num_layers.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This is the effective layer count, for clears etc. This differs from the
depth of the miptree level when views are involved.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We're about to need this in another place.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We're about to need this so we can determine the layer count of the
wrapper.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We'll still avoid MinLayer here since the fast path doesn't understand
arrays at all, but it's straightforward to do levels.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This allows core mesa's TexSubImage paths etc to work correctly
with views which have nonzero MinLevel or MinLayer.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This will eventually be relaxed, but we'll get the fallback path
working first.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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V4: Comment style, remove magic shift.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This is the actual mesa_format to use. In non-view cases this is always
the same as the mt's format.
V4: Comment style
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We need to wire the original texture's mt into the view. All the hard
work of setting up an appropriate tree of gl_texture_image structures
has already been done by core mesa.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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If we were to relayout the miptree, we'd break any views that are
sharing it.
(Simplified based on suggestions from Eric)
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We will need to call this to munge view formats.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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We will need this for munging the view's format.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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These formats can be cast to others (with different component types or
sizes) via ARB_texture_view or ARB_shader_image_load_store. We want
them to be laid out consistently so that we can just reinterpret the
memory with a different format.
In V1, this was done conditionally on a 'prefer_no_swizzle' flag which
was set in TexStorage/TextureView paths, but we need the same behavior
for ARB_shader_image_load_store (which also works with images created
via TexImage, so we don't want it to be conditional.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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The sampler can handle R8G8B8X8 (and substitute 1.0 for the fourth
component) but we can't use it as a render target.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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None of the other 3-component 16bpc formats are directly supported, so
they get promoted to XRGB equivalents. *Not* promoting RGB16F the same
way makes texture views much more fiddly -- we don't want to have to do
crazy copying behind the scenes.
(with my other master + my experimental ARB_texture_view support) fixes
the piglit test: `spec/ARB_texture_view/view compare 48bit formats`
No regressions in gpu.tests on Haswell.
V4: Don't alter the formats table -- just don't match it to a mesa_format. [Kenneth]
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This is supported by all generations, and is required for memory layout
consistency for texture_view.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Now this is the preferred format for GL_SRGB8_ALPHA8.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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V4: Fix rebase conflicts with Brian's renaming of the texfetch
functions.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Previously, we would unpack the texels to floats using *_TO_FLOAT_TEX,
and then pack them into the desired format using FLOAT_TO_*. Unfortunately,
this isn't quite the inverse operation, and so some texel values would
end up off-by-one.
This fixes the GL_RGB8_SNORM and GL_RGB16_SNORM subcases in piglit's
arb_texture_view-format-consistency-get test on i965. The similar 1-, 2-
and 4-component cases already worked because they took the memcpy path
rather than repacking.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74868
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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While linux uses .so as a default extension for shared libraries that is
not the case for other platforms. The loader in libGL (and others) assumes
that the dri module will always have a .so extension, thus it will fail
to load on the affected platforms.
Spotted-by: Jon TURNEY <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Filenames passed to dlopen() don't need to use the platform's default extension
for shared libraries.
Using the '.so' extension when dlopen()ing DRI drivers is hardcoded into mesa
and the X server, so it should be hardcoded here in the Makefile as well.
A similar fix is probably also needed for gallium DRI drivers.
(Consider that if we were starting from scratch, perhaps we would use a custom
extension like .dri instead)
Cc: Emil Velikov <[email protected]>
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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