| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
Allow ES 3.1 contexts to access the texture buffer functionality.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
| |
Just minor clean-up so we're consistent everywhere.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The texture mipmap completeness checking code was checking whether all
of the faces have the same size. However this is pointless because the
code just above it checks whether the face has the expected size
calculated for the mipmap level anyway so the error condition could
never be reached. This patch just removes it.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
According to the GL 1.4 spec section 3.8.10, a cubemap texture is only
complete if:
• The level base arrays of each of the six texture images making up
the cube map have identical, positive, and square dimensions.
• The level base arrays were each specified with the same internal
format.
• The level base arrays each have the same border width.
Previously the texture completeness code was only checking the first
point. This patch makes it additionally check the other two.
This fixes the following two dEQP tests:
deqp-gles2.functional.texture.completeness.cube.format_mismatch_rgba_rgb_level_0_neg_z
deqp-gles2.functional.texture.completeness.cube.format_mismatch_rgb_rgba_level_0_pos_z
And also this Piglit test:
spec/!opengl 2.0/incomplete-cubemap-format
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93792
Cc: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The internal Mesa format used for a texture might not match the one
requested in the internalFormat when the texture was created, for
example if the driver is internally remapping RGB textures to RGBA.
Otherwise it can cause false positives for completeness if one mipmap
image is created as RGBA and the other as RGB because they would both
have an RGBA Mesa format. If we check the InternalFormat instead then
we are directly checking the API usage which I think better matches
the intention of the check.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93700
Reviewed-by: Anuj Phogat <[email protected]>
|
| |
|
|
|
|
|
|
|
| |
The texture unit is error-checked before this and the texUnit var
is unused, so remove it.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
| |
Simpler than the dsa flag approach.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Before, we were unconditionally assigning the TargetIndex field in
_mesa_BindTexture(), even if it was already set properly. Now we
initialize TargetIndex wherever we initialize the Target field, in
_mesa_initialize_texture_object(), finish_texture_init(), etc.
v2: also update the meta_copy_image code. In make_view() the
view_tex_obj->Target field was set, but not the TargetIndex field.
Also, remove a second, redundant assignment to view_tex_obj->Target.
Add sanity check assertions too.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Callers of create_texture() will either pass target=0 or a validated
GL texture target enum so no need to do another error check inside
the loop.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
If the texture object exists, but the Name field is zero, it means
the object was created but never bound to a target. Trying to bind it
in _mesa_BindTextureUnit() should generate GL_INVALID_OPERATION.
Fixes piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This helper was only called from _mesa_BindTextureUnit(). It's simpler
to just inline it.
The error check / code / message in the helper was incorrect. It was
written for glBindTextures(), not glBindTextureUnit(). The correct
error for a bad texture unit number is GL_INVALID_VALUE. The error
message now reports the unit number rather than a GL_TEXTUREi enum.
Fixes a failure in piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Before, we were doing the actual _mesa_reference_texobj() call and
ctx->Driver.BindTexture() and misc housekeeping in three different
places. This consolidates the common code in a new bind_texture()
function.
Reviewed-by: Tapani Pälli <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
| |
v2: use _mesa_is_gles31(ctx) for verifying we are on ES 3.1,
remove _es31 usage from get_hash_params.py
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
| |
It's only called from the file it's defined in.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
deleted.
The ES31-CTS.shader_image_load_store.basic-api-bind conformance test
expects the whole image unit state to be reset when the bound texture
object is deleted. The ARB_shader_image_load_store extension is
rather vague regarding what should happen with image unit state other
than the texture object in that case, but the GL 4.2 and GLES 3.1
specifications (section "Automatic Unbinding of Deleted Objects")
explicitly require it to be reset to the default values.
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
GLES 3.1 should be able to bind a texture with the target
GL_TEXTURE_2D_MULTISAMPLE.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
| |
Generated by sed; no manual changes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This reverts commit 8940957238e8584ce27295791cee4cc3d6f7cf1e.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
|
|
|
|
| |
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit 1ee000a0b6737d6c140d4f07b6044908b8ebfdc7.
Failures with the GLES3 conformance suite and Synmark2 OGLHdrBloom revealed
that this commit was in error.
