| Commit message (Collapse) | Author | Age | Files | Lines |
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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: José Fonseca <[email protected]>
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The next patch will use this function in another file.
v2: Rename _mesa_target_enum_to_index to _mesa_tex_target_to_index.
Suggested by Brian.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Not really used anywhere.
Reviewed-by: Kenneth Graunke <[email protected]>
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Update comments. Conversion of the following Type A formats:
s/MESA_FORMAT_RGB888\b/MESA_FORMAT_BGR_UNORM8/g
s/MESA_FORMAT_BGR888\b/MESA_FORMAT_RGB_UNORM8/g
s/MESA_FORMAT_A8\b/MESA_FORMAT_A_UNORM8/g
s/MESA_FORMAT_A16\b/MESA_FORMAT_A_UNORM16/g
s/MESA_FORMAT_L8\b/MESA_FORMAT_L_UNORM8/g
s/MESA_FORMAT_L16\b/MESA_FORMAT_L_UNORM16/g
s/MESA_FORMAT_I8\b/MESA_FORMAT_I_UNORM8/g
s/MESA_FORMAT_I16\b/MESA_FORMAT_I_UNORM16/g
s/MESA_FORMAT_R8\b/MESA_FORMAT_R_UNORM8/g
s/MESA_FORMAT_R16\b/MESA_FORMAT_R_UNORM16/g
s/MESA_FORMAT_Z16\b/MESA_FORMAT_Z_UNORM16/g
s/MESA_FORMAT_Z32\b/MESA_FORMAT_Z_UNORM32/g
s/MESA_FORMAT_S8\b/MESA_FORMAT_S_UINT8/g
s/MESA_FORMAT_SRGB8\b/MESA_FORMAT_BGR_SRGB8/g
s/MESA_FORMAT_RGBA_16\b/MESA_FORMAT_RGBA_UNORM16/g
s/MESA_FORMAT_SL8\b/MESA_FORMAT_L_SRGB8/g
s/MESA_FORMAT_Z32_FLOAT\b/MESA_FORMAT_Z_FLOAT32/g
s/MESA_FORMAT_XBGR16161616_UNORM\b/MESA_FORMAT_RGBX_UNORM16/g
s/MESA_FORMAT_XBGR16161616_SNORM\b/MESA_FORMAT_RGBX_SNORM16/g
s/MESA_FORMAT_XBGR16161616_FLOAT\b/MESA_FORMAT_RGBX_FLOAT16/g
s/MESA_FORMAT_XBGR16161616_UINT\b/MESA_FORMAT_RGBX_UINT16/g
s/MESA_FORMAT_XBGR16161616_SINT\b/MESA_FORMAT_RGBX_SINT16/g
s/MESA_FORMAT_XBGR32323232_FLOAT\b/MESA_FORMAT_RGBX_FLOAT32/g
s/MESA_FORMAT_XBGR32323232_UINT\b/MESA_FORMAT_RGBX_UINT32/g
s/MESA_FORMAT_XBGR32323232_SINT\b/MESA_FORMAT_RGBX_SINT32/g
s/MESA_FORMAT_XBGR8888_UINT\b/MESA_FORMAT_RGBX_UINT8/g
s/MESA_FORMAT_XBGR8888_SINT\b/MESA_FORMAT_RGBX_SINT8/g
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s/\bgl_format\b/mesa_format/g. Use better name for Mesa Formats enum
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... to unbind_texobj_from_image_units() and change a local var's type
to silence an MSVC warning.
