| Commit message (Collapse) | Author | Age | Files | Lines |
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Build pipe drivers here instead of using those built by the
soon-to-be-removed targets/egl.
[with an update by Benjamin Franzke to use --{start|end}-group]
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So that gbm(_dri) which pulls in shared-glapi is not needed.
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__atom is defined by gcc when the atom compile optimizations are used.
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LLVM revision 133739 renamed StackAlignment to StackAlignmentOverride.
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It is not used and confusing.
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Should unify this too, but will delay that until the planned
libdrm_nouveau/winsys changes which are likely to cause major
changes to this bo validation code too.
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Note all gallium formats are supported by Mesa so disable them.
Fixes regression from 1a339b6c71ebab6e1a64f05b2e133022d3bbcd15.
See https://bugs.freedesktop.org/show_bug.cgi?id=38602
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In fixed function, stride == 0 (e.g. glColor4f() outside of the draw
call) would get turned into uniform inputs, which is why it was
ignored originally in this test. For shaders, drivers end up seeing a
need to upload stride == 0 data, and get confused by needing to upload
when vbo_all_varyings_in_vbos() returned true. In the 965 driver
case, it wouldn't bother to compute the min/max index, and uploaded
nothing if the min/max wasn't known.
We've talked about removing the ff stride=0-into-uniforms code, so
this check shouldn't be missed once that's gone.
Fixes ARB_vertex_buffer_object/mixed-immediate-and-vbo
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37934
Reviewed-by: Brian Paul <[email protected]>
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We would still want to consider that data as being in a VBO even if we
managed to produce this case, which as far as I know we can't.
Reviewed-by: Brian Paul <[email protected]>
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All the packets chosen before came from grepping the pdf for
nonpipelined, and these two came from grepping for non.pipelined. We
could stand a review by looking at all packets emitted and identifying
what kind they are.
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Previously, the builtins in OES_texture_3D.{frag,vert} were only
compiling properly as a consequence of bug 38015, which allows
unsupported extensions to be enabled. This fix eliminates the builtin
compiler's reliance on bug 38015, so that bug 38015 can be fixed.
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Fixes broken glTexImage2D with format=GL_RGBA since
1a339b6c71ebab6e1a64f05b2e133022d3bbcd15
The origin for this behaviour is that r600_is_format_supported
checks only against r600_state_inline.h tables not evergreens.
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=38599
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This matches what we do in egl_dri2, and clients should
behave like this anyway.
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In st_api_make_current, we would like to reuse the exising
st_framebuffer if possible. Use a helper function to make the code
clearer.
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If possible, we want to match the hardware format to what the app uses. By
doing so, we avoid the need for pixel conversions and therefore greatly speed
up texture uploads.
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It's not that much work; hopefully blend func separate also works and we get GL 2.0 for real.
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Reported-by: Marcin Baczynski <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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Field is encoded:
0 = 4 banks
1 = 8 banks
2 = 16 banks
Signed-off-by: Alex Deucher <[email protected]>
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Should fix http://bugs.freedesktop.org/show_bug.cgi?id=38566 .
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Signed-off-by: Brian Paul <[email protected]>
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Bail out early in probe, so other driver can take control of the card.
Doing it in screen_create would be too late.
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Saves cmd buffer space as we were generating indexes into cs in this case.
This was laying around in https://bugs.freedesktop.org/show_bug.cgi?id=32768
for a long time.
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evergreen+ stores depth and stencil separately so when we
allocate a depth/stencil fbo, make sure we allocate enough
memory for both depth and stencil buffers.
Signed-off-by: Alex Deucher <[email protected]>
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Now all infrastructure is in place to support s8_z24 non-texture
renderbuffers for gen7.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Hiz buffer allocation can only occur if the 'else' branch has been taken,
so move the hiz buffer allocation into the 'else' branch.
Having the hiz buffer allocation dangling outside of the if-tree was just
damn confusing.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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buffers
Add the following fields:
intel_renderbuffer.wrapped_depth;
intel_renderbuffer.wrapped_stencil
If the intel_context is using separate stencil and the renderbuffer has
a packed depth/stencil format, then wrapped_depth and wrapped_stencil are
the real renderbuffers.
Alter the following functions to accomodate the wrapped buffers:
intel_delete_renderbuffer
intel_draw_buffer
intel_get_renderbuffer
intel_renderbuffer_map
intel_renderbuffer_unmap
Subsequent commits allocate renderbuffer storage for wrapped_depth and
wrapped_stencil.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Commit b5c847c7ca06823af3b72324056a2e478caca70b erroneously disabled
support for S8_Z24 texture format when the context required separate
stencil (intel_context.must_use_separate_stencil).
But the GL spec requires implementations to support GL_DEPTH24_STENCIL8.
So we better find a way to fake it...
From page 180 (196 of pdf) of the OpenGL 3.0 spec:
In addition, implementations are required to support the following
sized internal [texture] formats.
[...]
- Combined depth+stencil formats: DEPTH32F_STENCIL8 and and
DEPTH24_STENCIL8.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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