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* r600g: emit NOPs at end of shaders in more casesDave Airlie2014-02-051-2/+5
| | | | | | | | | | | If the shader has no CF clauses at all emit an nop If the last instruction is an ENDLOOP add a NOP for the LOOP to go to if the last instruction is CALL_FS add a NOP These fix a bunch of hangs in the geometry shader tests. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: don't enable SB for geom shadersDave Airlie2014-02-051-0/+3
| | | | | | | | SB needs fixes for three GS instructions it seems to raise them outside loops etc despite my best efforts. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g/sb: add MEM_RING supportDave Airlie2014-02-054-5/+8
| | | | | | | | Although we don't use SB on geom shaders, the VS copy shader will use it so we might as well implement MEM_RING support in sb. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: don't fail if we can't map VS->GS ring entriesDave Airlie2014-02-051-4/+3
| | | | | | | | This can happen in normal operation, so don't report an error on it, just continue. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: initial support for geometry shaders on evergreen (v2)Vadim Girlin2014-02-0515-206/+909
| | | | | | | | | | | | | | This is Vadim's initial work with a few regression fixes squashed in. v2: (airlied) fix regression in glsl-max-varyings - need to use vs and ps_dirty fix regression in shader exports from rebasing. whitespace fixing. v2.1: squash fix assert Signed-off-by: Vadim Girlin <[email protected]> Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: add hw register definitions for GS block setupVadim Girlin2014-02-052-6/+75
| | | | | Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: defer shader variant selection and depending state updatesVadim Girlin2014-02-053-69/+57
| | | | | | | | [airlied: fix dropped streamout line - fix for master] Signed-off-by: Vadim Girlin <[email protected]> Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g/bc: add support for indexed memory writes.Dave Airlie2014-02-053-4/+12
| | | | | | | It looks like we need these for geom shaders in the future. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Alex Deucher <[email protected]>
* r600g: move barrier and end_of_program bits from output to cf struct (v2)Vadim Girlin2014-02-054-30/+34
| | | | | | | | v2: fix regression on r600 NOP instructions. Signed-off-by: Vadim Girlin <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* r600g: split streamout emit code into a separate functionDave Airlie2014-02-051-103/+110
| | | | | | | | | For geometry shaders we need to call this code from a second place. Just move it out for now to keep future patches cleaner. Reviewed-by: Alex Deucher <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* r600g,radeonsi: skip unnecessary buffer_is_busy call, add a commentMarek Olšák2014-02-041-1/+5
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* r600g,radeonsi: skip busy-checking for DISCARD_RANGE if it has been done alreadyMarek Olšák2014-02-041-0/+4
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* r600g,radeonsi: treat DYNAMIC and STREAM usage as STAGINGMarek Olšák2014-02-041-7/+3
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* gallium: remove PIPE_CAP_MAX_COMBINED_SAMPLERSMarek Olšák2014-02-0415-38/+6
| | | | | | | This can be derived from the shader caps. All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots for each shader stage.
