| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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I need this and it seems like it could be useful.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The sample mask affects single-sampled rendering too (it's orthogonal
to the color mask).
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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Fixes uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Merge the vertex/fragment versions of the cso_set/save/restore_samplers()
functions. Now we pass the shader stage (PIPE_SHADER_x) to the function
to indicate vertex/fragment/geometry samplers. For example:
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler);
This results in quite a bit of code reduction, fewer CSO functions and
support for geometry shaders.
Reviewed-by: Marek Olšák <[email protected]>
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Fixes uninitialized scalar variable defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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The GL_OES_mapbuffer extension is supported by OpenGL ES 1 and ES 2 so return
GL_MAP_WRITE_BIT for both ES versions, not just ES 1.
Reviewed-by: Ian Romanick <[email protected]>
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Before, the GLSL parser was getting rebuilt every time that scons was
run. The problem was scons was expecting a glsl_parser.hpp file but
we were generating a glsl_parser.h file.
Signed-off-by: Brian Paul <[email protected]>
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Windowed speed is of course way to slow, but fullscreen
works like a charm now.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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I don't know if this is a good idea, but it
fixes the problem at hand.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Using the writemask in the sampler results in packet
VGPRS. For now just sample all components and let
llvm chose the right one.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The backend is multiplying the offset by the numbers of
elements anyway, so doing it twice just makes everything
crash.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Currently there are more important things to worry about.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The patch makes the SCons build with Intel Compiler successful.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Framebuffer blit needs to setup texture sampling with no reference to the
user's texturing state, and a sampler object lets us avoid a bunch of changes
to the user's state setup.
We don't bother caching the sampler object since we're changing parameters in
it based on the filtering option to glBlitFramebuffer().
Fixes piglit GL_ARB_sampler_objects/framebufferblit and rendering in l4d2 (our
setting of srgb decode wasn't being respected due to the user's sampler object
being active).
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Sampler objects can be used to shadow texture object state without
modifying original application state. Decompression path feels a bit
like path where caching shouldn't happen. But as everything else is
cached already I decided to cache sampler state too.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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To allow meta module to use sample objects mesa GL functions need to be
visible and linkable for meta module.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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swrast needs to pass sampler object into all texture fetching functions
to use correct sampling state when sampler object is bound to the unit.
The changes were made using half manual regular expression replace.
v2: Fix NULL deref in _swrast_choose_triangle(), because the _Current
values aren't set yet, so we need to look at our texObj2D. (anholt)
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To allow meta acceleration operations to use sampler objects the
ARB_sampler_objects extension needs to be mandatory for all drivers.
Because the extension doesn't have any hardware dependencies it is
trivial to implement.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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CompareFailValue is part of Sampler state that needs to be read from
bound sampler object if present.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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