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* docs: add link to 10.1.5 on news pageBrian Paul2014-06-091-0/+4
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* docs: fix version number in 10.2.1 release notesBrian Paul2014-06-091-1/+1
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* docs: import the 10.1.5 release notesBrian Paul2014-06-092-0/+106
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* docs: Mark off ARB_compressed_texture_pixel_storageChris Forbes2014-06-102-1/+2
| | | | | | | .. and add to release notes for 10.3 Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* docs: Add MD5 checksum, etc. for 10.2.1 releaseIan Romanick2014-06-062-1/+10
| | | | | Signed-off-by: Ian Romanick <[email protected]> (cherry picked from commit 70ce1031e7947c28133cb90211ecd6866c079d8b)
* docs: Add initial 10.2.1 release notesIan Romanick2014-06-062-0/+61
| | | | | Signed-off-by: Ian Romanick <[email protected]> (cherry picked from commit 8c4845d29b21ec902c59d84e51d95639f0709085)
* docs: Add MD5 checksum, etc. for 10.1 releaseIan Romanick2014-06-062-2/+11
| | | | | Signed-off-by: Ian Romanick <[email protected]> (cherry picked from commit 28d41e409d74aabe35f1031e759179e82cb760b4)
* docs: Mark off gs5/overload resolutionChris Forbes2014-06-041-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Mark off gs5/implicit conversionsChris Forbes2014-06-041-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Update `precise` qualifier status in GL3.txtChris Forbes2014-06-041-1/+1
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* radeonsi: enable ARB_sample_shadingMarek Olšák2014-06-022-1/+2
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* docs: Document how to replace Windows built-in OpenGL software rasterizer ↵José Fonseca2014-05-301-12/+40
| | | | | | | | | | | 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.
* docs: Import 10.1.4 release notes, add news item.Carl Worth2014-05-223-0/+107
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* docs: update the prerequisites sectionBrian Paul2014-05-191-3/+12
| | | | | | | SCons is required for Windows. Add links to flex/bison for Windows. Reorder items and improve formatting. Reviewed-by: Ian Romanick <[email protected]>
* docs: Add a note about llvm-shared-libs and libxatrackerEmil Velikov2014-05-141-0/+19
| | | | | | | | | | 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]>
* docs: Really add the 10.1.3 release nots this timeCarl Worth2014-05-131-0/+90
| | | | | Commit a96c3bccf6791359d1159ebe9475e0ed5cf790ed intended to add these, but I forgot to add the file.
* docs: Import 10.1.3 release notes, andd news item.Carl Worth2014-05-092-0/+10
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* radeonsi: implement ARB_texture_cube_map_arrayMarek Olšák2014-05-062-1/+2
| | | | | | | | No LLVM changes needed. Reviewed-by: Michel Dänzer <[email protected]> v2: updated GL3.txt and relnotes
* docs: Import 10.1.2 release notes, andd news item.Carl Worth2014-05-053-0/+186
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* docs: mark ARB_stencil_texturing as done for nv50+/r600+Ilia Mirkin2014-05-042-1/+63
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: Add missing release notes for ARB_separate_shader_objects10.2-branchpointIan Romanick2014-05-022-1/+3
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reported-by: Ilia Mirkin <[email protected]>
* docs: update 10.2 release notesPetri Latvala2014-05-021-0/+1
| | | | | Signed-off-by: Petri Latvala <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* docs: update ARB_buffer_storage for nouveauIlia Mirkin2014-05-022-2/+2
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* docs: Add missing ARB_gpu_shader5 subfeature to GL3.txtChris Forbes2014-05-021-0/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Mark ARB_multi_bind as doneFredrik Höglund2014-05-022-1/+2
| | | | | | | ...and update relnotes. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* doc: Add pointer to the Mesa Stable Queue page.Carl Worth2014-04-301-0/+5
| | | | Since this is now updated daily and looks to be useful.