Extensive testing with Piglit prior to patch review and upstreaming did not
reveal this problem because, in the few Piglit tests that test for cube
completeness, NumLayers = 6. This is because all of the existing tests use
TextureStorage to initialize the texture, which sets NumLayers.
A new Piglit test has been sent to the mailing list that reproduces the bug
related to this patch ("texturing: Testing
glGenerateMipmap(GL_TEXTURE_CUBE_MAP) without glTexStorage2D").
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
_mesa_cube_level_complete now verifies that a cube map texture object actually
has six texture images before proceeding.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
Instead of relying on glapi.h or some other header to provide it.
Acked-by: Matt Turner <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
| |
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch series adds support for following GLES2 Texture Float extensions:
1)GL_OES_texture_float,
2)GL_OES_texture_half_float,
3)GL_OES_texture_float_linear,
4)GL_OES_texture_half_float_linear.
This patch adds basic infrastructure and needed boolean flags to advertise
support for these extensions, by default the support is disabled. Next patch
in the series introduces support for HALF_FLOAT_OES token.
v4: take assert away and make valid_filter_for_float conditional (Tapani),
fix the alphabetical order (Emil)
Signed-off-by: Kevin Rogovin <[email protected]>
Signed-off-by: Kalyan Kondapally <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
negative
Per GLES3 manual for glDeleteTextures
<https://www.khronos.org/opengles/sdk/docs/man3/html/glDeleteTextures.xhtml>,
GL_INVALID_VALUE is generated if n is negative.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.texture.deletetextures
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
arbitrary cube map level.
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
| |
This is in conformance with the OpenGL spec.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
creation and deletion paths.
In implementing ARB_DIRECT_STATE_ACCESS functions, it is often necessary to
abstract the functionality of a traditional GL API function into a backend
that both the traditional and dsa API functions can share. For instance,
glTexParameteri and glTextureParameteri both call _mesa_texture_parameteri,
which takes a context object and a texture object as arguments.
The existance of such backend functions provides the opportunity for
driver internals (such as meta) to pass around the actual texture object
rather than its ID or target, saving on texture object storage and look-up
overhead.
This patch provides nameless texture creation and deletion for meta. This
will be used in an upcoming refactor of meta.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The following preparations were made in texstate.c and texstate.h to
better facilitate the BindTextureUnit function:
Dylan Noblesmith:
mesa: add _mesa_get_tex_unit()
mesa: factor out _mesa_max_tex_unit()
This is about to appear in a lot more places, so
reduce boilerplate copy paste.
add _mesa_get_tex_unit_err() checking getter function
Reduce boilerplate across files.
Laura Ekstrand:
Made note of why BindTextureUnit should throw GL_INVALID_OPERATION if the unit is out of range.
Added assert(unit > 0) to _mesa_get_tex_unit.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
| |
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
| |
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Most ARB_DIRECT_STATE_ACCESS functions take an object's ID and use it to look
up the object in its hash table. If the user passes a fake object ID (ie. a
non-generated name), the implementation should throw INVALID_OPERATION.
This is a convenience function for texture objects.
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
mesa was creating a cube map array texture with just one layer, which is
not legal. This caused an assertion failure when using that texture later
in llvmpipe (when enabling cube map arrays) since it verifies the number
of layers in the view is divisible by 6 (the sampling code might well crash
randomly otherwise) with piglit glsl-resource-not-bound CubeArray -fbo -auto.
v2: use appropriately sized texel array...
Reviewed-by: Ian Romanick <[email protected]> (v1)
|
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This is for glBindTextures(), since it doesn't change the active
texture unit.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The texture can only be bound to the index that corresponds to its
target, so there is no need to loop over all possible indices
for every unit and checking if the texture is bound to it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This will be used by glBindTextures() when unbinding textures,
to avoid having to loop over all the targets.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This will be used by glBindTextures() so we don't have to look it up
for each texture.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
No more walking 96*6 pointers looking to see if they're the current
texture, when we only use the first 2 out of 96 units. -6.26002% +/-
1.87817% effect on cairo runtime on no-fbo-cache glamor (n=36).
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|