| Commit message (Collapse) | Author | Age | Files | Lines |
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The intent is to use this extension on vc4 to allow X11 to do overlapping
CopyArea() within a pixmap without first blitting the pixmap to a
temporary. With associated glamor patches, improves x11perf
-copywinwin100 performance on a Raspberry Pi 3 from ~4700/sec to
~5130/sec, and is an even larger boost to uncomposited window movement
performance (most copywinwin100 copies don't overlap).
v2: Fix glIsEnabled() on the new enums.
v3: Drop the local spec since I'm upstreaming the spec.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Noticed that we had two 0x8bb4 in the spec while grepping to find an open
slot in the MESA enums set. gl.xml had the right value.
Acked-by: Nicolai Hähnle <[email protected]>
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This extension is effectively a backport of GLES3's internalformat
handling to GLES 1/2. It guarantees that sized internalformats specified
for textures and renderbuffers have at least the specified size stored.
That's a pretty minimal requirement, so I think it can be dummy_true and
exposed as a standard in Mesa.
As a side effect, it also allows GL_RGB565 to be specified as a texture
format, not just as a renderbuffer. Mesa had previously been allowing 565
textures, which angered DEQP in the absence of this extension being
exposed.
v2: Allow 2101010rev with sized internalformats even on GLES3, citing the
extension spec. Extend extension checks for GLES2 contexts exposing
with texture_float, texture_half_float, and texture_rg.
v3: Fix ALPHA/LUMINANCE/LUMINANCE_ALPHA error checking (GLES3 CTS
failures)
v4: Mark GL_RGB10 non-color-renderable on ES, fix A/L/LA errors on GLES2
with float formats.
Reviewed-by: Nicolai Hähnle <[email protected]>
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"Driver" isn't a great word for what this layer is, it's effectively a
build-time choice about what OS you're targeting. Despite that both of
the extant backends totally ignore the display argument, the old code
would only set up the backend relative to a display.
That causes problems! One problem is it means eglGetProcAddress can
generate X or Wayland protocol when it tries to connect to a default
display so it can call into the backend, which is, you know, completely
bonkers. Any other EGL API that doesn't reference a display, like
EGL_EXT_device_query, would have the same issue.
Fortunately this is a problem that can be solved with the delete key.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 5a71ed6fa5b78f04b29e972e0759fa15cf0247b2)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit bc12538a8e79113b733381ffdc0f6c89d59d0a50)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 60df95c6bd8c8cc0d440f3940bbbe936d490c67d)
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 834d6c60db266c7d7dfd973729f20379dd3da287)
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This uses all the existing code to calculate lod values for mip linear
filtering. Though we'll have to disable the simplifications (if we know some
parts of the lod calculation won't actually matter for filtering purposes due
to mip clamps etc.). For better or worse, we'll also disable lod calculation
hacks (mostly should make a difference for cube maps) always - the issue with
per-pixel lod being difficult is mostly because we then have different mipmaps
needed for the actual texel fetch, which isn't a problem with lodq.
We still use approximation for the log2 - for that reason I believe the float
part of the lod is only accurate to about 4-5 bits (and one bit less with 1d
textures actually) which is hopefully good enough (though d3d10 technically
requires 6 bits - could use quadratic interpolation instead of linear to get
8 bits or so).
Since lodq requires unclamped lod, we also have to move some sampler key
calculations to texture sampling code - even if we know we're going to access
mipmap 0 we still have to calculate lod and apply lod_bias for lodq.
Passes piglit ARB_texture_query_lod tests (after having fixed the test).
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit bd903d4ee15333288848708a60d6c8002cbb5cb1)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit d6d2b6b5ec9b1638c0827582872670c7da79bb53)
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Fixes: 6a8aa11c207b99920b93 "st/omx_bellagio: Rename state tracker and option"
Cc: Gurkirpal Singh <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Jason and I use this for debugging all the time. Recompiling the driver
to enable it is kind of annoying. It's a great thing to try along with
always_flush_batch=true and always_flush_cache=true to detect a class of
problems - namely, atoms listening to an insufficient set of dirty bits.
