| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Tested-by: Tobias Droste <[email protected]>
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As far as I can tell, the Intel mesa driver is the only driver in the world
still supporting this legacy extension. If someone wants to do bump
mapping, they can use shaders.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Reviewed-by: Chris Forbes <[email protected]> [v2]
Reviewed-by: Ian Romanick <[email protected]> [v3]
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All of the bits appear to already be in place to support this in the
sampler (which the original AMD version didn't allow).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, we would parse MESA_EXTENSION_OVERRIDE each time a context
was created. Now we will save the results of that parsing and use it
during context initialization.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This will allow us to utilize the early MESA_EXTENSION_OVERRIDE
parsing at the later extension string initialization step.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This will allow us to utilize the early MESA_EXTENSION_OVERRIDE
parsing at the later extension string initialization step.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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During the early one_time_init phase of context creation, we
initialize two global gl_extensions structures.
We read the MESA_EXTENSION_OVERRIDE environment variable, and store
positive and negative overrides in two structures:
* struct gl_extensions _mesa_extension_override_enables
* struct gl_extensions _mesa_extension_override_disables
These are filled before the driver initializes extensions and
constants, therefore the driver can make adjustments based on the
desired overrides.
This can be useful during development of a new extension where the
extension is only partially ready. The driver can't actually advertise
support for the extension, but if it sees that the override is set for
the extension, then it can expose more supported parts of the
extension, such as upgrading context constants.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We will add new gl_extensions structures that capture the environment
variable extension overrides and are available early in context
creation.
This will allow a driver to take actions during its initialization
based on the extension overrides.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Previously setting:
MESA_EXTENSION_OVERRIDE=-GL_MESA_ham_sandwich
Would cause Mesa to advertise support for the GL_MESA_ham_sandwich
extension, even though the override specifically asked for it to be
disabled.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Like AMD_performance_monitor, this extension 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.
Applications create performance queries based on available query
types, and begin/end measurement collection. Multiple queries can be
measuring simultaneously.
v2: Whitespace changes
v3: src/mapi/glapi/gen/gl_API.xml: Also expose the functions to GLES2.
v4: Whitespace changes, static_dispatch="false" for all functions, fix
dispatch_sanity test for GLES2 functions
Signed-off-by: Petri Latvala <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I don't know of any applications that actually use it. Now that Mesa
supports GL_ARB_separate_shader_objects in all drivers, this extension
is just cruft.
The entrypoints for the extension remain in the XML. This is done so
that a new libGL will continue to provide dispatch support for old
drivers that try to expose this extension.
Future patches will add OpenGL ES GL_EXT_separate_shader_objects, but
that's a different thing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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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]>
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Reviewed-by: Fredrik Höglund <[email protected]>
v2: dropped the error that DYNAMIC_STORAGE is required for MAP_WRITE_BIT,
the error is removed in the latest revision of GL 4.4
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This adds the necessary bits for both the API and the GLSL compiler.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Almost every driver already supported it. All current and future
Gallium drivers always support it, and most existing classic drivers
support it.
This only changes radeon and nouveau.
This extension only adds data types that can be passed to, for example,
glTexImage2D. It does not add internal formats. Since you can already
pass GL_FLOAT to glTexImage2D this shouldn't pose any additional issues
with those drivers. Note that r200 and i915 already supported this
extension, and they don't support floating-point textures either.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Every driver supports it. All current and future Gallium drivers always
support it, and all existing classic drivers support it.
v2: Making GL_ARB_map_buffer_alignment a desktop OpenGL extension only.
v3: Squash two commits together.
v4 (idr): MIN_MAP_BUFFER_ALIGNMENT queries don't have any dependencies.
In previous versions of the patch it depended on EXTRA_API_GL which
would prevent the query from working in core profile contexts.
Signed-off-by: Ian Romanick <[email protected]>
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Every driver supports it. All current and future Gallium drivers always
support it, and all existing classic drivers support it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2 (idr): Split these changes out from the original patch. Only
advertise GL_ARB_viewport_array in a core profile because it requires
geometry shaders.
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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I doubt the swrast-based drivers will ever support GS.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Every driver supports it. All current and future Gallium drivers always
support it, and all existing classic drivers support it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This extension enabled the use of texture array with fixed-function and
assembly fragment shaders. No applications are known to use this
extension.
NOTE: This patch regresses GL_TEXTURE_1D_ARRAY and GL_TEXTURE_2D_ARRAY
cases of the copyteximage piglit test. The test is incorrectly using
texture arrays with fixed function while only requiring the
GL_EXT_texture_array extension. A fix for the test has been posted to
the piglit mailing list.
http://lists.freedesktop.org/archives/piglit/2013-November/008639.html
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Every driver that enables one also enables the other. The difference
between the two is MESA adds support for fixed-function and assembly
fragment shaders, but EXT only adds support for GLSL. The MESA
extension was created back when Mesa did not support GLSL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It needs glFramebufferTexture, which isn't available in the compatibility
profile.
Reviewed-by: Ian Romanick <[email protected]>
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We will reuse the same extension flag for ARB_multi_draw_indirect since
it can always be supported by looping.
Based on part of Patch 2 of Christoph Bumiller's ARB_draw_indirect series.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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This patch implements the common support code required for the
ARB_shader_atomic_counters extension. It defines the necessary data
structures for tracking atomic counter buffer objects (from now on
"ABOs") associated with some specific context or shader program, it
implements support for binding buffers to an ABO binding point and
querying the existing atomic counters and buffers declared by GLSL
shaders.
v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant.
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[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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v2: fix commit message
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I believe this extension was enabled by accident. As far as I can tell,
there has never been any code in Mesa to actually support it. Not only
that, this extension is only useful in the common-lite profile, and Mesa
does the common profile.
This "fixes" the piglit test oes_matrix_get-api.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "9.1 9.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[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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Everyone at the Khronos meeting was as surprised that GLSL didn't
already support this as we were. Several vendors said they'd ship it,
but there didn't seem to be enough interest to put in the effort to make
it ARB or KHR.
v2: Fix a couple typos and rename the spec file to
EXT_shader_integer_mix.spec. Suggested by Roland.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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