| Commit message (Collapse) | Author | Age | Files | Lines |
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Trivial. GL_ARB_fragment_layer_viewport support was added in 8c902a58
by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "11.1" <[email protected]>
(cherry picked from commit 9b41489cb5ae7ef9157e8e6b42f3621a871c75a3)
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1" <[email protected]>
(cherry picked from commit e4c1221d367405debdb010b249c633355a3eafe9)
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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 2555e000fc1771dd231207247b5d9dfec4600fe8)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 04fd3a6f629b5098cc2a4da1f2392678349ecf56)
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Same as commit 84d087aea but for a4xx. The RE'd enums had the same issue
too.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Trivial
Signed-off-by: Ian Romanick <[email protected]>
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With the earlier issues resolved we can expose the extension.
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: Add Neil to the list of contributors. I meant to do that before,
but Matt reminded me.
v3: Fix typos noticed by Nicolai.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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- env GALLIUM_HUD_VISIBLE: control default visibility
- env GALLIUM_HUD_SIGNAL_TOGGLE: toggle visibility via signal
Signed-off-by: Marek Olšák <[email protected]>
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The a4xx bits corresponding to 'freedreno/a3xx: add fake RGTC support
(required for GL3)'
TODO some more r/e.. maybe we get lucky and hw supports some of this
directly? For now this will help us enable gl3.
Signed-off-by: Rob Clark <[email protected]>
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A smarter implementation would make it possible to attach this to emit
state for the BY_REGION versions to avoid breaking the tiling. But this
is a start.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Also throw in LATC while we're at it (same exact format). This could be
made more efficient by keeping a shadow compressed texture to use for
returning at map time. However... it's not worth it for now...
presumably compressed textures are not updated often.
Lastly fix up Z32S8 transfers to non-0 layers.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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The previously RE'd formats were from an ES driver implementing
OES_vertex_type_10_10_10_2 and thus backwards. A future change could add
the 2_10_10_10 support.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Neil Roberts <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Use a LIBDIR variable, set per-platform.
Update the Mesa configuration flags.
Run update-initramfs or dracut, update /etc/modules
Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[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 66c949d0a19b1e601243be22b6506528b866388b)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit ee57c22141c42d9b511a7dfa5971c4428cd1c6e7)
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This extension requires ES 3.1 since it relies on glMemoryBarrier.
For testing purposes I temporarily moved glMemoryBarrier to be an ES 3.0
function.
This has been tested with the piglit in the ML and the Dolphin emulator.
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This has been tested with the piglits in the mailing list and
on the Dolphin emulator.
Reviewed-by: Ilia Mirkin <[email protected]>
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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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I wonder if the craziness was worth it.
Reviewed-by: Brian Paul <[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 ec14e6f8fd05999b482e0785d8cd286042c9c254)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 31bf24703193cc23961923e01548b1acb2760a93)
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Reviewed-by: Boyan Ding <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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All tests pass. We don't need to do much - just set CUBE if the view
target is CUBE or CUBE_ARRAY, otherwise set the resource target.
The reason this can be so simple is that texture instructions
have a greater effect on the target than the sampler view.
Thanks Glenn for the piglit test.
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[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 b4bfea0094d0037b1f66f3437e44e333f2f0c3f6)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 914966befcd57764941405707d8f57d3e7e7f768)
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Signed-off-by: Boyan Ding <[email protected]>
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