| Commit message (Collapse) | Author | Age | Files | Lines |
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This will be especially useful for loading texturing parameters, where I
need to (for example) reference m3.xz<D>.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Copy and pasted from fs_inst::is_tex(), but without TXB.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We'll be reusing most of these for the VS shortly. The one exception is
TXB (texturing with LOD bias), which is explicitly forbidden in the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes a regression since d2235b0f4681f75d562131d655a6d7b7033d2d8b,
in my new textureSize sampler(1DArrayShadow|2DShadow|2DArrayShadow)
piglit tests, though I'm not honestly sure how this ever worked.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Accidentally an old patch.
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Noticed a "warning: array subscript is above array bounds" given at one of
the existing sanity-check asserts. Turns out all the arrays of strings
haven't matched the corresponding enum values in a while, if ever.
I didn't know the proper names for any of these and couldn't find
them in the base specs aside from "result.pointsize" in
ARB_vertex_program, so I just filled in the enum's value
as was done with other slots.
Also add four STATIC_ASSERT()s to be sure and catch future additions
or bumps to MAX_VARYING/etc again, and some more non-static asserts
where there weren't any before.
(Note, the fragment enum that corresponded to result.color(half) was removed in
8d475822e6e19fa79719c856a2db5b6a205db1b9.)
Reviewed-by: Brian Paul <[email protected]>
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The VERT_BIT_* defines are 64-bit values now, but the printf
was still expecting a simple int.
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r600: DONE.
r700: MOSTLY (done but locks up).
Evergreen: MOSTLY (done but doesn't work for an unknown reason).
The kernel support will come soon.
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It's not yet, but it can be enabled by the override environment variable.
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llvm-3.1svn r145714 moved global variables into a new TargetOptions
class. TargetMachine constructor now needs a TargetOptions object as
well.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes Coverity resource leak defect.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes Coverity resource leak defect.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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See previous commit for more information.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This helper function is used during mipmap generation to prepare space
for the destination mipmap levels.
This improves/fixes two things:
1. If the texture object was created with glTexStorage2D, calling
_mesa_TexImage2D() to allocate the new image would generate
INVALID_OPERATION since the texture is marked as immutable.
2. _mesa_TexImage2D() always frees any existing texture image memory
before allocating new memory. That's inefficient if the existing
image is the right size already.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We'll call this from the mipmap generation code.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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My fault, I broke it with v5 of 861a029ddb31e91bb4d8e18ab708d0d172f63aad.
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Namely:
- EXT_transform_feedback
- ARB_transform_feedback2
- ARB_transform_feedback_instanced
The old interface was not useful for OpenGL and had to be reworked.
This interface was originally designed for OpenGL, but additional
changes have been made in order to make st/d3d1x support easier.
The most notable change is the stream-out info must be linked
with a vertex or geometry shader and cannot be set independently.
This is due to limitations of existing hardware (special shader
instructions must be used to write into stream-out buffers),
and it's also how OpenGL works (stream outputs must be specified
prior to linking shaders).
Other than that, each stream output buffer has a "view" into it that
internally maintains the number of bytes which have been written
into it. (one buffer can be bound in several different transform
feedback objects in OpenGL, so we must be able to have several views
around) The set_stream_output_targets function contains a parameter
saying whether new data should be appended or not.
Also, the view can optionally be used to provide the vertex
count for draw_vbo. Note that the count is supposed to be stored
in device memory and the CPU never gets to know its value.
OpenGL way | Gallium way
------------------------------------
BeginTF = set_so_targets(append_bitmask = 0)
PauseTF = set_so_targets(num_targets = 0)
ResumeTF = set_so_targets(append_bitmask = ~0)
EndTF = set_so_targets(num_targets = 0)
DrawTF = use pipe_draw_info::count_from_stream_output
v2: * removed the reset_stream_output_targets function
* added a parameter append_bitmask to set_stream_output_targets,
each bit specifies whether new data should be appended to each
buffer or not.
v3: * added PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME for ARB_tfb2,
note that the draw-auto subset is always required (for d3d10),
only the pause/resume functionality is limited if the CAP is not
advertised
v4: * update gallium/docs
v5: * compactified struct pipe_stream_output_info, updated dump/trace
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I am going to make interface changes and I don't want to break compilation.
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It's like DrawArrays, but the count is taken from a transform feedback
object.
This removes DrawTransformFeedback from dd_function_table and adds the same
function to GLvertexformat (with the function parameters matching GL).
The vbo_draw_func callback has a new parameter
"struct gl_transform_feedback_object *tfb_vertcount".
The rest of the code just validates states and forwards the transform
feedback object into vbo_draw_func.
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Xa doesn't support it yet. Trying to do that would cause a segfault.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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When doing format conversion copies between a format without an
alpha channel and a format with an alpha channel, make sure the
destination alpha is set to 1.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Component alpha only affects mask pictures.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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One is about casting a pointer to integer and the other is about an unused
function when HAVE_WAYLAND_BACKEND is not defined.
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v2: inline x11_drawable_copy_buffers().
Signed-off-by: Fredrik Höglund <[email protected]>
[olv: s/inline/INLINE/]
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Backends indicate that they support this extension by returning
EGL_TRUE when native_display::get_param() is called with
NATIVE_PARAM_PRESENT_REGION and NATIVE_PARAM_PRESERVE_BUFFER.
native_present_control is extended to include the region that should
be presented. When native_present_control::num_rects is zero,
the whole surface is to be presented.
Signed-off-by: Fredrik Höglund <[email protected]>
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The comment said they deserved to be in emit_depthbuffer, and at this
point they were all there already.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have miptrees for everything, we can more easily test for
!has_separate_stencil completeness. Also, test for whether the
stencil rb is the wrong kind of format for separate stencil, or if we
are trying to do packed to different images of a single miptree.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now there's the thing that CALLOCs and sets up window system vtable,
and the thing that CALLOCs and sets up user renderbuffer vtable. The
user renderbuffer vtable gets replaced later by
intel_renderbuffer_update_wrapper for wrapped renderbuffers (things
with name == ~0).
Reviewed-by: Kenneth Graunke <[email protected]>
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There were too many things making intel_renderbuffer *s and tweaking
their bits.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were doing it in the caller in the renderbuffer code, but it was
missed in the separate stencil creation for textures. Apparently our
testing was using renderbuffers or pre-aligned sizes.
Reviewed-by: Kenneth Graunke <[email protected]>
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