* mesa: remove stray bits of GL_EXT_cull_vertexBrian Paul2014-02-042-15/+1
| | | | | | | GL_EXT_cull_vertex was removed back in 2010 in commit 02984e3536 but these bits still lingered. Reviewed-by: Eric Anholt <[email protected]>
* glsl: Fix continue statements in do-while loops.Paul Berry2014-02-041-9/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From the GLSL 4.40 spec, section 6.4 (Jumps): The continue jump is used only in loops. It skips the remainder of the body of the inner most loop of which it is inside. For while and do-while loops, this jump is to the next evaluation of the loop condition-expression from which the loop continues as previously defined. Previously, we incorrectly treated a "continue" statement as jumping to the top of a do-while loop. This patch fixes the problem by replicating the loop condition when converting the "continue" statement to IR. (We already do a similar thing in "for" loops, to ensure that "continue" causes the loop expression to be executed). Fixes piglit tests: - glsl-fs-continue-inside-do-while.shader_test - glsl-vs-continue-inside-do-while.shader_test - glsl-fs-continue-in-switch-in-do-while.shader_test - glsl-vs-continue-in-switch-in-do-while.shader_test Cc: [email protected] Acked-by: Carl Worth <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Make condition_to_hir() callable from outside ast_iteration_statement.Paul Berry2014-02-042-7/+6
| | | | | | | | | | | | | | | | In addition to making it public, we also need to change its first argument from an ir_loop * to an exec_list *, so that it can be used to insert the condition anywhere in the IR (rather than just in the body of the loop). This will be necessary in order to make continue statements work properly in do-while loops. Cc: [email protected] Acked-by: Carl Worth <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/blorp: do not use unnecessary hw-blending supportTopi Pohjolainen2014-02-041-20/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is really not needed as blorp blit programs already sample XRGB normally and get alpha channel set to 1.0 automatically by the sampler engine. This is simply copied directly to the payload of the render target write message and hence there is no need for any additional blending support from the pixel processing pipeline. The blending formula is anyway broken for color components, it multiplies the color component with itself (blend factor is the component itself). Alpha blending in turn would not fix the alpha to one independent of the source but simply used the source alpha as is instead (1.0 * src_alpha + 0.0 * dst_alpha). Quoting Eric: "If we want to actually make the no-alpha-bits-present thing work, we need to override the bits in the surface state or in the generated code. In the normal draw path, it's done for sampling by the swizzling code in brw_wm_surface_state.c, and the blending overrides is just to fix up the alpha blending stage which doesn't pay attention to that for the destination surface." If one modifies piglit test gl-3.2-layered-rendering-blit to use color component values other than zero or one, this change will kick in on IVB. No regressions on IVB. This is effectively revert of c0554141a9b831b4e614747104dcbbe0fe489b9d: i965/blorp: Support overriding destination alpha to 1.0. Currently, Blorp requires the source and destination formats to be equal. However, we'd really like to be able to blit between XRGB and ARGB formats; our BLT engine paths have supported this for a long time. For ARGB -> XRGB, nothing needs to occur: the missing alpha is already interpreted as 1.0. For XRGB -> ARGB, we need to smash the alpha channel to 1.0 when writing the destination colors. This is fairly straightforward with blending. For now, this code is never used, as the source and destination formats still must be equal. The next patch will relax that restriction. NOTE: This is a candidate for the 9.1 branch. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Topi Pohjolainen <[email protected]>
* radeon/uvd: fix feedback buffer handling v2Christian König2014-02-041-12/+28
| | | | | | | | | | | Without the correct feedback buffer size UVD runs into an error on each frame, reducing the maximum FPS. v2: fixing Michels comments Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]> Cc: "10.1" "10.0" "9.2" <[email protected]>
* i965: Use brw_bo_map[_gtt]() in intel_miptree_map_raw().Kenneth Graunke2014-02-031-8/+2
