| Commit message (Collapse) | Author | Age | Files | Lines |
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The nv40_fp_bra() function in the same file is also unused but this is
the only place where the nv30/nv40 isa is documented.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This fixes a crash when trying to monitor MP counters because compute
support is not implemented for nvf0.
Reported-by: Ilia Mirkin <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: Make it clear that ARB_direct_state_access is only available on
drivers that support GL 2.0+
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Assume that all drivers that advertise support for NPOT textures
are able to support GL 2.0.
v2: Add a comment.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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This extension requires OpenGL 2.0, so enable it on gen3 and later.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for DrawBuffers that takes an
arbitrary draw buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for DrawBuffer(s)
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound draw buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Fix the name of the buf parameter in the XML file]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for ReadBuffer that takes an
arbitrary read buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for ReadBuffer
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound read buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Fix the name of the buf parameter in the XML file]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for DrawBuffer that takes an
arbitrary draw buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for DrawBuffer(s)
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound draw buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Whitespace fix]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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The ARB_direct_state_access specification says (as of 2015.02.05):
"Interactions with OpenGL 4.3 or ARB_framebuffer_no_attachments
If neither OpenGL 4.3 nor ARB_framebuffer_no_attachments are supported,
ignore the support for NamedFramebufferParameteri and
GetNamedFramebufferParameteriv."
This commit adds stubs for these entry points.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Previously, we used _mesa_update_state to update the currently bound
framebuffers prior to performing a blit. Now that _mesa_blit_framebuffer
uses arbitrary framebuffers, _mesa_update_state is not specific enough.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This wasn't neccessary for ARB_direct_state_access, but felt like a good idea
for the sake of completeness.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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_mesa_update_framebuffer now operates on arbitrary read and draw framebuffers.
This allows BlitNamedFramebuffer to update the state of its arbitrary read and
draw framebuffers.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Update one of the error messages to reflect that the
framebuffer might not be the bound framebuffer.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: - Retain the debugging code in CheckFramebufferStatus.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This splits off the (still) rather large chunk that is
get_texture_for_framebuffer into lots of smaller functions specialized to
service the wide variety of unique needs of *FramebufferTexture* entry points.
The result is much cleaner because, rather than having a pile of branches and
confusing conditions (like the boolean layered), the uniqueness is baked into
the entry points. The entry points know whether or not they are layered or use
a textarget.
[Fredrik: - Mention the value of <textarget> in the error message.
- Rename check_zoffset to check_layer, and zoffset to layer.
The zoffset parameter was renamed to layer in
ARB_framebuffer_object.
- Make layered a GLboolean since the value is visible to the API.
- Remove EXT suffixes in refactored code.
- Whitespace fixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This moves a few blocks around so that the control flow is more obvious. If
the texture is 0, just return true at the beginning of the function.
Likewise, if the texObj is NULL, return true at the beginning of the function
as well.
[Fredrik: Fix the texObj NULL check]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Split apart utility function framebuffer_texture to better prepare for
implementing NamedFramebufferTexture and NamedFramebufferTextureLayer. This
should also pave the way for some future cleanup work.
[Fredrik: - Mention which limit was exceeded when <layer> is out of range.
- Update a comment to reflect that <fb> might not be the bound
framebuffer.
- Make it clear that the error message in glFramebufferTexture*D
refers to the <textarget> parameter.
- Remove EXT suffixes.]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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