| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 70ce1031e7947c28133cb90211ecd6866c079d8b)
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Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 8c4845d29b21ec902c59d84e51d95639f0709085)
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Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 28d41e409d74aabe35f1031e759179e82cb760b4)
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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with llvmpipe.
Just happened to stumble across this registry key while debugging
something else.
This technique is much neater than trying to override opengl32.dll.
Also a few minors cleanups.
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SCons is required for Windows. Add links to flex/bison for Windows.
Reorder items and improve formatting.
Reviewed-by: Ian Romanick <[email protected]>
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Both changes landed in 10.2, and for people not following the
development cycle these will come as a surprise. Note that the
pipe_* interface is not stable.
Cc: "10.2" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Commit a96c3bccf6791359d1159ebe9475e0ed5cf790ed intended to add these, but I
forgot to add the file.
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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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Signed-off-by: Ian Romanick <[email protected]>
Reported-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Petri Latvala <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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...and update relnotes.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Since this is now updated daily and looks to be useful.
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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]>
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Reviewed-by: Michel Dänzer <[email protected]>
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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]>
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Signed-off-by: Chris Forbes <[email protected]>
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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]>
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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]>
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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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Signed-off-by: Timothy Arceri <[email protected]>
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It is quite hard to meet the dependency of the libxml2 python bindings
outside Linux, and in particularly on MacOSX; whereas ElementTree is
part of Python's standard library. ElementTree is more limited than
libxml2: no DTD verification, defaults from DTD, or XInclude support,
but none of these limitations is serious enough to justify using
libxml2.
In fact, it was easier to refactor the code to use ElementTree than to
try to get libxml2 python bindings.
In the process, gl_item_factory class was refactored so that there is
one method for each kind of object to be created, as it simplifies
things substantially.
I confirmed that precisely the same output is generated for GL/GLX/GLES.
v2: Remove m4/ax_python_module.m4 as suggested by Matt Turner.
Reviewed-by: Ian Romanick <[email protected]>
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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]>
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This extension provides a way for an application to render to multiple
surfaces with different buffer formats without having to use multiple
contexts. An EGLContext can be created without an EGLConfig by passing
EGL_NO_CONFIG_MESA. In that case there are no restrictions on the surfaces
that can be used with the context apart from that they must be using the same
EGLDisplay.
_mesa_initialze_context can now take a NULL gl_config which will mark the
context as ‘configless’. It will memset the visual to zero in that case.
Previously the i965 and i915 drivers were explicitly creating a zeroed visual
whenever 0 is passed for the EGLConfig. Mesa needs to be aware that the
context is configless because it affects the initial value to use for
glDrawBuffer. The first time the context is bound it will set the initial
value for configless contexts depending on whether the framebuffer used is
double-buffered.
Reviewed-by: Kristian Høgsberg <[email protected]>
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