| Commit message (Collapse) | Author | Age | Files | Lines |
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We call all the other drm_intel_bo pointers in intel/*.h "bo", so this
one was rather out of place.
Acked-by: Kenneth Graunke <[email protected]>
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We get called for TexImage higher up, and in a relatively normal way
(pixels == NULL is common for FBO setup).
Acked-by: Kenneth Graunke <[email protected]>
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It will do a more reliable job at getting the image size for
_mesa_texstore right than us.
Acked-by: Kenneth Graunke <[email protected]>
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There's nothing in our normal texture path we need for this. We don't
PBO upload blit it. We don't need to worry about flushing because
MapTextureImage handles it. hiz scattergather doesn't apply, but MTI
handles it too.
Acked-by: Kenneth Graunke <[email protected]>
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This makes this API consistent with intel_region_reference, and the
consumers wanted it this way.
Reviewed-by: Kenneth Graunke <[email protected]>
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We don't have it in the other refcounting functions, and it was
totally unused.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's totally gratuitous -- the image's miptree will be checked for
binding to the object later, anyway, with zero-copy or blitting as
appropriate.
Tested-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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If there happened to be ->Data present, we assertion failed instead of
handling it correctly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35234
Acked-by: Kenneth Graunke <[email protected]>
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Tested-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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_mesa_reference_renderbuffer already short-circuits equality, and
intel_miptree_release does nothing on NULL.
Reviewed-by: Kenneth Graunke <[email protected]>
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No change in piglit results on gen6, but the spec demands it so let's
do it.
Reviewed-by: Kenneth Graunke <[email protected]>
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This mirrors the structure Eric used in the new VS backend, and seems
simpler. In particular, the math1/math2 split will avoid having to
figure out how many operands there are, as this is already known by the
caller.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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All drivers remaining in Mesa support this extension. This extension
is either required or optional features in desktop OpenGL, OpenGL ES
1.x, and OpenGL ES 2.x.
EXT_texture_format_BGRA8888 is mostly a subset of EXT_bgra. The only
difference seems to be that EXT_texture_format_BGRA8888 allows GL_BGRA
as an internal format to glTexImage2D and friends.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The following extensions are always enabled, and drivers do not have
to option to disable them:
GL_ARB_multisample
GL_ARB_texture_compression
GL_ARB_vertex_buffer_object / GL_OES_mapbuffer
GL_EXT_copy_texture
GL_EXT_multi_draw_arrays / GL_SUN_multi_draw_arrays
GL_EXT_polygon_offset
GL_EXT_subtexture
GL_EXT_texture_edge_clamp / GL_SGIS_texture_edge_clamp
GL_EXT_vertex_array
GL_SGIS_generate_mipmap
This set was picked because the are all either required or optional
features in desktop OpenGL, OpenGL ES 1.x, and OpenGL ES 2.x. The
existing support for some is already partially broken in Mesa (e.g.,
proxy texture targets in OpenGL ES). This patch does not change the
situation in any way.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension is enabled by default in _mesa_init_extensions, so
drivers don't need to enable it again.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension is enabled by default in _mesa_init_extensions, so
drivers don't need to enable it again.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes OpenArena on Gen7. Technically, adding only the first depth stall
fixes it, but the documentation says to do all three, and the Windows
driver seems to do it.
Not observed to fix anything on Gen6 yet.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38863
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It seems that GT1/GT2 sorts of variations are here to stay, and more
special cases will likely be required in the future. Checking by PCI ID
via the IS_xxx_GTx macros is cumbersome; introducing a new 'gt' field
analogous to intel->gen will make this easier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Seeing as they were only used once (in the same function they were
defined), having them as context members seemed rather pointless.
Remove them entirely (rather than using local variables) since the
chipset generation checks are actually just as straightforward.
While we're at it, clean up the remainder of the if-tree that set them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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At one point, the documentation said that max thread count in 3DSTATE_PS
was at bit offset 23, but it's actually 24 on Ivybridge. Not only did
this halve our thread count, it caused us to write 1 into a bit 23, which
is marked as MBZ (must be zero). Furthermore, it made us write an even
number into this field, which is apparently not allowed. Apparently we
were just lucky it worked.
NOTE: This is a candidate for the 7.11 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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intel_image->mt might be NULL, say with border width set. It then would
trigger a segfault at intel_map/unmap_texture_image function.
This would fix the oglc misctest(basic.textureBorderIgnore) fail.
Signed-off-by: Yuanhan Liu <[email protected]>
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i915_miptree_layout, i945_miptree_layout, and brw_miptree_layout always
just return GL_TRUE, so there's really no point to it. Change them to
void functions and remove the (dead) error checking code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Yuanhan Liu <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is necessary for GLSL 1.30 compliance.
Reviewed-by: Eric Anholt <[email protected]>
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Previously, we conditionally set up the SF pipline stage with a
urb_entry_read_offset of 2 when clipping was in use, and 1 otherwise,
causing the clip distance VUE slots to be skipped if present. This
was an extremely minor savings (it saved the SF unit from reading 2
vec4s out of the URB, but it didn't affect any computation, since we
only instruct the SF unit to perform interpolation on VUE slots that
are actually used by the fragment shader).
