| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jeremy Huddleston <[email protected]>
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Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes issues with the code playing fast and loose with types of
buffers, and as a bonus avoids the wrappers that were previously used
to pull bits out of packed depth/stencil buffers.
Reviewed-by: Brian Paul <[email protected]>
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Some of the return values were u32, some were 24 bits, and z16
returned 16 bits. The caller would have to do all the work of
interpreting the format all over again. However, there are no callers
of this function at this point.
Reviewed-by: Brian Paul <[email protected]>
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Perhaps the easiest implementation, nouveau can directly map buffers
even if tiled, and uses separate surfaces for its texture
renderbuffers so we don't have to worry about that offset.
Reviewed-by: Brian Paul <[email protected]>
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Unlike intel, we do a blit to/from GTT memory in order to
untile/retile the renderbuffer data, since we don't have fence
registers for accessing it.
(There is software tiling code in radeon_tile.c, but it's unused and
doesn't support macro tiling)
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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v2: Add separate stencil S8 W-tile swizzling/deswizzling. Tested for
the swizzling case with env INTEL_SEPARATE_STENCIL=1 INTEL_HIZ=1
./bin/hiz-depth-stencil-test-fbo-d24-s8
v3: Apply Chad's fix for S8 window system buffers.
Reviewed-by: Chad Versace <[email protected]>
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Mesa core's is generic for things like osmesa.
For swrast_dri.so, we have to do Y flipping. The front-buffer path
isn't actually tested, though, because both before and after it fails
with a BadMatch in XGetImage.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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This reverts commit abaebcee787eeb8a89bf7a82ed4d1532fcde5e39.
The assertion I made was that "the zero-copy code in validation" would
zero copy. Of course, I deleted that check back in January because
the two sites that would trigger it (glTexImage() and this one) both
immediately bound their mt to the object, making the other check
pointless.
Removes two extra blits in glx-tfp. Also fixed the Android home
screen, which wasn't rendering because the extra copy broke the
relationship between the texture and the eglimage.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42152
Tested-by: Chad Versace <[email protected]>
Tested-by: Eugeni Dodonov <[email protected]>
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to match the prototype in postprocess.h
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Reviewed-by: Brian Paul <[email protected]>
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This also fixes the build error due to missing link_uniforms.cpp in the source
lists.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
[olv: the missing link_uniforms.cpp was added before this patch is committed]
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With the hope that Android.mk and SConscript can share the file to reduce
future breakage.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Fixes Coverity resource leak defect.
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Equivalent to glXMakeContextCurrent, which had better already work since
we advertise GLX 1.3.
Signed-off-by: Adam Jackson <[email protected]>
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Bump minor to signal availability.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Otherwise android-x86 build fails.
Signed-off-by: Eugeni Dodonov <[email protected]>
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"no fetch_rgba_float for uint formats" => "llvmpipe does not support uint formats"
"stencil == uint" => "llvmpipe does not support stencil"
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As the value of unsigned ~0 depends on the bit-width.
Fixes fdo 42411.
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Add support for NV_fog_distance to the NV10 and NV20 drivers.
[ Francisco Jerez: Fix fog coord. signedness for
GL_EYE_RADIAL_NV/GL_EYE_PLANE on nv20 ]
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The fixed-function generated vertex program is all that's needed for
Gallium drivers.
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This is all that is needed to implement NV_fog_distance on programmable
hardware.
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No driver implements it yet.
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MinGW uses MSVC's runtime DLLs for most of C runtime's functions, and
there has same semantics for vsnprintf.
Not sure how this worked until now -- maybe one of the internal
vsnprintf implementations was taking precedence.
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Reviewed-by: Brian Paul <[email protected]>
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Previously, the vertex and fragment shader back-ends assumed that all
varyings were floats. In GLSL 1.30 this is no longer true--they can
also be of integral types provided that they have an interpolation
qualifier of "flat".
This required two changes in each back-end: assigning the correct type
to the register that holds the varying value during shader execution,
and assigning the correct type to the register that ties the varying
value to the rest of the graphics pipeline (the message register in
the case of VS, and the payload register in the case of FS).
Fixes piglit tests fs-int-interpolation and fs-uint-interpolation.
Acked-by: Kenneth Graunke <[email protected]>
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This function is similar to get_base_type(), but when called on
arrays, it returns the scalar type composing the array. For example,
glsl_type(vec4[]) => float_type.
Acked-by: Kenneth Graunke <[email protected]>
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i965 graphics hardware has two floating point modes: ALT and IEEE. In
ALT mode, floating-point operations never generate infinities or NaNs,
and MOV instructions translate infinities and NaNs to finite values.
In IEEE mode, infinities and NaNs behave as specified in the IEEE 754
spec.
Previously, we used ALT mode for all vertex and fragment programs,
whether they were GLSL programs or ARB programs. The GLSL spec is
sufficiently vague about how infs and nans are to be handled that it
was unclear whether this mode was compliant with the GLSL 1.30 spec or
not, and it made it very difficult to test the isinf() and isnan()
functions.
This patch changes i965 GLSL programs to use IEEE floating-point mode,
which is clearly compliant with GLSL 1.30's inf/nan requirements. In
addition to making the Piglit isinf and isnan tests pass, this paves
the way for future support of the ARB_shader_precision extension.
Unfortunately we still have to use ALT floating-point mode when
executing ARB programs, because those programs require 0^0 == 1, and
i965 hardware generates 0^0 == NaN in IEEE mode.
Fixes piglit tests "isinf-and-isnan fs_fbo", "isinf-and-isnan vs_fbo",
and {fs,vs}-{isinf,isnan}-{vec2,vec3,vec4}.
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The implementations are as follows:
isinf(x) = (abs(x) == +infinity)
isnan(x) = (x != x)
Note: the latter formula is not necessarily obvious. It works because
NaN is the only floating point number that does not equal itself.
Fixes piglit tests "isinf-and-isnan fs_basic" and "isinf-and-isnan
vs_basic".
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This patch adds the extension '.ir' to all the files in
src/glsl/builtins/ir/, and changes generate_builtins.py so that it no
longer globs on '*' to find the files to build. This prevents
spurious files (such as EMACS' infamous *~ backup files) from breaking
the build.
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The implementation of ir_binop_nequal in constant_expression_value()
appears to have been copy-and-pasted from the implementation of
ir_binop_equal, but with all instances of '==' changed to '!='. This
is correct except for one minor flaw: one of those '==' operators was
in an assertion checking that the types of the two arguments were
equal. That one needs to stay an '=='.
Fixes piglit tests {fs,vs}-inline-notequal.
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If the texture memory was allocated with glTexStorage1/2/3D() we can
only change the image data with glTexSubImage calls.
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This is the glTexStorage1D/2D/3D() functions. Basically do error
checking then call the driver hook to actually allocate memory.
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