| Commit message (Collapse) | Author | Age | Files | Lines |
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LLVM 3.0svn added SubtargetInfo as additional parameter to
createMCDisassembler() and createMCInstPrinter().
See revision 139237 of LLVM.
Signed-off-by: Tobias Droste <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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If we're drawing to a luminance, luminance/alpha or intensity surface
we have to adjust (rebase) the fragment/quad colors before writing them
to the tile cache. The tile cache always stores RGBA colors but if
we're caching a L/A surface (for example) we need to be sure that R=G=B
so that subsequent reads from the surface cache appear to return L/A
We previously had a special case for RGB (no alpha) surfaces. This
change generalizes that for the other base formats.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40408, but sRGB
formats are still failing. That'll be addressed in a later patch.
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Reviewed-by: José Fonseca <[email protected]>
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Make sure that we've sent the frame request that we're going to block on.
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When compiling glDrawPixels, glTexImage(), etc. and we're copying
the user's image we need to be careful about GL error checking.
Previously, we were incorrectly generating GL_OUT_OF_MEMORY in
unpack_image() if width <= 0 or height <= 0 or for invalid format/type
values. We now check those arguments in unpack_image() and return NULL
if there's a bad value. The command will get compiled with the
arguments as-is and image=NULL. Later, when the command is executed the
correct errors will be generated.
This issue was reported by Yuanhan Liu <[email protected]>
Reviewed-by: Yuanhan Liu <[email protected]>
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I'm not 100% sure about this, it may need a version check or it might
be completely wrong.
added multisample ones as well.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The array_lvalue field was attempting to enforce the restriction that
whole arrays can't be used on the left-hand side of an assignment in
GLSL 1.10 or GLSL ES, and can't be used as out or inout parameters in
GLSL 1.10.
However, it was buggy (it didn't work properly for built-in arrays),
and it was clumsy (it unnecessarily kept track on a
variable-by-variable basis, and it didn't cover the GLSL ES case).
This patch removes the array_lvalue field completely in favor of
explicit checks in ast_parameter_declarator::hir() (this check is
added) and in do_assignment (this check was already present).
This causes a benign behavioral change: when the user attempts to pass
an array as an out or inout parameter of a function in GLSL 1.10, the
error is now flagged at the time the function definition is
encountered, rather than at the time of invocation. Previously we
allowed such functions to be defined, and only flagged the error if
they were invoked.
Fixes Piglit tests
spec/glsl-1.10/compiler/qualifiers/fn-{out,inout}-array-prohibited*
and
spec/glsl-1.20/compiler/assignment-operators/assign-builtin-array-allowed.vert.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Prevents lockups with piglit tests draw-elements and draw-vertices using large
numbers of vertices.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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As already done in dri2CopySubBuffer().
Should fix:
https://bugs.freedesktop.org/show_bug.cgi?id=36371
https://bugs.freedesktop.org/show_bug.cgi?id=40533
Might fix:
https://bugs.freedesktop.org/show_bug.cgi?id=32589
Signed-off-by: Michel Dänzer <[email protected]>
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If we are called via the legacy DRI interface, and we don't support
legacy DRI (InitScreen is NULL), print a debug message, so it is easy
to see why the driver fails to initialize.
See https://bugs.freedesktop.org/show_bug.cgi?id=40437
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See https://bugs.freedesktop.org/show_bug.cgi?id=40437
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Broken, and we now shuffle tiles with pack/unpack instructions, instead
of shuffle masks.
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Not really used anymore.
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Also includes loading of shared shader library code (used for f64
and integer division) and setting up the immediate array buffer
which is appended to the code.
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M2MF will trap if the data stream is interrupted by a QUERY fence
and report too much or not enough data.
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Per the GL spec, clamp incoming colors prior to blending depending on
whether the destination buffer stores normalized (non-float) values.
Note that the constant blend color needs to be clamped too (we always
get the unclamped color from Mesa).
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40412
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Add a comment and reformat to be under 80 columns.
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"vale" was a typo. Fix that and do some other minor clean-ups.
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presentation queue
Signed-off-by: Emeric Grange <[email protected]>
Signed-off-by: Christian König <[email protected]>
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will be clipped
Signed-off-by: Emeric Grange <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emeric Grange <[email protected]>
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This introduces an UNCLAMPED_FLOAT_TO_UBYTE x 4 inline function, as
suggested by Brian. It uses it in a few places I noticed from previous
color changes, and also some core mesa places. I haven't updated other places
yet.
Signed-off-by: Dave Airlie <[email protected]>
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This introduces a new gl_color_union union and moves the current
ClearColorUnclamped to use it, it removes current ClearColor completely and
renames CCU to CC, then all drivers are modified to expected unclamped floats instead.
also fixes st to use translated color in one place it wasn't.
Signed-off-by: Dave Airlie <[email protected]>
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format and type are not GL enums here.
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R4A4 is needed by OSD in mplayer's xvmc output
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The EXT_texture_integer issues says:
Should pixel transfer operations be defined for the integer pixel
path?
RESOLVED: No. Fragment shaders can achieve similar results
with more flexibility. There is no need to aggrandize this
legacy mechanism.
v2: fix comments, fix unpack paths, use same comment/code
v3: fix last comment
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This subclass of r600_resource doesn't contain any useful members,
so let's just use r600_resource.
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