| Commit message (Collapse) | Author | Age | Files | Lines |
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relnotes weren't updated this whole time, so I went through all the
GL3.txt changes and picked out the nouveau ones since 10.1.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Ian points out that this being unrestricted was an oversight in the
spec, and is corrected in GLSL4.40.
Signed-off-by: Chris Forbes <[email protected]>
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This extension is a huge grab-bag of "stuff that's in DX11". Break it
apart to make it clear what still needs to be done.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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V4: Don't claim Gen8 yet.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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It turns out we can allow COHERENT storage/mappings all the time,
regardless of LLC vs non-LLC. It just means never using temporary
mappings to avoid GPU stalls, and on non-LLC we have to use the GTT intead
of CPU mappings. If we were to use CPU maps on non-LLC (which might be
useful if apps end up using buffer_storage on PBO reads, to avoid WC read
slowness), those would be PERSISTENT but not COHERENT, but doing that
would require us driving the clflushes from userspace somehow.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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On earlier hardware, we had to implement math in the shader to translate
Y-tiled or untiled coordinates to W-tiled coordinates (which is what
BLORP does today in order to texture from stencil buffers).
On Broadwell, we can simply state that it's W-tiled in SURFACE_STATE,
and adjust the pitch. This is much easier.
In the surface state code, I chose to handle the "should we sample depth
or stencil?" question separately from the setup for sampling from
stencil. This should make it work with the BindRenderbufferTexImage
hook as well, and hopefully be reusable for GL_ARB_texture_stencil8
someday.
v2: Update docs/GL3.txt (caught by Matt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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While the GL_ARB_stencil_texturing extension does not allow the creation
of stencil textures, it does allow shaders to sample stencil values
stored in packed depth/stencil textures.
Specifically, applications can call glTexParameter* with a pname of
GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX to select which component they wish to sample. The
default value is GL_DEPTH_COMPONENT (for traditional depth sampling).
Shaders should use an unsigned integer sampler (presumably usampler2D)
to access stencil data. Otherwise, results are undefined. Using shadow
samplers with GL_STENCIL_INDEX selected also is undefined behavior.
This patch creates a new gl_texture_object field, StencilSampling, to
indicate that stencil should be sampled rather than depth. (I chose to
use a boolean since I figured it would be more convenient for drivers.)
It also introduces the [Get]TexParameter code to get and set the value,
and of course the extension plumbing.
v2: Also consider textures incomplete when sampling stencil with
non-NEAREST min/mag filters (caught by Eric Anholt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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ARB_texture_buffer_object_rgb32 has been supported for a while already.
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Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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Almost every driver already supported it. All current and future
Gallium drivers always support it, and most existing classic drivers
support it.
This only changes radeon and nouveau.
This extension only adds data types that can be passed to, for example,
glTexImage2D. It does not add internal formats. Since you can already
pass GL_FLOAT to glTexImage2D this shouldn't pose any additional issues
with those drivers. Note that r200 and i915 already supported this
extension, and they don't support floating-point textures either.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This updates the r600 driver status to 3.3 being fully supported.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: Note that Fredrik Höglund is working on GL_ARB_multi_bind, not
Maxence Le Doré. Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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At least for GEN7+, anyway.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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.. and mark them off on the extensions list as done.
V2: Enable only if pipelined register writes work.
V3: Also update relnotes
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Acked-by: Chris Forbes <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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- Indent items under a GL version to allow context diffs to do their work.
- Move complete drivers into the GL version line - this should make the
stuff a little bit easier to read.
v2: keep the fd.o link (Emil Velikov)
Acked-by: Chris Forbes <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Joerg Mayer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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...and update relnotes.
Signed-off-by: Ian Romanick <[email protected]>
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...and update relnotes.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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These have been supported on i965/Gen7+ for a while, and are listed
in the 10.0 release notes.
Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Supporting this extension turns out to simplify our code a bit over not
supporting this extension, once the glBufferSubData() synchronization code
lands.
v2: Use 16 byte alignment like we do for uniform buffers, due to unaligned
access penalties.
Reviewed-by: Jordan Justen <[email protected]> (v1)
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Rico Schüller <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fredrik Höglund has a partial implementation in his git tree.
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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