| Commit message (Collapse) | Author | Age | Files | Lines |
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trivial
Fix commit d9b2234042142dc02a4844747d3c35e140da53dc
Signed-off-by: Dieter Nützel <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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For format fallbacks like ETC and ASTC, switching between sRGB and linear
decoding is undefined, or at least is not bit-exact. Same as
EXT_texture_sRGB_decode on GLES.
There are no piglit or dEQP regresssions.
Reviewed-by: Ilia Mirkin <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
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This is ASTC 2D LDR allowing texture arrays and 3D, compressing each
slice as a separate 2D image. Tested by piglit. Trivial.
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We need to handle the gaps in the streamout bindings on the guest
side and enable if it the host has the rest enabled.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Reviewed-by: Tomeu Vizoso <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
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Reviewed-by: Erik Faye-Lund <[email protected]>
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virgl now exposes GLES3.1 and 3.2
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virgl with up to date host renderer now exposes GL 4.3.
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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While we're at it, add some extensions we missed along the way like the
VK_KHR_maintenanceN extensions.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-By: Gert Wollny <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
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virgl should now expose GL4.1 where it can.
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All the features for GL4.1 are done (64-bit attribs were part of
the fp64 enable).
Once tessellation shaders land this will be advertised
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This enables ARB_gpu_shader_fp64 if the host provides it.
Tested-by: Gurchetan Singh <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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This hopefully adds virgl to the correct places and current statuses
of various extensions.
virgl of course relies on two external things
a) host driver that can support the features
b) up to date host virglrenderer library that can support the features.
This list will be maintained as latest (a) + (b) + mesa.
Reviewed-by: Gurchetan Singh <[email protected]>
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Adds suppport for ARB_fragment_shader_interlock. We achieve
the interlock and fragment ordering by issuing a memory fence
via sendc.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This was done a while ago but never marked on features.txt. Note that
this is only supported on GM200+.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Currently, any driver that does not support the ARB_compatibility
extension will fail on GL3.1 context creation if the application does
not request the forward-compatiblity flag.
Restore the original check which changes mesa_api to API_OPENGL_CORE,
only when:
- GL3.1 is requested, without the forward-compatiblity flag.
- driver does not support ARB_compatibility - as deduced by
max_gl_compat_version.
Fixes: a0c8b49284e ("mesa: enable OpenGL 3.1 with ARB_compatibility")
v2:
- Improve commit log (Emil).
- Provide a correct explanation on the features documentation (Ian).
Cc: Marek Olšák <[email protected]>
Cc: Ian Romanick <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Cc: Eric Engestrom <[email protected]>
Cc: Emil Velikov <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This also removes some useless code leftover from old changes.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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MSAA is supported using sample shading. Layered rendering and all texture
targets are also supported.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Support for these extensions is available in radeonsi.
v2: also updated relnotes
Signed-off-by: Andres Rodriguez <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Only one piglit test fails,
sso-vs-gs-fs-array-interleave
There are 3 tests using ssbo without checking sizes failing also
but those are test bugs.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reverts commit d547e18184978affd95a72dc524ca648efbe9812.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104490
Signed-off-by: Adam Jackson <[email protected]>
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All the functionality is in. Maxwell will take a little bit more
enablement work.
Signed-off-by: Ilia Mirkin <[email protected]>
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This was already being reported, just missed the docs.
Reported-by: Dieter Nützel <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Still only on fp64 supported hw.
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Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Acked-by: Tapani Pälli <[email protected]>
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This just builds on the image support. Evergreen only has ssbo
for fragment and compute no other stages.
v2: handle images and ssbo in the same shader properly (Ilia)
v3: fix RESQ on buffers,
fix missing atom emit
fix first element offset
use R32 format
write separate buffer rat store path.
(from running deqp gles3.1 tests)
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This is a copy of the a5xx logic. Fails a few tests, but basic
functionality is there.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Copied from a5xx, should be identical.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Unfortunately Adreno A4xx hardware returns incorrect results with the
GATHER4 opcodes. As a result, we have to lower to 4 individual texture
calls (txl since we have to force lod to 0). We achieve this using
offsets, including on cube maps which normally never have offsets.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This passes all the tests in piglit.
Signed-off-by: Dave Airlie <[email protected]>
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