| Commit message (Collapse) | Author | Age | Files | Lines |
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Data in GL_COMPRESSED_SIGNED_R11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_R16.
v2:
16 bit signed data is converted to 16 bit unsigned data by
adding 2 ^ 15 and stored in an unsigned texture format.
v3:
1. Handle a corner case when base code word value is -128. As per
OpenGL ES 3.0 specification -128 is not an allowed value and should
be truncated to -127.
2. Converting a decoded 16 bit signed data to 16 bit unsigned data by
adding 2 ^ 15 gives us an output which matches the decompressed image
(.ppm) generated by ericsson's etcpack tool. ericsson is also doing this
conversion in their tool because .ppm image files don't support signed
data. But gles 3.0 specification doesn't suggest this conversion. We
need to keep the decoded data in signed format. Both signed format
tests in gles3 conformance pass with these changes.
Signed-off-by: Anuj Phogat <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RG11_EAC format is decoded and stored in
MESA_FORMAT_RG1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_R11_EAC format is decoded and stored in
MESA_FORMAT_R16.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGBA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_ETC2 format is decoded and stored in
MESA_FORMAT_RGBX8888_REV.
v2: Use CLAMP macro and stdbool.h
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch changes nonlinear_to_linear() function to non static inline
and makes it available outside format_unpack.c. Also, removes the
duplicate copies in other files.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It is required by OpenGL ES 3.0 to support ETC2 textures.
This patch adds new MESA_FORMATs for following etc2 texture
formats:
GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_SRGB8_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
GL_COMPRESSED_R11_EAC
GL_COMPRESSED_RG11_EAC
GL_COMPRESSED_SIGNED_R11_EAC
GL_COMPRESSED_SIGNED_RG11_EAC
MESA_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1
MESA_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1
Above formats are currently available in only gles 3.0.
v2: Add entries in texfetch_funcs[] array.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
v3 (Paul Berry <[email protected]>): comment out symbols that
are not implemented yet, so that this commit compiles on its own;
future commits will uncomment the symbols as they become available.
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Fixes es3conform's color_buffer_float_clamp_(fixed|on|off) tests.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
[[email protected]: open_hash_table => hash_table]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Removes a collision of the object file name for main/hash_table
and program/hash_table.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The ES 3 conformance suite unbinds buffers (by binding buffer 0) and
passes zero for the size and offset, which the spec explicitly
disallows. Otherwise, this seems like a reasonable thing to do.
Khronos will be changing the spec to allow this (bug 9765). Fixes
es3conform's transform_feedback_init_defaults test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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NOTE: nv50 support not enabled, someone with nva3/8 please fix.
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The read can remain disabled if the src alpha factor needs it because
the result would still be zero.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57984
NOTE: This is a candidate for stable release branches.
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Just enough for draw module to work ok.
This improves "piglit attribs GL3", though something fishy is still
happening with certain unsigned integer values.
Reviewed-by: Brian Paul <[email protected]>
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Just like we do in llvmpipe for the fragment shader compilation key.
Reviewed-by: Brian Paul <[email protected]>
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The ADDR file is cumbersome for native integer capable drivers. We
should consider deprecating it eventually, but this just adds support
for indirection from TEMP registers.
Reviewed-by: Brian Paul <[email protected]>
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Support 16 (defined in LP_MAX_TGSI_CONST_BUFFERS) as opposed to 32 (as
defined by PIPE_MAX_CONSTANT_BUFFERS) because that would make the jit
context become unnecessarily large.
v2: Bump limit from 4 to 16 to cover ARB_uniform_buffer_object needs,
per Dave Airlie.
Reviewed-by: Brian Paul <[email protected]>
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All MSAA buffers are allocated privately and resolved into the DRI-provided
back and front buffers.
If an MSAA visual is chosen, the buffers st/mesa receives are all
multi-sample. st/mesa doesn't have access to the single-sample buffers
in that case.
This makes MSAA work in games like Nexuiz.
Reviewed-by: Brian Paul <[email protected]>
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I will later use the context to resolve an MSAA front buffer.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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- We can use a single loop for adding new configs.
- The useless parameter depth_bits is removed.
- The maximum number of samples is bumped to 32.
- We can support Z16_UNORM and Z32_UNORM unconditionally since the zbuffers
are private.
Reviewed-by: Brian Paul <[email protected]>
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This disables DRI2 sharing of zbuffers. The window zbuffer is allocated just
like any other texture - through resource_create.
The idea of allocating a zbuffer through DRI2 isn't very useful with MSAA,
where a single-sample zbuffer is useless.
IIRC, the Intel driver does the same thing.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Just use pipe->blit, which can do resolve, flipping, and format conversions.
The util_blit_pixels codepath is still there for the cases where we have to
force alpha to 1.
This also turns on acceleration for copying GL_DEPTH_STENCIL.