| | | | | | | | | | | | | This moves the intel_batchbuffer_flush before the drm_intel_bo_busy call, which is a change in behavior. However, the old behavior was broken. In the future, we may want to only flush in the batchbuffer references the BO being mapped. That's certainly more typical. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Carl Worth <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Use brw_bo_map() in intel_texsubimage_tiled_memcpy().Kenneth Graunke2014-02-031-7/+1
| | | | | | | | | This additionally measures the time stalled, while also simplifying the code. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Carl Worth <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Create drm_intel_bo_map wrappers with performance warnings.Kenneth Graunke2014-02-032-0/+46
| | | | | | | | | | | | | | | | | | | | | | Mapping a buffer is a common place where we could stall the CPU. In a few places, we've added special code to check whether a buffer is busy and log the stall as a performance warning. Most of these give no indication of the severity of the stall, though, since measuring the time is a small hassle. This patch introduces a new brw_bo_map() function which wraps drm_intel_bo_map, but additionally measures the time stalled and reports a performance warning. If performance debugging is not enabled, it simply maps the buffer with negligable overhead. We also add a similar wrapper for drm_intel_gem_bo_map_gtt(). This should make it easy to add performance warnings in lots of places. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Carl Worth <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* freedreno: enabling binning and opt by defaultRob Clark2014-02-033-16/+11
| | | | | | | | | Hw binning pass doesn't seem to have broken anything. And optimizing compiler fixes a lot of shaders and doesn't seem to break anything. So re-org slightly FD_MESA_DEBUG params and make both hw binning and optimizer enabled by default. Signed-off-by: Rob Clark <[email protected]>
* freedreno/a3xx/compiler: new compilerRob Clark2014-02-0317-209/+2777
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <[email protected]>
* freedreno/a3xx/compiler: split out old compilerRob Clark2014-02-036-1/+1531
| | | | | | | | For the time being, keep old compiler as fallback for things that the new compiler does not support yet. Split out as it's own commit to make the later new-compiler commits easier to follow. Signed-off-by: Rob Clark <[email protected]>
* freedreno/a3xx/compiler: prepare for new compilerRob Clark2014-02-039-146/+308
| | | | | | Shuffle things around to prepare for new compiler. Signed-off-by: Rob Clark <[email protected]>
* freedreno/a3xx: remove useless reg tracking in disasm-a3xxRob Clark2014-02-031-174/+0
| | | | | | | Not really used for anything anymore. So strip it out and avoid conflicting symbols with upcoming new-compiler. Signed-off-by: Rob Clark <[email protected]>
* docs: Add release notes for 10.0.3Carl Worth2014-02-033-0/+213
| | | | Which was just made.
* draw: fix incorrect color of flat-shaded clipped linesBrian Paul2014-02-031-1/+12
| | | | | | | | | | | | When we clipped a line weren't copying the provoking vertex color to the second vertex. We also weren't checking for first vs. last provoking vertex. Fixes failures found with the new piglit line-flat-clip-color test. Cc: "10.0, 10.1" <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* mesa: change GL_ALL_ATTRIB_BITS to 0xFFFFFFFFBrian Paul2014-02-031-1/+1
| | | | | | | | | | | | | | This has been wrong for many years. It was originally 0x000FFFFF and long ago there was discussion about whether GL_ALL_ATTRIB_BITS should include the then-new GL_MULTISAMPLE_BIT bit. Eventually the ARB decided that glPushAttrib(GL_ALL_ATTRIB_BITS) should save all current and future attribute groups (hence ~0). Unfortunately, Mesa's gl.h was never updated. This was just recently spotted by Eric Anholt and reported as a bug to the ARB. Ian, Jon Leech and I discussed it at the ARB meeting and decided to change Mesa's value to reflect the ARB's decision. Acked-by: Eric Anholt <[email protected]>
* gallium/auxiliary/indices: replace free() with FREE()Brian Paul2014-02-031-1/+1
| | | | | | | | To match the CALLOC_STRUCT() call. Cc: "10.0, 10.1" <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* svga: check shader size against max command buffer sizeBrian Paul2014-02-032-12/+49
