| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
src/mesa/drivers/dri/radeon/radeon_fbo.c
src/mesa/drivers/dri/s3v/s3v_tex.c
src/mesa/drivers/dri/s3v/s3v_xmesa.c
src/mesa/drivers/dri/trident/trident_context.c
src/mesa/main/debug.c
src/mesa/main/mipmap.c
src/mesa/main/texformat.c
src/mesa/main/texgetimage.c
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Call the ctx->Driver.ChooseTextureFormat() function from core Mesa's
_mesa_[Copy]TexImage functions instead of in the driver functions.
One less thing for drivers to do.
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Use _mesa_format_image_size() instead.
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Replace calls to ctx->Driver.CompressedTextureSize with calls to
_mesa_format_image_size. The former always called the later.
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Now pass a specific MESA_FORMAT_x token to indicate the renderbuffer's
format. This is better than passing a GLenum and having to guess the
specific format.
I'm unable to test all the drivers, but any issues should be easy to fix.
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And change parameter type.
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Can just use s8z24 everywhere.
Note: the WRITE_DEPTH macro for R600 may need to be fixed.
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Core Mesa deals with MESA_FORMAT_S8_Z24 everywhere it should so
we shouldn't have to use MESA_FORMAT_Z24_S8 anymore.
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Plus, use MESA_FORMAT_S8_Z24 everywhere.
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_ActualFormat is replaced by Format (MESA_FORMAT_x).
ColorEncoding, ComponentType, RedBits, GreenBits, BlueBits, etc. are
all replaced by MESA_FORMAT_x queries.
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And remove other unneeded #includes while we're at it.
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Call it from in the main Mesa glTexImage functions.
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Just call ctx->Driver.CompressedTextureSize() when we need to get
the compressed image size.
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XXX need to still verify that the table entries are in correct order.
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Use _mesa_is_format_compressed() instead.
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Now gl_texture_image::TexFormat is a simple MESA_FORMAT_x enum.
ctx->Driver.ChooseTexture format also returns a MESA_FORMAT_x.
gl_texture_format will go away next.
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Signed-off-by: Brian Paul <[email protected]>
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Based on initial patch from Stephan Schmid <[email protected]>.
Basic idea is to dump the zpass count at the start and end of the query
and subtract to get the total number of visible fragments. HW writes
alternating qwords for up to 4 DBs. On the first pass, we start at
buffer address + 0; on the second pass, we start at buffer address + 8
(bytes). The resulting buffer at the end of the query looks like:
qw[0]: db0 start
qw[1]: db0 end
...
qw[6]: db3 start
qw[7]: db3 end
The MSB of each qword is the valid bit and the lower 63 bits are
the zpass count for that DB.
OQ on RV740 is disabled at the moment as it only seems to report
results for half of its DBs. This needs further investigation.
Signed-off-by: Alex Deucher <[email protected]>
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Conflicts:
src/mesa/shader/lex.yy.c
src/mesa/shader/program_lexer.l
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Signed-off-by: Brian Paul <[email protected]>
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Bug #24435
(cherry picked from commit d56125a298106d81e10674f1c4b3b43b51a5139d)
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This fixes the second part of bug 23552.
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Use src->draw_offset intead of zero. Zero usually worked, except when
the src renderbuffer is actually a texture mipmap level higher than zero.
Fixes progs/test/blitfb.c test.
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Bug #24734.
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This reverts commit 8810b8f67135185d1044746bb861fe2ff997626c.
It turns out the i965 driver uses the intel->Fallback field as a boolean,
not as a bitmask. The intelFallback() function is a no-op in the i965
driver. It would have been nice if there were some comments about this.
I'll fix that next...
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Need to push texture state and polygon state too.
Fixes rendering glitches seen in progs/demos/engine when changing
the rendering mode (wireframe, texture modes).
This makes bitmap rendering a little slower, unfortunately.
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