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Reviewed-by: Brian Paul <[email protected]>
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so that ReadPixels and various fallbacks work.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Sorry, I accidentally omitted this.
It only broke MLAA.
Reviewed-by: Brian Paul <[email protected]>
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fixes a regression introduced with
fc9ea7c74dc5cb996c3d9fe6663fd6da080e8360
NOTE: This is a candidate for the 9.0 branch.
Reported-by: Brian Paul <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This fixes the gears regression since transform feedback.
Reported-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This may not be strictly necessary, but every other rule in the grammar ends
with a semicolon. It also appears that this was supposed to be commited with
the original patch that changed this rule, but the wrong version of the patch
was accidentally pushed.
Reviewed-by: Ian Romanick <[email protected]>
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Note that while 'packed' is a reserved word in GLSL ES, row_major is not.
This means that we have to use the string-based matching for that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Nearly all of the builtin functions in GLSL 3.00 ES are already
implemented in Mesa; this patch enables them.
A few functions are not implemented yet; those have been commented
out, with a FIXME comment to act as a reminder of what still needs to
be implemented. Here is the complete list: packSnorm2x16,
unpackSnorm2x16, packUnorm2x16, unpackUnorm2x16, packHalf2x16,
unpackHalf2x16.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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These functions are defined in GLSL 1.50 and GLES 3.00 ES.
The formulas have been extracted from the existing implementation of
inverse().
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This patch also adds assertions so that when we add new GLSL versions,
we'll notice that we need to update the builtin variables.
[v2, idr]: s/Frab/Frag/ Noticed by Eric.
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This patch implements all of the built-in types for GLSL 3.00 ES.
This is almost exactly the same as the set of built-in types for GLSL
1.30, except ate 1D samplers are skipped, and samplerCubeShadow is
added.
This patch also addes an assertion so that when we add new GLSL
versions, we'll notice that we need to update the types.
In review, Eric noted:
"This change looks correct. The overall interaction of profiles is
getting ugly, though. I'm imagining a restructure of the symbol
table population so that there's a big list of types, and each
#version has a nice list of strings of type names copy and pasted
out of its spec."
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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These constants need to be made available to shaders in GLSL 3.00 ES.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This patch updates the following linker checks to do the right thing
in GLSL 3.00 ES:
- Failing to write to gl_Position is allowed in GLSL 1.40+ as well as
GLSL 3.00 ES.
- It is an error to write to both gl_ClipVertex and gl_ClipDistance in
GLSL 1.30+. This does not apply to GLSL 3.00 ES.
- GLSL 3.00 ES uses the same varying counting rules as GLSL 1.00 ES.
- In GLSL 1.30 and GLSL 3.00 ES, "discard" terminates the shader.
- In GLSL 1.00 ES and GLSL 3.00 ES, both a fragment and a vertex
shader must be present.
[v2, idr]: Fix minro typo in a comment. Noticed by Ken.
[v3, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Previously we recorded just the GLSL version (or the max version, if
GLSL 1.10 and GLSL 1.20 programs were linked together).
[v2, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Previously, we prohibited mixing of shading language versions if
min_version == 100 or max_version >= 130. This was technically
correct (since desktop GLSL 1.30 and beyond prohibit mixing of shading
language versions, as does GLSL 1.00 ES), but it was confusing. Also,
we asserted that all shading language versions were between 1.00 and
1.40, which was unnecessary (since the parser already checks shading
language versions) and doesn't work for GLSL 3.00 ES.
This patch changes the code to explicitly check that (a) ES shaders
aren't mixed with desktop shaders, (b) shaders aren't mixed between ES
versions, and (c) shaders aren't mixed between desktop GLSL versions
when at least one shader is GLSL 1.30 or greater. Also, it removes
the unnecessary assertion.
[v2, idr]: Slightly tweak the is_es_prog detection to occur outside the loop
instead of doing something special on the first loop iteration. Suggested by
Ken.
[v3, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Previously we recorded just the GLSL version, with the knowledge that
100 means GLSL 1.00 ES. With the advent of GLSL 3.00 ES, this is
going to get more complex, and eventually will probably become
ambiguous (GLSL 4.00 already exists, and GLSL 4.00 ES is likely to be
created some day).
To reduce confusion, this patch simply records whether the shader is
GLSL ES as an explicit boolean.
[v2, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Note that GLSL 1.00 is selected using "#version 100", so "#version 100
es" is prohibited.
v2: Check for GLES3 before allowing '#version 300 es'
v3: Make sure a correct language_version is set in
_mesa_glsl_parse_state::process_version_directive.
Signed-off-by: Paul Berry <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Version directive handling is going to have to be used within two
parser rules, one for desktop-style version directives (e.g. "#version
130") and one for the new ES-style version directive (e.g. "#version
300 es"), so this patch moves it to a function that can be called from
both rules.
No functional change.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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