| | | | | | | If the shader is too large, plug in a dummy shader. This patch also reworks the existing dummy shader code. Reviewed-by: Jose Fonseca <[email protected]>
* svga: refactor some shader codeBrian Paul2014-02-0311-76/+171
| | | | | | | Put common code in new svga_shader.c file. Considate separate vertex/ fragment shader ID generation. Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: fix opcode and function nestingZack Rusin2014-02-032-157/+317
| | | | | | | | | | | | | | gallivm soa code supported only a single level of nesting for control flow opcodes (if, switch, loops...) but the d3d10 spec clearly states that those are nested within functions. To support nesting of conditionals inside functions we need to store the nesting data inside function contexts and keep a stack of those. Furthermore we make sure that if nesting for subroutines is deeper than 32 then we simply ignore all subsequent 'call' invocations. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* mesa: Drop unnecessary (void) ctx from VAO code.Kenneth Graunke2014-02-031-1/+0
| | | | | | | | | ctx is always used, even on release builds. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Remove "APPLE" from some VAO error messages.Kenneth Graunke2014-02-031-3/+3
| | | | | | | | | Chances are, people will be using the core names these days. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Update some comments relating to VAOs.Kenneth Graunke2014-02-032-5/+15
| | | | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename ElementArrayBufferObj to IndexBufferObj.Kenneth Graunke2014-02-039-45/+45
| | | | | | | | | | | | | | | | | | | | | | | | | | | DirectX and most hardware documentation use the term "Index Buffer" to refer to a buffer containing indexes into arrays of vertex data, which allows random access to vertex data, rather than sequential access. OpenGL uses a different term for this concept: "Element Array Buffer". However, "Index Buffer" has become much more widespread. A quick Google search shows 29,300 hits for "Element Array Buffer" vs. 82,300 hits for "Index Buffer." Arguably, "Index Buffer" is clearer: an "element of an array" (or list) usually refers to an actual item stored in the array, not the index used to refer to it. The terminology is also already used in Mesa: some VBO module code for dealing with ElementArrayBufferObj names local variables "ib". Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ 's/ElementArrayBufferObj/IndexBufferObj/g' Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename _mesa_lookup_arrayobj to _mesa_lookup_vao.Kenneth Graunke2014-02-033-6/+6
| | | | | | | | | | | | | For consistency with the previous renames. Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ 's/_mesa_lookup_arrayobj/_mesa_lookup_vao/g' Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename _mesa_..._array_obj functions to _mesa_..._vao.Kenneth Graunke2014-02-0310-48/+47
| | | | | | | | | | | | | | | _mesa_update_vao_client_arrays() is less of a mouthful than _mesa_update_array_object_client_arrays(), and generally clearer. Generated by: $ find . -type f -print0 | xargs -0 sed -i \ 's/_mesa_\([^_]*\)_array_object/_mesa_\1_vao/g' with manual whitespace and indentation fixes applied. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename "struct gl_array_object" to gl_vertex_array_object.Kenneth Graunke2014-02-0314-71/+71
| | | | | | | | | | | | | | | | | | I considered replacing it with "gl_vao", but spelling it out seemed to fit better with Mesa's traditional style. Mesa doesn't shy away from long type names - consider gl_transform_feedback_object, gl_fragment_program_state, gl_uniform_buffer_binding, and so on. Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ 's/gl_array_object/gl_vertex_array_object/g' v2: Rerun command to resolve conflicts with Ian's meta patches. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename "arrayObj" local variables to "vao".Kenneth Graunke2014-02-037-130/+130
| | | | | | | | | | | | | Now that the field is named "VAO" instead of "ArrayObj", it makes sense to call the local variables "vao" instead of "arrayObj". Completely generated by: $ find . -type f -print0 | xargs 0 sed -i 's/arrayObj/vao/g' Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Rename ArrayObj to VAO and DefaultArrayObj to DefaultVAO.Kenneth Graunke2014-02-0316-199/+199
