| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Most of the code was alright, but we were missing a few paths.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
Also, actually update const_storage_size, therefore avoiding to
unnecessarily reallocate aligned_constant_storage every single time
draw_vs_set_constants() is called.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
ary_ge_arx_arz is already set earlier.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Necessary with build against LLVM 2.6, with recent gcc, as LLVM headers
depend on ptrdiff_t but don't properly include stddef.h
|
|
|
|
|
|
|
|
|
|
| |
I messed up adding the ubyte->float conversion.
This fixes getteximage-formats
https://bugs.freedesktop.org/show_bug.cgi?id=42837
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
| |
Signed-off-by: Alex Deucher <[email protected]>
|
|
|
|
| |
Signed-off-by: Vadim Girlin <[email protected]>
|
|
|
|
| |
Signed-off-by: Vadim Girlin <[email protected]>
|
|
|
|
|
|
| |
Emit MOVA* instruction only when AR is used.
Signed-off-by: Vadim Girlin <[email protected]>
|
|
|
|
|
|
| |
This will disallow moving them to the trans slot in merge_inst_groups
Signed-off-by: Vadim Girlin <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Although textureSize is represented as an ir_texture with op == ir_txs,
it doesn't have a coordinate, so normalizing it doesn't make sense.
Fixes crashes in oglconform glsl-bif-tex-size basic.samplerCube.* tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch solves three bugs.
1. When a texture was attached to the GL_DEPTH_STENCIL_ATTACHMENT point,
Mesa attached the texture only to the depth attachment point
gl_framebuffer::Attachment[BUFFER_DEPTH]
and failed to attach it to the stencil attachment point
gl_framebuffer::Attachment[BUFFER_STENCIL]
2. When a texture was attached to the GL_DEPTH_ATTACHMENT point and then
later attached to the GL_STENCIL_ATTACHMENT point, Mesa created two
separate renderbuffer wrappers. This caused a GL error in
glGetFramebufferAttachmentParameteriv().
3. Same as 2, but with depth and stencil juxtaposed.
Fixes Piglit test ARB_framebuffer_object/same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL
Note: This is a candidate for the stable branches.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
| |
With the gl_VertexID support, everything required should now be
supported.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The compiler setup for these VF-uploaded attributes looks a little
cheesy with mixing system values and real VBO-sourced attributes. It
would be nice if we could just compute the ATTR[] map to GRF index up
front and use it at visit time instead of using ir->location in the
ATTR file. However, we don't know the reg_offset at
visit(ir_variable *) time, so we can't do the mapping that early.
Fixes piglit vertexid test.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
We only allow 16 vec4s of attributes in our GLSL/ARB_vp programs, and
1 more element will get used for gl_VertexID/gl_InstanceID. So it
should never have been possible to hit this fallback, unless there was
another bug. If you do hit this, you're probably using gl_VertexID
and falling back to swrast won't work for you anyway.
This also updates the limits for gen6+.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
This used to be script-generated, but now it's just a bunch of static
variables in a .h file for no good reason.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
It's only about builtins, not variables in general.
Reviewed-by: Ian Romanick <[email protected]>
|
| |
|
|
|
|
|
|
| |
I had a later patch remove this code, but cherry-picked across it.
Signed-off-by: Dave Airlie <[email protected]>
|
| |
|
|
|
|
|
|
| |
for 3d texture fallback, disable the texobj state.
Signed-off-by : Dave Airlie <[email protected]>
|
|
|
|
|
|
| |
Now that the stride bug is fixed, enable Bitmap via meta mode.
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
| |
This broke the meta bitmap code when it was enabled.
Signed-off-by: Dave Airlie <[email protected]>
|
| |
|
|
|
|
| |
Fixes a bunch of conform regressions.
|
| |
|
|
|
|
|
| |
It would fail for images that were never allocated (and wouldn't be
used during rendering).
|
|
|
|
|
|
|
| |
v2: check if pipe_buffer_map() returns NULL, and return NULL from
svga_vbuf_render_map_vertices(). Per Jose's suggestion.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
| |
If the vbuf backend fails to allocate a vertex buffer, don't crash
or assert.
|
|
|
|
| |
Don't crash if we fail to allocate a vertex buffer.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, if we failed to allocate a VBO (either for display list
compilation or immediate mode rendering) we'd eventually segfault
when trying to map the non-existant buffer or in a glVertex/Color/etc
call when we hit a null pointer.
Now we don't try to map non-existant buffers and if we do fail to
allocate a VBO we plug in no-op functions for glVertex/Color/etc
so we don't segfault.
|
|
|
|
|
|
| |
None of the code in api_noop.c was used anymore. The new vbo_noop.c
functions are true no-ops. They'll be used to no-op glBegin/End functions
when we run out of VBO memory.
|
|
|
|
|
|
| |
Only a handful of functions from api_noop.c are actually used by
the VBO module. Move them to the VBO module. With this change,
none of the code in api_noop.c is actually used anymore.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
NEW_COLOR is only needed on Gen4-5 as brw_update_renderbuffer_surfaces
only uses ctx->Color when intel->gen < 6.
This should reduce unnecessary state updates.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Not strictly necessary, but seems like a good idea.
Suggested-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Constant expressions which called GLSL's equal() and notEqual()
built-ins on bvecs would hit an assertion failure; we simply forgot to
implement them for booleans.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These simply don't exist in the 1.30 specification---none of the Offset
variants allow samplerCube. This must have been a cut and paste error
from textureGrad, which /does/ allow cubemaps.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
| |
Due to a cut and paste error, these were accidentally misnamed
textureProj() rather than textureProjOffset().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions":
"In all functions below, the bias parameter is optional for fragment
shaders. The bias parameter is not accepted in a vertex shader."
This was a cut and paste mistake.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
|
|
|
| |
See similar code for 3DSTATE_WM.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
See similar code in gen7_wm_state.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
brw_wm_samplers actually enables any active samplers regardless of what
pipeline stage is using them, so it doesn't make much sense for it to be
WM-specific. So, rename it to "brw_samplers."
To properly generalize it, move sampler_count and sampler_offset from
brw_context::wm to a new brw_context::sampler that can be shared without
looking strange.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|