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This reverts commit 8940957238e8584ce27295791cee4cc3d6f7cf1e.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit 36b05793372b86b914d9b95d0188f5f387e01d68.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit 9e7149c8986348bf9567f049444783ef52775f4e.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit bebf3c6ab314bde05ac5a3b4d3e63fd36243c58e.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit d3368e0c9e27ced6059eb2ecdf2aa999a00e90b0.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit 121030eed8fc41789d2f4f7517bbc0dd6199667b.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit a57feba0a35de35728269aeb26b039e4f2393d69.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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This reverts commit 357bf80caade9e0be20dcc88ec38884e34abc986.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The string is only applied when the context is API_OPENGLES2.
The bulk of the change is to prevent overriding the context to
API_OPENGL_CORE based on the requested version. If the context is
API_OPENGL_ES2, don't change it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Remove _mesa_get_gl_version_override. We don't need two functions that
do basically the same thing. This change seemed easier (esp. with the
next patch) than going the other way.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This is a bit of a hack for now. Several of the extensions required for
OpenGL ES 3.1 have no support, at all, in Mesa. However, with this
patch and a patch to allow MESA_GL_VERSION_OVERRIDE to work with ES
contexts, people can begin testing the ES "version" of the functionality
that is supported.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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A couple functions are missing because there are no implementations of
them yet. These are:
glFramebufferParameteri (from GL_ARB_framebuffer_no_attachments)
glGetFramebufferParameteriv (from GL_ARB_framebuffer_no_attachments)
glMemoryBarrierByRegion
v2: Rebase on updated dispatch_sanity.cpp test.
v3: Add support for glDraw{Arrays,Elements}Indirect in vbo_exec_array.c.
The updated dispatch_sanity.cpp test discovered this omission.
v4: Rebase on glapi changes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Cc: "10.6" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90629
Tested-by: Markus Wick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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If the multiplication's result is unused, except by a conditional_mod,
the destination will be null. Since the final instruction in the lowered
sequence is a partial-write, we can't put the conditional mod on it and
we have to store the full result to a register and do a MOV with a
conditional mod.
Cc: "10.6" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90580
Reviewed-by: Kenneth Graunke <[email protected]>
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When we compute the output swizzle we want to consider the number of
components in the add operation. So far we were using the writemask
of the multiplication for this instead, which is not correct.
Reviewed-by: Jason Ekstrand <[email protected]>
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Temporarily undefine DEBUG macro while including LLVM C++ headers,
leveraging the push/pop_macro pragmas, which are supported both by GCC
and MSVC.
https://bugs.freedesktop.org/show_bug.cgi?id=90621
Trivial.
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The idea I had when I wrote the original shadow code was that you'd see a
set_index_buffer to the IB, then a bunch of draws out of it. What's
actually happening in openarena is that set_index_buffer occurs at every
draw, so we end up making a new shadow BO every time, and converting more
of the BO than is actually used in the draw.
While I could maybe come up with a better caching scheme, for now just
do the simple thing that doesn't result in a new shadow IB allocation
per draw.
Improves performance of isosurf in drawelements mode by 58.7967% +/-
3.86152% (n=8).
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We'd sometimes try to reallocate something that X was using as a new
pipe_resource, and potentially conflict in our rendering. But even
worse, if we reallocated the BO as a shader, the kernel would reject
rendering using the shader.
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Not sure what happened in my testing that made the previous shadow
code fix glxgears swapbuffering, but this also fixes lots of CopyArea
in X (like dragging xlogo around in metacity).
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I forgot to make the change in 96f164f6f047833091eb98a73aa80c31dc94f962.
This fixes a warning with GCC and probably an error with Clang.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Starting with GEN8, there is documentation that the multisample state command
must be emitted before the 3DSTATE_WM_HZ_OP command any time the multisample
count changes. The 3DSTATE_WM_HZ_OP packet gets emitted as a result of a
intel_hix_exec(), which is called upon a fast clear and/or a resolve. This can
happen before the state atoms are checked, and so the multisample state must be
put directly in the function.
v1:
- In v0, I was always emitting the command, but Ken came up with the condition to
determine whether or not the sample count actually changed.
