| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Some bits were already there for texture views but some were missing.
In particular for cube map views things needed to change a bit.
For simplicity I ended up removing the separate face addr bit (just use
the z bit) - cube arrays didn't use it already, so just follow the same
logic there. (In theory using separate bits could allow for better hash
function but I don't think anyone ever did some measurements of that so
probably not worth the trouble, if we'd reintroduce it we'd certainly
wanted to use the same logic for cube arrays and cube maps.)
Also extend the seamless cube sampling to cube arrays - as there were no
piglit failures before this is apparently untested, but things now generally
work quite the same for cube textures and cube array textures so there
hopefully shouldn't be any trouble...
49 new piglits, 47 pass, 2 fail (both due to fake multisampling).
v2: incorporate Brian's feedback, add sampler view validation,
function rename, formatting fixes.
Reviewed-by: Brian Paul <[email protected]>
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All the functionality was pretty much there, just not tested.
Trivially fix up the missing pieces (take target info from view not
resource), and add some missing bits for cubes.
Also add some minimal debug validation to detect uninitialized target values
in the view...
49 new piglits, 47 pass, 2 fail (both related to fake multisampling,
not texture_view itself). No other piglit changes.
v2: move sampler view validation to sampler view creation, update docs.
Reviewed-by: Brian Paul <[email protected]>
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Those extensions were enabled for ages already.
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Reviewed-by: Laura Ekstrand <[email protected]>
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Add to GL3.txt and release notes.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Martin Peres <[email protected]>
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copy drivers from the stencil_texturing list,
softpipe is definitely broken for stencil texturing
since it uses float, but I'll look at that later.
v2.1: update relnotes
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Admit to having started working on this, I don't admit to ever finishing it
Signed-off-by: Dave Airlie <[email protected]>
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imageSize() is in the GLSL ES 3.1 spec. Trivial.
Signed-off-by: Ian Romanick <[email protected]>
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(and mark it as DONE in docs/GL3.txt + 10.6.0 relnotes)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
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Switch between the two clip space definitions already available
in hardware. Update winding order dependent state according
to the clip control state.
This change did not introduce new piglit quick.test regressions on
an Ivybridge Mobile and a GM45 Express chipset.
Also it enables and passes the clip-control and clip-control-depth-precision
tests on these two chipsets.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Just announce support for 4 components.
While here also increase the max/min texel offsets (the limit is completely
artificial, was chosen because that's what other hardware did, however there's
other drivers using larger limits).
Over a thousand little piglits skip->pass.
v2: update docs/GL3.txt
Reviewed-by: Jose Fonseca <[email protected]>
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v2:
- Fix the state of the Program pipelines and Query objects (Laura)
Signed-off-by: Martin Peres <[email protected]>
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Acked-by: Matt Turner <[email protected]>
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Suggested by Ilia Mirkin.
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Let's face it: This driver is unlikely to get more love.
Reviewed-by: Ilia Mirkin <[email protected]>
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r300g already supports everything it can. There's no point in listing
the driver here.
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: Don't use the intrinsics, the shader backend can recognize these
patterns and generates optimal code automatically.
Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Glenn Kennard <[email protected]>
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Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Requires Evergreen/Cayman and radeon kernel module
2.41.0 or newer.
Expected piglit fails due to hardware limitations:
* arb_draw_indirect-draw-arrays-prim-restart
Restarts not applied for DrawArrays commands
* arb_draw_indirect-vertexid
Base vertex offset is not included in vertex id
Marek: bump vgt_state num_dw by 3 (= space needed for one register write)
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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No driver support... yet. But core is ready.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Martin Peres <[email protected]>
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Mark vertex array objects as started.
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A student was wondering what was going on + I started working on it too.
CC: Laura Ekstrand <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Laura Ekstrand <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Right now, in mesamatrix.net, the footnote is set so that it seems to be
for all the features, while actually it only applies to MSAA.
Reviewed-by: Roland Scheidegger <[email protected]>
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This enables the ARB_clip_control extension.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4" <[email protected]>
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Caveat: Shaders using UBO/sampler indexing will
not be optimized by SB, due to SB not currently
supporting the necessary CF_INDEX_[01] index
registers.
Signed-off-by: Glenn Kennard <[email protected]>
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Requires evergreen/cayman
Signed-off-by: Glenn Kennard <[email protected]>
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This enables ARB_conditional_render_inverted.
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Gallium should be prepared fine for ARB_clip_control.
So enable this and mention it in the release notes.
v2:
Only enable for drivers announcing the freshly introduced
PIPE_CAP_CLIP_HALFZ capability.
v3:
Use extension enable infrastructure to connect PIPE_CAP_CLIP_HALFZ
with ARB_clip_control.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Also fixes two sided lighting which was broken at least
on pre-evergreen by commit b1eb00.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Forgot to add it when I fixed up the start instance handling in (llvm) draw.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Requires Evergreen or later hardware.
Signed-off-by: Glenn Kennard <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
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The code is all in place now so enable it.
Seems to pass all relevant piglit tests (just like cube maps, some of the
cube map array tests need GALLIVM_DEBUG=no_quad_lod,no_rho_approx)
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The docs were never really up to date for them, missing just about everything.
So mark them off as all done for GL 3.3 (though softpipe is in fact quite
broken for some newer things especially wrt texturing, and both don't have
compliant, real msaa support). And add the extensions missing too (no
guarantee of completeness).
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Done for: nvc0, softpipe and llvmpipe
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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