| Commit message (Collapse) | Author | Age | Files | Lines |
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With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the stable branches.
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This list appears in the fixed bugs section of the release notes.
v2: Add usage examples
NOTE: This is a candidate for the stable branches.
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Not used anymore.
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Reviewed-by: Matt Turner <[email protected]>
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Not used anymore.
v2: Andreas Boll <[email protected]>
- split patch into two patches
- remove more unused code
Reviewed-by: Matt Turner <[email protected]>
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Not used anymore.
v2: Andreas Boll <[email protected]>
- split patch into two patches
Reviewed-by: Matt Turner <[email protected]>
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Removes the need of API_DEFINES.
Reviewed-by: Matt Turner <[email protected]>
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Removes the need of API_DEFINES.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This like the fifth attempt to fix the issue.
Also with the new "validating" flag, we can set recalculate_inputs to FALSE
earlier in vbo_bind_arrays, because _mesa_update_state won't change it.
NOTE: This is a candidate for the stable branches.
v2: fixed a typo
Reviewed-by: Brian Paul <[email protected]>
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The shadow comparitor needs to be loaded into the Z component of the
last DWord.
Fixes es3conform's shadow_execution_vert and oglconform's
shadow-grad advanced.textureGrad.1D tests on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
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According to the Ivybridge PRM, Volume 4 Part 1, page 130, in the
section for the sample_d message: "The r coordinate contains the faceid,
and the r gradients are ignored by hardware."
This doesn't match GLSL, which provides gradients for all of the
coordinates. So we would need to do some math to compute the face ID
before using sample_d. We currently don't have any code to do that.
However, we do have a lowering pass that converts textureGrad to
textureLod, which solves this problem. Since textureGrad on three
components is sufficiently obscure, it's not a performance path.
For now, only handle samplerCubeShadow; we need tests for samplerCube
and samplerCubeArray.
Fixes es3conform's shadow_comparison_frag test on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Add an extra parameter to specify if we should clear the render target.
Signed-off-by: Christian König <[email protected]>
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MSVC doesn't like pointer arithmetic with void * so use GLubyte *.
Reviewed-by: Jose Fonseca<[email protected]>
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On GEN7+, is->dev.has_gen7_sol_reset is required.
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When the SO targets are changed and no appending is requested, we need to send
SOL_RESET on GEN7+.
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With the commands supported by GPE, we can finally program the states.
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They were just stubs before.
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Move max_svbi calculation to a helper function and make it available for other
GENs.
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pipe_stream_output_info tells us which of OUT[i] needs to be written out.
We need the info to map OUT[i] to VUE offset.
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It will be used for SOL_RESET on GEN7.
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We do not allocate such resources yet though.
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As we do not advertise MSAA support, this change should not make any
difference yet.
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There is no reason to waste the memory when the HW can support compact array
spacing (ARYSPC_LOD0).
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It seems a bit weird to have device limits in a context.
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We need only dev->gen, but it makes sense to expose other information to the
compiler.
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We need only dev->gen and dev->gt, but it makes sense to expose other
information to the pipeline.
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The struct is used to describe the device information, such as PCI ID, GEN,
GT, and etc.
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Consider the following shader:
vec4 f(vec4 v) { return v; }
vec4 f(vec4 v);
The prototype exactly matches the signature of the earlier definition,
so there's absolutely no point in it. However, it doesn't appear to
be illegal. The GLSL 4.30 specification offers two relevant quotes:
"If a function name is declared twice with the same parameter types,
then the return types and all qualifiers must also match, and it is the
same function being declared."
"User-defined functions can have multiple declarations, but only one
definition."
In this case the same function was declared twice, and there's only one
definition, which fits both pieces of text. There doesn't appear to be
any text saying late prototypes are illegal, so presumably it's valid.
Unfortunately, it currently triggers an assertion failure:
ir_dereference_variable @ <p1> specifies undeclared variable `v' @ <p2>
When we process the second line, we look for an existing exact match so
we can enforce the one-definition rule. We then leave sig set to that
existing function, and hit sig->replace_parameters(&hir_parameters),
unfortunately nuking our existing definition's parameters (which have
actual dereferences) with the prototype's bogus unused parameters.
Simply bailing out and ignoring such late prototypes is the safest
thing to do.
Fixes Piglit's late-proto.vert as well as 3DMark/Ice Storm for Android.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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The three users of GALLIUM_PIPE_LOADER_LIBS (OpenCL, gallium-gbm,
gallium tests) don't appear to need libws_xlib.la.
Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It guarded the function prototype of pipe_loader_sw_probe, whose use (in
pipe_loader.c) and definition (in pipe_loader_sw.c) were not guarded.
Both are built into libpipe_loader.la if HAVE_LOADER_GALLIUM, which is
enable_gallium_loader in configure.ac.
Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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For consistency, since we already have HAVE_PIPE_LOADER_{SW,DRM}.
Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Added in e1364530 but never used.
Tested-by: Tom Stellard <[email protected]>
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The number of samples is already available in the miptree data
structure, so there's no need to pass it in.
I suspect this may fix a subtle bug because in one case
(intel_renderbuffer_update_wrapper) we were always passing zero for
num_samples, even though the buffer in question was not guaranteed to
be single-sampled. But I wasn't able to find a failing test case.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Technically it's legal for geometry shader to not emit any
vertices. It's silly, but perfectly legal, so lets make draw
stop crashing if it happens.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The upside is less CPU overhead in fiddling with GL error handling, the
ability to use the constant color write message in most cases, and no GLSL
clear shaders appearing in MESA_GLSL=dump output. The downside is more
batch flushing and a total recompute of GL state at the end of blorp.
However, if we're ever going to use the fast color clear feature of CMS
surfaces, we'll need this anyway since it requires very special state
setup.
This increases the fail rate of some the GLES3conform ARB_sync tests,
because of the initial flush at the start of blorp. The tests already
intermittently failed (because it's just a bad testing procedure), and we
can return it to its previous fail rate by fixing the initial flush.
Improves GLB2.7 performance 0.37% +/- 0.11% (n=71/70, outlier removed).
v2: Rename the key member, use the core helper for sRGB, and use
BRW_MASK_* enums, fix comment and indentation (review by Paul).
v3: Rewrite a comment, drop a silly temporary variable (review by Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: const-qualify ctx, and add a comment about the function (recommended
by Brian and Kenneth).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Improves GLB2.7 performance 0.13% +/- 0.09% (n=104/105, outliers removed).
More importantly, once color glClear()s are done through blorp in the next
commit, this reduces regression in GLES3 conformance tests that rely on
queueing up many glClear()s and having the GPU report being still busy in
an ARB_sync query after that.
Reviewed-by: Kenneth Graunke <[email protected]>
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