| Commit message (Collapse) | Author | Age | Files | Lines |
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Both HW and SW rendering are supported for Android. For SW rendering,
we use the generic gralloc lock/unlock for mapping and unmapping color
buffers (in winsys/android).
For HW rendering, we need to know the real type of color buffers. This
backend works with drm_gralloc, where a color buffer is backed by a GEM
object.
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On Android, color buffers are passed between server and clients as
opaque buffer_handle_t. This winsys makes use of gralloc, which
provides a generic way to map and unmap buffer_handle_t for CPU access.
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Add EGL_ANDROID_image_native_buffer and EGL_ANDROID_swap_rectangle.
There is no spec for them though.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This is Android Gingerbread platform.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Define log2f(v) to be logf(v) / M_LN2 and ffs to __builtin_ffs.
Reviewed-by: Chad Versace <[email protected]>
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Android does not define SIZE_MAX in stdint.h. We have to include
limits.h for it.
Reviewed-by: Chad Versace <[email protected]>
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Android uses Linux kernel and its own C runtime. It resembles
PIPE_OS_LINUX a lot with some minor exceptions.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Move vbo_exec_FlushVertices_internal out of FEATURE_beginend.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Makes the new vertex shader backend work on Ivybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When ctx->Const.NativeIntegers is set, Core Mesa loads integer/boolean
uniforms directly, rather than loading the floating point equivalent.
So, when that's set, we don't need to perform any conversions.
Unfortunately, we can't properly support native integers with the old
vertex shader backend, so this patch leaves them disabled for now.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Previously, native integer support was based on whether the driver
advertised GLSL 1.30 or not. However, drivers that natively support
integers may wish to do so for older GLSL versions as well. Adding this
new opt-in flag allows them to do so.
Currently disabled by default on all drivers, which was the existing
behavior (no drivers currently implement GLSL 1.30).
Fixes piglit tests on i965 with INTEL_GLSL_VERSION=130 set:
- spec/glsl-1.10/fs-uniform-int-110.shader_test
- spec/glsl-1.30/fs-uniform-int-130.shader_test
(it was doubly converting the data)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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It's actually a class.
Signed-off-by: Kenneth Graunke <[email protected]>
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Fixes vs-atan-* and several others. This is not the real solution we
eventually want, which will pack floats, vec2s, and vec3s into vec4
registers, but this code should provide the framework for that.
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This is copied right from the fragment shader. It is needed for real
register allocation to work correctly.
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This is a rather pessimistic calculation, since it doesn't distinguish
individual channels of a vec4, or elements of an array, but should be
a minimum start for register allocation.
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This was copy'n'paste from the fragment shader, and didn't make sense
here.
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The state tracker expects depth and stencil pixels interleaved.
Evergreen can bind an interleaved depth-stencil resource as a colorbuffer,
but not as a zbuffer.
The hardware can do the interleaving for us when decompressing.
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The sampler view is not a resource.
Also remove the unused desc variable.
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For DRI2 sharing.
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Such that it actually works in apps which use both.
A separate buffer is allocated for stencil. The only exception is
the window-system-provided depth-stencil buffer, where depth and stencil
share the same buffer.
This fixes:
- fbo-depthstencil-GL_DEPTH24_STENCIL8-clear
- fbo-depthstencil-GL_DEPTH24_STENCIL8-drawpixels-FLOAT-and-USHORT
- fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-24_8
- fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-FLOAT-and-USHORT
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This was an unfinished to-do item before.
With this patch and the two preceeding patches, piglit's
fbo-generatemipmap-array test runs and passes instead of generating
a GL error and dying on an assertion.
Reviewed-by: Ian Romanick <[email protected]>
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We could do 1D/2D arrays with textured quad rendering, but it'll take
some work (as with 3D textures).
Reviewed-by: Ian Romanick <[email protected]>
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Q should not be significant for OPCODE_TEX, but it winds up getting
passed to the compute_lambda() function. Make sure it's 1.0 to
prevent garbage values, which is effectively what we get when the
swizzle is coord.xyzz (which is what GLSL gives us).
Part of the fix for piglit's fbo-generatemipmap-array test.
Reviewed-by: Ian Romanick <[email protected]>
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In anticipation of adding more texture targets.
Reviewed-by: Ian Romanick <[email protected]>
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Declare _mesa_meta_begin()/end() in meta.h so that drivers can write
custom meta-ops (such as HiZ resolves for i965).
This necessitates moving the the META_* macros into meta.h. To prevent
naming collisions, this commit renames each macro to be MESA_META_*.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Bug introduced in 34980cd153050111edc545545ddff11f5b68347e.
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The spec says GL_INVALID_OPERATION is generated when texture!=0 and
textarget is not a legal value. We had this right for the 2D function.
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Commit 6eff33dc (glapi: generate ES dispatch headers from core mesa)
replaced the autogenerated files
src/mapi/es1api/main/{dispatch,remap_helper}.h with new autogenerated
files src/mesa/main/api_exec_es{1,2}_{dispatch,remap_helper}.h. This
patch updates the .gitignore files to properly ignore the new
autogenerated files, and stop ignoring the old autogenerated files.
Reviewed-by: Chia-I Wu <[email protected]>
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Several issues due to expf/logf/etc either not being declared,
or being defined as a macro.
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For MSVC.
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Necessary on platforms with incomplete math.h
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MinGW & MSVC, although I've only tested the former.
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The flush extensions flush call indicates end of frame and should only
be called once per frame. However, in the dri2SwapBuffer fallback
path, we call flush and then call dri2CopySubBuffer, which also calls
flush. Refactor the code to only call flush once.
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Needed for GL3.
v2: evergreen support
I don't set PA_SU_SC_MODE_CNTL.MULTI_PRIM_IB_ENA.
piglit/primitive-restart does pass though. Tested on RV730 and EG-REDWOOD.
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The MUL opcode does a 16bit * 32bit multiply, and we need to do the
MACH to get the top 16bit * 32bit added in.
Fixes fs-op-mult-int-*, fs-op-mult-ivec*
Reviewed-by: Kenneth Graunke <[email protected]>
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The array of src regs is of size 3, not 4.
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Shader Model 3.0[1] requires that shaders be able to execute at least
65536 instructions. Bump Mesa maxExec to that limit. This allows
several vertex shaders in the OpenGL ES 2.0 conformance test suite to
run to completion.
1: http://en.wikipedia.org/wiki/High_Level_Shader_Language
Reviewed-by: Eric Anholt <[email protected]>
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