Reviewed-by: Marek Olšák <[email protected]>
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From ARB_shader_image_load_store:
If a texture object bound to one or more image units is deleted by
DeleteTextures, it is detached from each such image unit, as though
BindImageTexture were called with <unit> identifying the image unit
and <texture> set to zero.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2: Increase MAX_IMAGE_UNITS to what i965 wants and add a separate
MAX_IMAGE_UNIFORMS define, clarify a couple of comments.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[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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Constify the gl_context parameter, and remove suffixes from enums that
have non-suffix versions.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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main/texobj.c: In function 'count_tex_size':
main/texobj.c:886:23: warning: unused parameter 'key' [-Wunused-parameter]
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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main/texobj.c: In function '_mesa_test_texobj_completeness':
main/texobj.c:553:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
main/texobj.c:553:193: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
main/texobj.c:553:254: warning: signed and unsigned type in conditional expression [-Wsign-compare]
main/texobj.c:553:148: warning: signed and unsigned type in conditional expression [-Wsign-compare]
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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There are no 3D textures in OpenGL ES 1.x.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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That enum requires GL_ARB_texture_cube_map_array, and it is only
available on desktop GL. It looks like this has been an un-noticed
issue since GL_ARB_texture_cube_map_array support was added in commit
e0e7e295.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Every caller passed true.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The functional change is that now invalidate_framebuffer is called if
the texture is actually detached from one of the currently bound FBOs.
Previously this was only done for renderbuffers.
The remaining changes make the texture delete path look more similar to
the renderbuffer delete path. This includes adding relevant spec
quotations to justify the behavior.
Fixes piglit fbo-incomplete "delete texture of bound FBO" test.
v2: Move 'fb->Attachment[i].Texture == att' check from previous patch to
this patch... where it was intended to be in the first place. Noticed
by Chad.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Cc: "9.2" <[email protected]>
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Old GL 1.x specs used 'b' but newer specs use 'p'. The line immediately
above the second hunk also uses 'p'.
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Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
v2: Since we don't expose the extension in the compatibility profile,
the "if (API == CORE) .. else .." statement is removed.
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Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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This brings the license text in line with the MIT License as published
on the Open Source Initiative website:
http://opensource.org/licenses/mit-license.php
Generated automatically be the following shell command:
$ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {}
This introduces some wrapping issues, to be fixed in the next commit.
Reviewed-by: Brian Paul <[email protected]>
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Generated automatically be the following shell command:
$ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/BRIAN PAUL/THE AUTHORS/' {}
The intention here is to protect all authors, not just Brian Paul. I
believe that was already the sensible interpretation, but spelling it
out is probably better.
More practically, it also prevents people from accidentally copy &
pasting the license into a new file which says Brian is not liable when
he isn't even one of the authors.
Reviewed-by: Brian Paul <[email protected]>
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None of the remaining FEATURE_x symbols in mfeatures.h are used anymore.
Reviewed-by: Jordan Justen <[email protected]>
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Adds the new texture targets, and per-image state for GL_TEXTURE_SAMPLES
and GL_TEXTURE_FIXED_SAMPLE_LOCATIONS.
V2: - Allow multisample texture targets in glInvalidateTexSubImage too.
This was already partly there, but I missed it the first time around
since the interaction is defined in a newer extension. Fixed weird
indentation.
- Allow multisample array textures in glFramebufferTextureLayer.
This was overlooked as the tests originally only used 2d
multisample textures.
V3: - Set min/mag filters sensibly for multisample textures. This
can't actually be changed by the user, so it's more sensible to
initialize it correctly than to hack around it being bogus later.
V4: - Tidy up initial min/mag filter setup. Setup in
_mesa_initialize_texture_object was bogus, but benign since
finish_texture_init() clobbered everything with correct values. For V4,
just do the setup in finish_texture_init().
V5: - Don't break glPopAttrib(GL_TEXTURE_BIT)
Signed-off-by: Chris Forbes <[email protected]>
[V2] Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Motivated by wanting to see if GenTextures was called by an
application while debugging another Steam overlay issue.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We now have a separate dispatch table for begin/end that prevent these
functions from being entered during that time. The
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVALs are left because I don't want to
change any return values or introduce new error-only stubs at this
point.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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According to the OpenGL 3.2 Core Profile specification, section 3.8.12:
"For one-, two-, and three-dimensional and one-and two-dimensional array
textures, a texture is mipmap complete if all of the following
conditions hold true:
- [...]