Reviewed-by: Matt Turner <[email protected]>
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When a batch is submitted, INTEL_DEBUG=bat prints a message indicating
which part of the code triggered the flush, and some statistics about
the batch/state buffer utilization.
It also decodes the batchbuffer in debug builds...which is so much
output that it drowns out the utilization messages, if that's all you
care about.
INTEL_DEBUG=submit now just does the utilization messages.
INTEL_DEBUG=bat continues to do both (as the message is a good indicator
that we're starting decode of a new batch).
v2: Rename from "flush" to "submit" (suggested by Chris) because we
might want "flush" for PIPE_CONTROL debugging someday.
Reviewed-by: Chris Wilson <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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Support for external egl drivers was dropped a few years ago.
Fixes: 209360bbb91bb10346eb "egl/main: drop support for external egl drivers"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs and tests, use `DISABLE=true` instead of `DISABLE=1` as it's
clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs, use `NO_DRAWARRAYS=true` instead of `NO_DRAWARRAYS=1` as it's
clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs, use `DISABLE=true` instead of `DISABLE=1` as it's clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs, use `ALWAYS=true` instead of `ALWAYS=1` as it's clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs, use `ALWAYS=true` instead of `ALWAYS=1` as it's clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This was implemented since forever, but not enabled.
It passes all piglit tests except one, arb_pipeline_statistics_query-frag.
The reason is that the test (for drawing a 10x10 rect) expects between
100 and 150 pixel shader invocations. But since llvmpipe counts this with
4x4 granularity (and due to the rect being 2 tris) we end up with 224
invocations. I believe however what llvmpipe is doing violates neither the
spirit nor the letter of the spec (our fragment shader granularity really
is 4x4 pixels, albeit we will bail out early on 2x2 or 4x2 (the latter
if AVX is available) granularity), the spec allows to count additional
invocations due to implementation reasons.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
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I changed the behaviour earlier today, but forgot to update the
corresponding docs.
Fixes: 77713a0acb09f475d29f "mesa: allow user to set MESA_NO_ERROR=0"
Suggested-by: Emil Velikov <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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v2: Correct 17.1.10 version, adjust some names.
v3: Add missing <tr> (Andres)
Cc: Juan A. Suárez <[email protected]>
Cc: Andres Gomez <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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Use consistent way to manage "non-default" llvm installations, clearly
documenting it.
AKA, use LLVM_CONFIG throughout and unset for the Windows/mingw builds.
v2: unset the save_ variable (Andres)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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One can control the number of jobs via MAKEFLAGS. As such there's
little reason to set the number of jobs for each make invocation.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit b4473dd5191878249ccb53f40407206f1e57fa6f)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit f5925b2897308530c64e1abf44ebc1ee0e017ada)
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Signed-off-by: Andres Gomez <[email protected]>
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit 44e008e85efe141087d8ebe52e273e0020029481)
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Signed-off-by: Andres Gomez <[email protected]>
(cherry picked from commit e644f9996b36598e4b24a359343096886b2333d0)
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Cc: Emil Velikov <[email protected]>
Cc: Juan A. Suarez Romero <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Completed the 17.2 cycle and added the beginning of the 17.3 one.
v2: Add 17.2-rc6 as tentative final version to be promoted to 17.2.0
final (Eric).
Cc: Emil Velikov <[email protected]>
Cc: Juan A. Suarez Romero <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Semantically identical to the EXT version (whose string is still valid
for GLES), so rename the bit but expose both extension strings.
(Suggested by Ilia Mirkin and Ian Romanick.)
v3: Fix the entrypoint alias in GL4x.xml (Ilia)
Signed-off-by: Adam Jackson <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The only difference from the EXT version is bumping the minmax to 16, so
just hit all the drivers at once.
v2: Fix driver names, add to 17.3 release notes (Ilia Mirkin)
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Outdated, features.txt is used instead.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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We are using appveyor for Windows continuous integration.
https://ci.appveyor.com/project/mesa3d/mesa
Reviewed-by: Eric Engestrom <[email protected]>
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Intel has a Jenkins setup and has made the various scripts and
documentation open source.
https://github.com/janesma/mesa_jenkins
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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