- Ken's recommendation was to set brw->num_multisamples after emitting
3DSTATE_MULTISAMPLE. This doesn't work. I put my best guess as to why in the XXX
(it was causing 7 regressions on BDW).
v2:
Flag NEW_MULTISAMPLE state. As Ken found, in state upload we check for the
multisample change to determine whether or not to emit certain packets. Since
the hiz code doesn't actually care about the number of multisamples, set the
flag and let the later code take care of it.
Jenkins results:
http://otc-mesa-ci.jf.intel.com/view/dev/job/bwidawsk/136/
Fixes around 200 piglit tests on SKL. I'm somewhat surprised that it seems to
have no impact on BDW as the restriction is needed there as well.
Cc: "10.5 10.6" <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Neil Roberts <[email protected]> (v0)
Reviewed-by: Kenneth Graunke <[email protected]> (v2)
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TargetOptions::NoFramePointerElim was removed in llvm-3.7.0svn r238244
"Remove NoFramePointerElim and NoFramePointerElimOverride from
TargetOptions and remove ExecutionEngine's dependence on CodeGen. NFC."
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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BRW_NEW_NUM_SAMPLES is sufficient.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This workaround is documented in the 3DSTATE_GS documentation. It
appears to only apply to early steppings of Broadwell and Skylake.
I don't think it ever affected production hardware, so at this point it
probably makes sense to delete it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Encapsulate the knowledge about how to build the nop table in a new
_mesa_new_nop_table function. This makes it easier for dispatch_sanity
to keep working now and in the future.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Tested-by: Mark Janes <[email protected]>
Cc: 10.6 <[email protected]>
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Found when double-checking my review on Brian's series.
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Commit 4bdbb588a9d38 introduced new _glapi_new_nop_table() and
_glapi_set_nop_handler() functions in the glapi dispatcher (which
live in libGL.so). The calls to those functions from context.c
would be undefined (i.e. an ABI break) if the libGL used at runtime
was older.
For the time being, use the old single generic_nop() function for
non-Windows builds to avoid this problem. At some point in the future
it should be safe to remove this work-around. See comments for more
details.
v2: Incorporate feedback from Emil. Use _WIN32 instead of
GLX_DIRECT_RENDERING to control behavior, move comments.
Cc: 10.6 <[email protected]>
Reviewed-and-tested-by: Ian Romanick <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This hasn't been updated in a long time and from recent discussion on
the mailing list, it's not always clear what's expected. Hopefully,
this will help a bit.
v2: document function brace placement, per Thomas Helland.
Reviewed-by: Thomas Helland <[email protected]>
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v2: correctly escape < and > chars.
Reviewed-by: Thomas Helland <[email protected]>
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Move "Adding Extensions" to the end. Add a simple table of contents
at the top.
Reviewed-by: Thomas Helland <[email protected]>
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In case the glproto.h file isn't up to date, we provide the #define
for X_GLXCreateContextAttribsARB.
v2: fix other occurances, improve #ifndef test, per Jose.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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argparse type is a nice type saver for simple data types, but it doesn't
look a good fit for the input XML file:
- Certain implementations of argparse (particularly python 2.7.3's)
invoke the type constructor for the default argument even when an
option is passed in the command line. Causing `No such file or
directory: 'gl_API.xml'` when the current dir is not
src/mapi/glapi/gen.
- The parser takes multiple arguments. This is currently worked around
using lambdas, but that unnecessarily complex and hard to read.
Furthermore it's odd to have a side-effect as heavy as parsing XML
happening deep inside the argument parsing.
https://bugs.freedesktop.org/show_bug.cgi?id=90600
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Cc: 10.6 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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These can't occur between VS and GS, because GS is only supported
in the core profile.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Without it, texcoords are mapped to GENERIC[0..7], PointCoord is mapped to
GENERIC[8], and user-defined varyings start from GENERIC[9]. Since texcoords
can only be used between VS and PS, and PointCoord is PS-only, it's silly to
always start from GENERIC[9] in all other shaders (such as LS, HS, ES, GS).
This adds support for TEXCOORD and PCOORD semantics. As a result, st/mesa
will use GENERIC[0] as a base for user-defined varyings, which should make
linking ES and GS as well as tessellation shaders at runtime easier.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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I forgot to do this when pushing the interface changes.
Reviewed-by: Ilia Mirkin <[email protected]>
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