- levelbase <= levelmax [...]
Using the preceding definitions, a texture is complete unless any of
the following conditions hold true:
- [...]
- The minification filter requires a mipmap (is neither NEAREST nor
LINEAR), and the texture is not mipmap complete."
(This text also appears in all GL >= 3.2 specs and the ES 3.0 spec.)
From this, we see that levelbase <= levelmax should only affect mipmap
completeness, not base-level completeness.
Prior versions of GL did not have the notion of mipmap completeness,
simply calling the texture incomplete in this case. But I don't think
we really care.
Fixes es3conform's sgis_texture_lod_basic_completeness test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This adds the mesa core + texture + fbo support for the
texture cube map array extension.
v2:
add comment to _mesa_num_tex_faces related to cube map arrays (Brian)
drop wrong comment cut-n-paste (Brian)
fix / 6 maximum check issue (Kenneth)
coalsece some array case statements (Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I used this to help verify that my test was actually testing the paths I
wanted to.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for the stable branch.
Signed-off-by: Abdiel <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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This will let us choose the actual hardware format depending on the
type of texture.
v2: fixup radeon, nouveau, intel and swrast drivers too
Reviewed-by: Eric Anholt <[email protected]>
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Not a real big help now, but will be useful for the
GL_ARB_texture_cube_map_array extension in the future.
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Fixed the piglit test arb_texture_buffer_object-negative-unsupported.
NOTE: This is a candidate for stable release branches.
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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These are part of GL_ARB_invalidate_subdata (but not OpenGL ES 3.0).
v2: Add comment explaining why minimum dimensions are set to 1 for some
texture targets. Add default case to switch statement to silence
compiler warnings and detect new texture targets. Both changes
suggested by Brian. Also use _mesa_is_desktop_gl as suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No driver supports this extension, and it seems unlikely than any driver
ever will. I think r300c may have supported it at one time, but that
driver has already been removed.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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gl_texture_image structure always holds size and internal format before
TexImage driver hook is called. Those passing same information in
function parameters only duplicates information making the interface
harder to understand.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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GL_DEPTH_TEXTURE_MODE isn't meant to be part of sampler state based on
compatibility profile specifications.
OpenGL specification 4.1 compatibility 20100725 3.9.2:
"... The values accepted in the pname parameter
are TEXTURE_WRAP_S, TEXTURE_WRAP_T, TEXTURE_WRAP_R, TEXTURE_MIN_-
FILTER, TEXTURE_MAG_FILTER, TEXTURE_BORDER_COLOR, TEXTURE_MIN_-
LOD, TEXTURE_MAX_LOD, TEXTURE_LOD_BIAS, TEXTURE_COMPARE_MODE, and
TEXTURE_COMPARE_FUNC. Texture state listed in table 6.25 but not listed here and
in the sampler state in table 6.26 is not part of the sampler state, and remains in the
texture object."
The list of states is in Table 6.24 "Textures (state per texture
object)" instead of 6.25 mentioned in the specification text.
Same can be found from 3.3 compatibility specification.
Signed-off-by: Pauli Nieminen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The functions for handling 1D, 2D and 3D texture images were nearly
identical. This folds them all together.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Instead of having to hack the code to enable these debugging options,
set them through the MESA_DEBUG env var.
Reviewed-by: Eric Anholt <[email protected]>
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This function can be called in gdb to find out how much memory is used
by all texture objects.
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There was a function full of unused mappings from the GLenum to
datatype/comps, but that wasn't all the information a driver would
want, which includes the other fields that a gl_format has. Given
that all the texture buffer formats were represented in gl_format,
just use that as our description.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We have to skip some work that wants to look at texture images, since
buffer textures don't have any of that complexity.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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