| Commit message (Collapse) | Author | Age | Files | Lines |
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Cc: 10.2.10.3 10.4 <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 18571edea8f444fc6b4ed2b38f945f0ac533f384)
Conflicts:
docs/index.html
docs/relnotes.html
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 1b12af300dfa77c24088780e88200703653293d3)
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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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Requires Evergreen/Cayman
marek: update release notes
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Also update 10.3 relnotes to match.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The quadop-based method we currently use on all chipsets already
provides the fine version of the derivatives.
Signed-off-by: Ilia Mirkin <[email protected]>
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This extension is identical to NV_texture_barrier. Alias
glTextureBarrier to the existing glTextureBarrierNV and use the existing
NV_texture_barrier extension bit.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Requires Evergreen/Cayman
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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These two were added ages ago, with an explicit comment "Hacks ..."
They have been insufficient for years and maintainers needed to
explicitly handle the build themselves.
Rather than lying and pretending that it works, just kill this hack and
let maintainers build things the way it should be done for their
distribution.
Document the removal in the release notes.
Suggested-by: Ilia Mirkin <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[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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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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I don't know of any hardware which supports it.
With this, GL_OES_compressed_ETC1_RGB8_texture is supported if RGBA8
is supported.
Reviewed-by: Glenn Kennard <[email protected]>
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Requires Evergreen or later
v2 (Andreas): Update relnotes/10.3
Reviewed-by: Alex Deucher <[email protected]> (v1)
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Add a new winsys and target that can be used with a dri2 state tracker
and loader instead of drisw. This allows to use gbm as a dri2/image
loader and avoid the extra copy from the backbuffer to the shadow
frontbuffer.
The new driver is called "kms_swrast", and is loaded by gbm as a
fallback, because it is only useful with the gbm platform (as no buffer
sharing is possible)
To force select the driver set the environment variable
GBM_ALWAYS_SOFTWARE
[Emil Velikov]
- Rebase on top of gallium megadriver.
- s/text/test/ in configure.ac (Spotted by Andreas Pokorny).
- Add scons support for winsys/sw/kms-dri and fix the build.
- Provide separate DriverAPI, due to different InitScreen hook.
Signed-off-by: Emil Velikov <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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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]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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The assumption is that any driver capable of emitting layer from the
vertex shader and supporting viewports should be able to also handle
emitting viewport index from the vertex shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Tobias Droste <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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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]>
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As far as I can tell, the Intel mesa driver is the only driver in the world
still supporting this legacy extension. If someone wants to do bump
mapping, they can use shaders.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Reviewed-by: Chris Forbes <[email protected]> [v2]
Reviewed-by: Ian Romanick <[email protected]> [v3]
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All of the bits appear to already be in place to support this in the
sampler (which the original AMD version didn't allow).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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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]>
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All ARB_texture_gather and gather-related ARB_gpu_shader5 piglit tests pass.
reviewed by Michel Dänzer
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Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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+ modify release notes for 10.3
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Petri Latvala <[email protected]>
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.. and add to release notes for 10.3
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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No LLVM changes needed.
Reviewed-by: Michel Dänzer <[email protected]>
v2: updated GL3.txt and relnotes
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Signed-off-by: Ilia Mirkin <[email protected]>
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