* docs: mark off nv50/nvc0 for ARB_sample_shading, update relnotesIlia Mirkin2014-04-272-2/+7
| | | | | | | | 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]>
* radeonsi: implement GL_ARB_vertex_type_10f_11f_11f_revMarek Olšák2014-04-252-1/+2
| | | | Reviewed-by: Michel Dänzer <[email protected]>
* docs: fix typo in 10.1.1 release notes URLBrian Paul2014-04-241-1/+1
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* docs: import 10.0.5 release notes and update linksBrian Paul2014-04-213-0/+185
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* docs: import 10.1.1 release notes, update linksBrian Paul2014-04-213-0/+261
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* docs: Fix ubo indexing descriptionChris Forbes2014-04-121-1/+1
| | | | | | | 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]>
* docs/relnotes: Fix consistency, add i965 to ARB_buffer_storage.Chris Forbes2014-04-111-2/+2
| | | | Signed-off-by: Chris Forbes <[email protected]>
* docs: Expand ARB_gpu_shader5 to describe status of individual featuresChris Forbes2014-04-101-0/+11
| | | | | | | | 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]>
* docs: Mark off ARB_texture_view and add to release notes for 10.2.Chris Forbes2014-04-102-1/+2
| | | | | | | | | 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]>
* docs: mark ARB_texture_gather as done on nvc0Ilia Mirkin2014-04-071-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: mark ARB_texture_query_lod as done for nv50, nvc0Ilia Mirkin2014-04-071-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: Add note about updating tests to dev infoTimothy Arceri2014-04-041-0/+5
| | | | Signed-off-by: Timothy Arceri <[email protected]>
* mapi/glapi: Use ElementTree instead of libxml2.José Fonseca2014-03-262-13/+7
| | | | | | | | | | | | | | | | | | | | | | 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]>
* i965: Add support for GL_ARB_buffer_storage.Eric Anholt2014-03-141-1/+1
| | | | | | | | | | | | 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]>
* Add the EGL_MESA_configless_context extensionNeil Roberts2014-03-121-0/+125
| | | | | | | | | | | | | | | | | | | | 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]>
* docs: Import 10.0.4 release notes, add news item.Carl Worth2014-03-123-0/+198
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* docs: update 10.2 release notesAndreas Boll2014-03-051-0/+2
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* docs: Import 10.1 release notes, add news item.Ian Romanick2014-03-052-3/+11
| | | | Signed-off-by: Ian Romanick <[email protected]>
* nv50,nvc0: add 11f_11f_10f vertex supportIlia Mirkin2014-03-041-1/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* i965: Implement ARB_stencil_texturing on Gen8+.Kenneth Graunke2014-03-041-1/+1
| | | | | | | | | | | | | | | | | | | | On earlier hardware, we had to implement math in the shader to translate Y-tiled or untiled coordinates to W-tiled coordinates (which is what BLORP does today in order to texture from stencil buffers). On Broadwell, we can simply state that it's W-tiled in SURFACE_STATE, and adjust the pitch. This is much easier. In the surface state code, I chose to handle the "should we sample depth or stencil?" question separately from the setup for sampling from stencil. This should make it work with the BindRenderbufferTexImage hook as well, and hopefully be reusable for GL_ARB_texture_stencil8 someday. v2: Update docs/GL3.txt (caught by Matt). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Add core API support for GL_ARB_stencil_texturing (from 4.3).Kenneth Graunke2014-03-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | While the GL_ARB_stencil_texturing extension does not allow the creation of stencil textures, it does allow shaders to sample stencil values stored in packed depth/stencil textures. Specifically, applications can call glTexParameter* with a pname of GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or GL_STENCIL_INDEX to select which component they wish to sample. The default value is GL_DEPTH_COMPONENT (for traditional depth sampling). Shaders should use an unsigned integer sampler (presumably usampler2D) to access stencil data. Otherwise, results are undefined. Using shadow samplers with GL_STENCIL_INDEX selected also is undefined behavior. This patch creates a new gl_texture_object field, StencilSampling, to indicate that stencil should be sampled rather than depth. (I chose to use a boolean since I figured it would be more convenient for drivers.) It also introduces the [Get]TexParameter code to get and set the value, and of course the extension plumbing. v2: Also consider textures incomplete when sampling stencil with non-NEAREST min/mag filters (caught by Eric Anholt). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* docs: update nvc0 stateIlia Mirkin2014-02-261-1/+1
| | | | ARB_texture_buffer_object_rgb32 has been supported for a while already.
* docs: update nv50 supportIlia Mirkin2014-02-251-2/+2
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* docs: update ARB_buffer_storage statusMarek Olšák2014-02-252-1/+2
| | | | Reviewed-by: Fredrik Höglund <[email protected]>