| | | | | | | | | | | | | | | | | | | | | | | | | | | | When reading through the Mesa drawing code, it's not immediately obvious to me that "ArrayObj" (gl_array_object) is the Vertex Array Object (VAO) state. The comment above the structure explains this, but readers still have to remember this and translate accordingly. Out of context, "array object" is a fairly vague. Even in context, "array" has a lot of meanings: glDrawArrays, vertex data stored in user arrays, gl_client_arrays, gl_vertex_attrib_arrays, and so on. Using the term "VAO" immediately associates these fields with the OpenGL concept, clarifying the situation and aiding programmer sanity. Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ -e 's/ArrayObj;/VAO;/g' \ -e 's/->ArrayObj/->VAO/g' \ -e 's/Array\.ArrayObj/Array.VAO/g' \ -e 's/Array\.DefaultArrayObj/Array.DefaultVAO/g' v2: Rerun command to resolve conflicts with Ian's meta patches. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* meta: Silence several 'unused parameter' warnings10.1-branchpointIan Romanick2014-02-021-21/+17
| | | | | | | | | | | | | | | | | | | | | | | Silences many GCC warnings of the form: drivers/common/meta.c: In function 'cleanup_temp_texture': drivers/common/meta.c:1208:41: warning: unused parameter 'ctx' [-Wunused-parameter] drivers/common/meta.c: In function 'setup_ff_blit_framebuffer': drivers/common/meta.c:1453:46: warning: unused parameter 'ctx' [-Wunused-parameter] drivers/common/meta.c: In function 'meta_glsl_blit_cleanup': drivers/common/meta.c:1998:43: warning: unused parameter 'ctx' [-Wunused-parameter] drivers/common/meta.c: In function 'meta_glsl_clear_cleanup': drivers/common/meta.c:2287:44: warning: unused parameter 'ctx' [-Wunused-parameter] drivers/common/meta.c: In function 'setup_ff_generate_mipmap': drivers/common/meta.c:3365:45: warning: unused parameter 'ctx' [-Wunused-parameter] drivers/common/meta.c: In function 'meta_glsl_generate_mipmap_cleanup': drivers/common/meta.c:3556:54: warning: unused parameter 'ctx' [-Wunused-parameter] There are a couple other similar warnings, but they are less trivial. I want to investigate these further before axing them. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* meta: Don't use fixed-function to decompress array texturesIan Romanick2014-02-021-3/+20
| | | | | | | | | | | | Array textures can't be used with fixed-function, so don't. Instead, just drop the decompress request on the floor. This is no worse than what was done previously because generating the GL error (in _mesa_set_enable) broke everything anyway. A later patch will get GL_TEXTURE_2D_ARRAY targets working. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* meta: Use NDC in decompress_texture_imageIan Romanick2014-02-021-9/+8
| | | | | | | | There is no need to use pixel coordinates, and using NDC directly will simplify the GLSL paths. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* meta: Consistenly use non-Apple VAO functionsIan Romanick2014-02-021-4/+4
| | | | | | | | | | For these objects, meta was already using the non-Apple function to delete the objects. Everywhere else in the file uses _mesa_GenVertexArrays and _mesa_BindVertexArrays. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Cc: "9.1 9.2 10.0" <[email protected]>
* meta: Fallback to software for GetTexImage of compressed ↵Ian Romanick2014-02-021-1/+2
| | | | | | | | | | | | | GL_TEXTURE_CUBE_MAP_ARRAY The hardware decompression path isn't even close to being able to handle this. This converts the crash (assertion failure) in "EXT_texture_compression_s3tc/getteximage-targets S3TC CUBE_ARRAY" to a plain old failure. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Cc: "9.1 9.2 10.0" <[email protected]>
* meta: Release resources used by _mesa_meta_DrawPixelsIan Romanick2014-02-021-0/+19
| | | | | | | | | | _mesa_meta_DrawPixels creates a VAO and (potentially) two fragment programs, but none of them are ever released. Leaking piles of memory is generally frowned upon. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Cc: "9.1 9.2 10.0" <[email protected]>
* meta: Release resources used by decompress_texture_imageIan Romanick2014-02-021-0/+21
| | | | | | | | | | | decompress_texture_image creates an FBO, an RBO, a VBO, a VAO, and a sampler object, but none of them are ever released. Later patches will add program objects, exacerbating the problem. Leaking piles of memory is generally frowned upon. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Cc: "9.1 9.2 10.0" <[email protected]>