| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 686eab66420eec742338c1b75e499367e103e82b)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 3c8c851fe46b1924d84b04c49c60885452c4fbe2)
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit cb1ddf48e223231fc4e2cfdc92fbcdaec673929d)
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit 7378180e7aa652f3f95e4b953a552dcaf8fb8408)
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Adds suppport for INTEL_fragment_shader_ordering. We achieve
the fragment ordering by using the same instruction as for
beginInvocationInterlockARB() which is by issuing a memory
fence via sendc.
Signed-off-by: Kevin Rogovin <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewied-by: Ilia Mirkin <[email protected]>
Cc: 18.2: <[email protected]>
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Acked-by: Jason Ekstrand <[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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same cap as ARB_timer_query, no changes needed, tested by piglit
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because the closed driver exposes it.
It's the same as the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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it's a subset of the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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because the closed driver exposes it.
This is equivalent to the ARB extension.
Reviewed-by: Ian Romanick <[email protected]>
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because the closed driver exposes it.
It's equivalent to ARB_gpu_shader_int64.
In this patch, I did everything the same as we do for ARB_gpu_shader_int64.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
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Seems something went wrong somehow when it was pushed.
v2: combine into one list
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Marek OIšák <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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Cc: Emil Velikov <[email protected]>
Cc: Daniel Stone <[email protected]>
Cc: Andres Gomez <[email protected]>
Cc: Dylan Baker <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit aba161e63a25a07c3c24fec01b6c63c43874b805)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit ca0037aaefcb06ff8e1eb6fbde8f313c45789921)
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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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Signed-off-by: Eric Engestrom <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
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glPolygonOffset() has been part of the GL standard since 1.1. Also
niether AMD or Nvidia support this in their binary drivers.
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61761
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 69ef6e4a75255e60a4c4a2419d03c9352b9eb8f2)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 3b49ab6219790c341ffb78a6eeaaa8b1a4b29bcc)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit ae12c5e990a06099340c9467ee1a02354420812d)
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