| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds functions to fetch from any of the four BPTC-compressed formats.
v2: Set the alpha component to 1.0 when fetching from the half-float formats
instead of leaving it uninitialised. Don't linearize the alpha component
when fetching from sRGB.
Reviewed-by: Ian Romanick <[email protected]>
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This provides an implementation of CopyImageSubData that works if both
textures are uncompressed. This implementation works by using a
combination of texture views and BlitFramebuffer. If one of the textures
is compressed, it returns false and the driver is expected to provide a
fallback.
v2: Don't leak fbo's
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
v3: Change glGen/DeleteTextures to _mesa_Gen/DeleteTextures
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This adds the API entrypoint, error checking logic, and a driver hook for
the ARB_copy_image extension.
v2: Fix a typo in ARB_copy_image.xml and add it to the makefile
v3: Put ARB_copy_image.xml in the right place alphebetically in the
makefile and properly prefix the commit message
v4: Fixed some line wrapping and added a check for null
v5: Check for incomplete renderbuffers
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
v6: Update dispatch_sanity for the addition of CopyImageSubData
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Most format conversion operations required by GL can be performed by
converting one channel at a time, shuffling the channels around, and
optionally filling missing channels with zeros and ones. This adds a
function to do just that in a general, yet efficient, way.
v2:
* Add better comments including full docs for functions
* Don't use __typeof__
* Use inline helpers instead of writing out conversions by hand,
* Force full loop unrolling for better performance
v3: Add another set of parens around the MAX_INT macro
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This hash table is used in core Mesa, the GLSL compiler, and the i965
driver, which makes it a good candidate for the new src/util module.
It's much faster than program/hash_table.[ch] (see commit 6991c2922f5
for data), and José's u_hash_table.c has a comment saying Gallium should
probably consider switching to a linear probing hash table at some point.
So this seems like the best candidate for a shared data structure.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): Pick up another hash_table use and patch up scons
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Putting the implementation of each GL function in its own file makes it
much easier not to get lost.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothings implemented yet but glProgramUniform* which are mostly a
copy/paste of the older function glUniform*
I create dedicated pipelineobj.[ch] file that will contains function
related to the "new" pipeline container object.
V2: formatting improvement
V3:
* indentation fix
* Update copyright
* Add a comment on ProgramParameteri already present in another extension
* Remove TODO, will be readded on correct patch
V4 (idr):
* Fix dispatch_sanity unit test
* Make extension string available in core profiles (instead of just
compatibility).
* Trivial reformating
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's
changes.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Reviewed-by: Matt Turner <[email protected]>
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Mipmap generation has nothing to do with FBOs.
v2: update gl_genexec.py too (not api_exec.c)
Acked-by: Kenneth Graunke <[email protected]>
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Just for better organization.
v2: update gl_genexec.py too (not api_exec.c)
Acked-by: Kenneth Graunke <[email protected]>
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v2: Name image format classes consistently, fix array and 3D teximage
selection with layered = GL_FALSE, make sure that the
user-specified layer is less than the number of texture layers,
add some asserts.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Stub in glTextureView API call to go with the
glTextureView API xml definition.
Includes dispatch test for glTextureView
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: Actually implement interop between the gallium
state tracker and the VDPAU backend.
v3: Make it also available in non legacy contexts,
fix video buffer sharing.
v4: deny interop if we don't have the same screen object
v5: rebased on upstream changes
v6: implemented VDPAUGetSurfaceivNV, improved error handling,
unregister all surfaces in VDPAUFiniNV
v7: squash merge with Mareks changes
Signed-off-by: Christian König <[email protected]>
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This provides an interface for applications (and OpenGL-based tools) to
access GPU performance counters. Since the exact performance counters
available vary between vendors and hardware generations, the extension
provides an API the application can use to get the names, types, and
minimum/maximum values of all available counters. Counters are also
organized into groups.
Applications create "performance monitor" objects, select the counters
they want to track, and Begin/End monitoring, much like OpenGL's query
API. Multiple monitors can be in flight simultaneously.
v2: Pass ctx to all driver hooks (suggested by Christoph), and attempt
to fix overallocation of bitsets (caught by Christoph). Incomplete.
v3: Significantly rework core data structures. Store counters in groups
rather than in a global list. Use their array index in the group's
counter list as the ID rather than trying to store a globally unique
counter ID. Use bitsets for active counters within a group, and
also track which groups are active so that's easy to query.
v4: Remove _mesa_ prefix on static functions; detect out of memory
conditions in new_performance_monitor(); make BeginPerfMonitor hook
return a boolean rather than setting m->Active or raising an error.
Switch to GLuint/unsigned for NumGroups, NumCounters, and
MaxActiveCounters (which also means switching a bunch of temporary
variable types). All suggested by Brian Paul. Also, remove
commented out code at the bottom of the block. Finally, fix the
dispatch sanity test (noticed by Ian Romanick).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]> [v3]
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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For the sake of consistency.
Tested-by: Emil Velikov <[email protected]>
Reviewed-and-Tested-by: Andreas Boll <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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