GLSL 1.30 requires an interpolated version of gl_ClipDistance to be
available for reading in the fragment shader, so we need the SF's
urb_entry_read_offset to be 1 when the fragment shader reads from
gl_ClipDistance.
This patch just unconditionally sets the urb_entry_read_offset to 1 in
all cases; this is sufficient to make gl_ClipDistance available to the
fragment shader when it is needed, and the performance loss should be
negligible when it isn't.
Reviewed-by: Eric Anholt <[email protected]>
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When gl_ClipDistance is in use, the contents of the gl_ClipDistance
array just need to be copied directly into the clip distance VUE
slots, so we re-use the code that copies all other generic VUE slots
(this has been extracted to its own method). When gl_ClipDistance is
not in use, the vertex shader needs to calculate the clip distances
based on user-specified clipping planes.
This patch also removes the i965-specific enum values
BRW_VERT_RESULT_CLIP[01], since we now have generic Mesa enums that
serve the same purpose (VERT_RESULT_CLIP_DIST[01]).
Reviewed-by: Eric Anholt <[email protected]>
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When the vertex shader writes to gl_ClipDistance, we do clipping based
on clip distances rather than user clip planes, so don't waste push
constant space storing user clip planes that won't be used.
Reviewed-by: Eric Anholt <[email protected]>
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i965 requires gl_ClipDistance to be formatted as an array of 2 vec4's
(as opposed to an array of 8 floats), so enable the lowering pass that
performs this conversion.
Reviewed-by: Eric Anholt <[email protected]>
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Include mtypes.h.
Signed-off-by: Chad Versace <[email protected]>
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There is already comments show how to detect a null texture. Fix the
code to match the comments.
This would fix the oglc divzero(basic.texQOrWEqualsZero) and
divzero(basic.texTrivialPrim) test case fail.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fix the constant interpolation enable bit mask for flat light mode.
FRAG_BIT_COL0 attribute bit might be 0, in which case we need to
shift one more bit right.
This would fix the oglc specularColor test fail on both Sandybridge and
Ivybridge.
v2: move the constant interp bitmask setup code into for(; attr <
FRAG_ATTRIB_MAX; attr++) loop suggested by Eric.
Signed-off-by: Yuanhan Liu <[email protected]>
Signed-off-by: Xiang, Haihao <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since the blit gets sequenced after other batchbuffer rendering like
normal, there's no need to push things out early.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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All that matters here is the format of the texture, not the
internalformat (which might mean various different pixel formats). In
one case, the pbo upload for MESA_FORMAT_YCBCR would have swapped the
channels for MESA_FORMAT_YCBCR_REV.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This also improves the debugging output in the failure paths so you
get more than just "failed", and don't get spammed with "failed" when
you didn't even have a PBO to try.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This hasn't been true since dd26899ca39111e0866afed9df94bfb1618dd363
in 2009.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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There were notes about the possibility of slowdowns due to zcopy from
a PBO due to thrashing around of the region. Slowdowns are even more
likely now that textures are generally tiled, which a zcopy wouldn't
get. Additionally, there were no checks on the buffer size to ensure
that the hardware-required rounding was present, which could result in
GPU hangs on large zcopy PBOs.
Reviewed-by: Ian Romanick <[email protected]>
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The core code does this before calling in to us.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This doesn't cover support for this format as a renderbuffer yet. The
spec allows implementations to not support it, though it is something
we do want to support.
Only one failure in piglit on gen6, which is texwrap with bordercolor
(as usual).
Reviewed-by: Kenneth Graunke <[email protected]>
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Only one failure in piglit on gen6, which is texwrap with bordercolor
(as usual).
Reviewed-by: Kenneth Graunke <[email protected]>
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AFAIK, there are few users of this extension and I can see a couple
reasons why this is probably broken in Mesa anyway.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit ARB_shader_objects/clear-with-deleted.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=39577
Reviewed-by: Brian Paul <[email protected]>
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While the program won't successfully link in the end, this avoids
possible assertion failure in the driver during linking if
this->result isn't initialized with something already.
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Fixes piglit vertex-program-two-side enabled back back2
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Fixes piglit:
vertex-program-two-side enabled front back front2 back2
vertex-program-two-side enabled front back
vertex-program-two-side enabled front2 back2
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Avoids an extra context lookup.
Reviewed-by: Eric Anholt <[email protected]>
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Use _mesa_set_enable() to avoid a redudant context lookup.
Need to disable the texture target in decompress_texture_image() so the
unit isn't still enabled after glGetTexImage() returns. Arguably, the
meta restore code should do this, but it doesn't.
Reviewed-by: Eric Anholt <[email protected]>
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If we're generating a mipmap for an sRGB texture we need to bypass
sRGB->linear conversion. Otherwise the destination mipmap level
(drawn with a textured quad) will have the wrong colors.
If we can't turn of sRGB->linear conversion (GL_EXT_texture_sRGB_decode)
we need to use the software fallback for mipmap generation.
Note: This is a candidate for the 7.11 branch.
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This removes the last remnants of the GLchan datatype and associated
macros out of core Mesa and into swrast.
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