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* docs: Update GL3.txt and relnotes for GL_ARB_clear_textureNeil Roberts2014-07-231-1/+1
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* docs/GL3.txt: update status for ARB_compute_shaderDave Airlie2014-07-231-1/+1
| | | | | | | since some bits are done in tree, but nobody is working on it anymore. Reviewed-by: Chris Forbes <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radeonsi: implement ARB_draw_indirectMarek Olšák2014-07-181-2/+2
| | | | Reviewed-by: Michel Dänzer <[email protected]>
* r600g: Implement GL_ARB_texture_gatherGlenn Kennard2014-07-181-1/+1
| | | | | | | | | | | | Only supported on evergreen and later. Currently limited to single component textures as the hardware GATHER4 instruction ignores texture swizzles. Piglit quick run passes on radeon 6670 with all applicable textureGather tests, no regressions. Signed-off-by: Glenn Kennard <[email protected]> Signed-off-by: Marek Olšák <[email protected]>
* nvc0: add support for indirect drawingChristoph Bumiller2014-07-151-2/+2
| | | | Reviewed-by: Ilia Mirkin <[email protected]>
* docs: Mark off ARB_gpu_shader5 interpolation functions for i965Chris Forbes2014-07-131-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* mesa/st: enable ARB_fragment_layer_viewportIlia Mirkin2014-07-021-1/+1
| | | | | | | | | | If multiple viewports are supported, that implies the presence of a GS and layered rendering, so we can enable ARB_fragment_layer_viewport as well. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* docs: update hw-dependent bits of ARB_gpu_shader5Ilia Mirkin2014-07-011-5/+5
| | | | | | | | | Some of the features are completely implemented by core, while others have hardware dependencies. Create a list of drivers supporting each sub-feature that must have hw support. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* nvc0: expose 4 vertex streams, use stream ids in xfbIlia Mirkin2014-07-011-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: mark "Geometry shader multiple streams" as done for i965Samuel Iglesias Gonsalvez2014-06-301-1/+1
| | | | | Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* docs: Update the status of a few things in GL3.txtChris Forbes2014-06-271-8/+8
| | | | Signed-off-by: Chris Forbes <[email protected]>
* radeonsi: implement ARB_texture_query_lodMarek Olšák2014-06-191-1/+1
| | | | Reviewed-by: Michel Dänzer <[email protected]>
* gallium: implement ARB_texture_query_levelsMarek Olšák2014-06-191-1/+1
| | | | | | | | | The extension is always supported if GLSL 1.30 is supported. Softpipe and llvmpipe support is also added (trivial). Radeon and nouveau support is already done. Reviewed-by: Roland Scheidegger <[email protected]>
* radeonsi: implement ARB_texture_gather and Gather functions from GLSL 4.00Marek Olšák2014-06-191-1/+1
| | | | | | All ARB_texture_gather and gather-related ARB_gpu_shader5 piglit tests pass. reviewed by Michel Dänzer
* docs: update GL3.txt, relnotes: mark GL_ARB_viewport_array as done for nvc0Tobias Klausmann2014-06-161-1/+1
| | | | | Signed-off-by: Tobias Klausmann <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* docs: update ARB_explicit_uniform_location statusTapani Pälli2014-06-161-1/+1
| | | | | | | + modify release notes for 10.3 Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Petri Latvala <[email protected]>
* docs: Mark off ARB_compressed_texture_pixel_storageChris Forbes2014-06-101-1/+1
| | | | | | | .. and add to release notes for 10.3 Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* docs: Mark off gs5/overload resolutionChris Forbes2014-06-041-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Mark off gs5/implicit conversionsChris Forbes2014-06-041-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Update `precise` qualifier status in GL3.txtChris Forbes2014-06-041-1/+1
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* radeonsi: enable ARB_sample_shadingMarek Olšák2014-06-021-1/+1
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* radeonsi: implement ARB_texture_cube_map_arrayMarek Olšák2014-05-061-1/+1
| | | | | | | | No LLVM changes needed. Reviewed-by: Michel Dänzer <[email protected]> v2: updated GL3.txt and relnotes
* docs: mark ARB_stencil_texturing as done for nv50+/r600+Ilia Mirkin2014-05-041-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: Add missing release notes for ARB_separate_shader_objects10.2-branchpointIan Romanick2014-05-021-1/+1
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reported-by: Ilia Mirkin <[email protected]>
* docs: update ARB_buffer_storage for nouveauIlia Mirkin2014-05-021-1/+1
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* docs: Add missing ARB_gpu_shader5 subfeature to GL3.txtChris Forbes2014-05-021-0/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Mark ARB_multi_bind as doneFredrik Höglund2014-05-021-1/+1
| | | | | | | ...and update relnotes. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* docs: mark off nv50/nvc0 for ARB_sample_shading, update relnotesIlia Mirkin2014-04-271-1/+1
| | | | | | | | 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]>
* radeonsi: implement GL_ARB_vertex_type_10f_11f_11f_revMarek Olšák2014-04-251-1/+1
| | | | Reviewed-by: Michel Dänzer <[email protected]>
* docs: Fix ubo indexing descriptionChris Forbes2014-04-121-1/+1
| | | | | | | 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]>
* docs: Expand ARB_gpu_shader5 to describe status of individual featuresChris Forbes2014-04-101-0/+11
| | | | | | | | 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]>
* docs: Mark off ARB_texture_view and add to release notes for 10.2.Chris Forbes2014-04-101-1/+1
| | | | | | | | | 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]>
* docs: mark ARB_texture_gather as done on nvc0Ilia Mirkin2014-04-071-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: mark ARB_texture_query_lod as done for nv50, nvc0Ilia Mirkin2014-04-071-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* i965: Add support for GL_ARB_buffer_storage.Eric Anholt2014-03-141-1/+1
| | | | | | | | | | | | 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]>
* nv50,nvc0: add 11f_11f_10f vertex supportIlia Mirkin2014-03-041-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* i965: Implement ARB_stencil_texturing on Gen8+.Kenneth Graunke2014-03-041-1/+1
| | | | | | | | | | | | | | | | | | | | 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]>
* mesa: Add core API support for GL_ARB_stencil_texturing (from 4.3).Kenneth Graunke2014-03-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* docs: update nvc0 stateIlia Mirkin2014-02-261-1/+1
| | | | ARB_texture_buffer_object_rgb32 has been supported for a while already.
* docs: update nv50 supportIlia Mirkin2014-02-251-2/+2
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: update ARB_buffer_storage statusMarek Olšák2014-02-251-1/+1
| | | | Reviewed-by: Fredrik Höglund <[email protected]>
* docs: add nv50 to the ARB_viewport_array listIlia Mirkin2014-02-121-1/+1
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* mesa: GL_ARB_half_float_pixel is not optionalIan Romanick2014-02-111-1/+1
| | | | | | | | | | | | | | | | | 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]>
* docs/GL3.txt: denote r600g support for ARB_viewport_arrayDave Airlie2014-02-111-1/+1
| | | | Signed-off-by: Dave Airlie <[email protected]>
* docs/GL3.txt: update r600 statusDave Airlie2014-02-051-18/+18
| | | | | | This updates the r600 driver status to 3.3 being fully supported. Signed-off-by: Dave Airlie <[email protected]>
* docs: Add GL_ARB_map_buffer_alignment status to GL3.txt and release notesIan Romanick2014-01-291-1/+1
| | | | Signed-off-by: Ian Romanick <[email protected]>
* radeonsi: Enable OpenGL 3.3Michel Dänzer2014-01-291-18/+18
| | | | Reviewed-by: Marek Olšák <[email protected]>
* docs: Update GL3.txt due to recent workIan Romanick2014-01-271-8/+8
| | | | | | | 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]>
* docs: sync up nv50/nvc0 status on GL4.x extensionsIlia Mirkin2014-01-271-7/+7
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: update GL3.txt, relnotes to reflect current nv50/nvc0 statusIlia Mirkin2014-01-271-18/+18
| | | | Signed-off-by: Ilia Mirkin <[email protected]>