| Commit message (Collapse) | Author | Age | Files | Lines |
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This will let us copy from the Exec dispatch to deal with our commands that
don't get compiled into display lists.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I want to drive the Save dispatch table setup from this same function.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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All callers are in Mesa core and all use _gloffset_COUNT, so just rely on
the already baked-in use of _gloffset_COUNT in the function.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[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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This is a step toward getting rid of ASSERT_OUTSIDE_BEGIN_END() in Mesa.
v2: Finish create_beginend_table() comment, move loopback API init into it,
and add a const flag. (suggestions by Brian)
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]> (v1)
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This was used in i965 for a while, but no more.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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My change 7ca4f07b5b77ccac0a9b60dc5ac9082906b5947e caused errors to not
be thrown when they should, because the new if statement for ExecuteFlag
made the CurrentSavePrimitive not get set. And on further review, we
shouldn't be validating our primitive in GL_COMPILE mode, since the
command shouldn't be executed yet.
Partially fixes piglit gl-1.0-beginend-coverage.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Allow additional format/type combinations based on the
color render buffer to fix failures with gles3-gtf.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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For GLES2/3 allow reading of pixels with format/type based on:
* GL_IMPLEMENTATION_COLOR_READ_FORMAT
* GL_IMPLEMENTATION_COLOR_READ_TYPE
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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[mattst88] v2: Enable only for ES3 per spec.
[mattst88] v3: Use _mesa_is_gles3 since EXT_color_buffer_float is
ES3-only.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Changes based on GTF/gles3 conformance test suite.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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They're part of GL_OES_depth_texture_cube_map, and we'll always enable
that extension in ES3 contexts.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is required by OpenGL ES 3.0 and desktop OpenGL 4.2. Previous
version were ambiguous. This also matches the behavior of NVIDIA's
closed-source driver (version 304.64).
Fixed gles3conformance test uniform_buffer_object_getactiveuniformsiv
and uniform_buffer_object_structure_and_array_element_names (on my
in-progress branch that fixes a bunch of other stuff...YMMV).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is required by OpenGL ES 3.0 and desktop OpenGL 4.2. Previous
version were ambiguous. This also matches the behavior of NVIDIA's
closed-source driver (version 304.64).
Fixed gles3conformance test uniform_buffer_object_getactiveuniform.
Several piglit tests expect glGetActiveUniform to *not* include the [0]
on the end. These tests were already failing on NVIDIA, and this change
regresses them on Mesa. Patches have been sent to the piglit mailing
list to fix the tests.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We currently have a bug in this code, and I don't want to fix it in two
places.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Between the previous commit and this one, improves GLBenchmark 2.1
offscreen performance by 0.48% +/- 0.24% (n=22, throttling outliers
removed).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's never going to have texture fetches.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes a crash in GLB2.1 offscreen on the glthread branch.
Reviewed-by: Kenneth Graunke <[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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Filtering of DEPTH_COMPONENT and DEPTH_STENCIL for TEXTURE_3D is already
done in texture_error_check because these combinations aren't allowed on
desktop GL either.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Just like DEPTH_COMPONENT.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Use this method in _mesa_GetInternalformativ for both GL_SAMPLES and
GL_NUM_SAMPLE_COUNTS.
v2: internalFormat may not be color renderable by the driver, so zero
can be returned as a sample count. Require that drivers supporting the
extension provide a QuerySamplesForFormat function. The later was
suggested by Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Though, I'm tempted to always expose this extension when
GL_ARB_framebuffer_object is exposed. In that case, it would share the same
enable bit.
v2: Correctly sort extension names. Suggested by Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This is for the GL_ARB_internalformat_query extension and GLES 3.0.
v2: Generate GL_INVALID_OPERATION if the extension is not supported.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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OpenGL 4.2 specification suggests rounding the float data to nearest
integer when the type of internal state is integer. Out of range floats
should be clamped to {INT_MIN, INT_MAX}. This is not specified anywhere
in gl/gles spec but below test expects this behavior. This patch makes
gles3 conformance sgis_texture_lod_basic_getter.test pass.
A GL spec bug will be raised to include clamping of out of range floats.
V2: Round float to nearest integer for all cases where
_mesa_Texparameterf() converts float param to int. Use the same block of
float to int conversion code for GL_TEXTURE_SWIZZLE_{R,G,B,A}_EXT cases
as well.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch adds required error checking in _mesa_BlitFramebuffer() when
blitting to multiple color render targets. It also fixes a case when
blitting to a framebuffer with renderbuffer/texture attached to
GL_COLOR_ATTACHMENT{i} (where i!=0). Earlier it skips color blitting if
nothing is found attached to GL_COLOR_ATTACHMENT0.
V2: Fixed a case when number of draw buffer attachments are zero.
V3: Do compatible_color_datatypes() and compatible_resolve_formats()
check for all the draw renderbuffers in fbobject.c. Fix debug code
at bottom of _mesa_BlitFramebuffer() to handle MRTs. Combine error
checking code for linear blits with other color blit error checking.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This allows query on default framebuffer in
glGetFramebufferAttachmentParameteriv() for gles3. Fixes unexpected GL
errors in gles3 conformance test case:
framebuffer_blit_functionality_multisampled_to_singlesampled_blit
V2: Use _mesa_is_gles3() check to restrict allowed attachment types to
specific APIs.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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V2:
If mask has GL_STENCIL_BUFFER_BIT set, the depth formats for
readRenderBuffer and drawRenderBuffer must match unless one of the two
buffers doesn't have depth, in which case it's not blitted, so the
format check should be ignored. Same comment goes for stencil formats
in depth renderbuffers if mask has GL_DEPTH_BUFFER_BIT set.
v3 (Kayden): Refactor code to be a bit more readable.
Signed-off-by: Anuj Phogat <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing was explicitly checking this.
v2: Update GL3 spec reference.
Signed-off-by: Anuj Phogat <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ian Romanick <[email protected]> [v2]
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> [v1]
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In ES 3.0, when calling glDrawBuffers() on the window system
framebuffer, the only valid targets are GL_NONE or GL_BACK. Since there
is no stereo rendering in ES 3.0, this is a single buffer, unlike
desktop where it may be two (and thus isn't allowed).
For single-buffered configs, GL_BACK ironically means the front (and
only) buffer. I'm not sure that it matters, however, as ES shouldn't
have front buffer rendering in the first place.
Fixes es3conform framebuffer_blit_coverage_default_draw_buffer_binding.
v2: Update GLES3 spec reference.
Signed-off-by: Anuj Phogat <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ian Romanick <[email protected]> [v2]
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> [v1]
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I'm not sure if this is the correct fix. The
_mesa_es_error_check_format_and_type function (used above in the ES 1
and 2 cases) was originally added for glTexImage checking and allows
GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8 combinations. Using it in ES 3
causes other tests to regress.
Fixes es3conform's packed_depth_stencil_error test.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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INVALID_ENUM is for when the type is simply not known.
Fixes part of es3conform's packed_depth_stencil_error test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes es3conform's half_float_max_vertex_dimensions and
half_float_textures tests.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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ES 3 specifies some formats as texture-only (i.e., not available for
renderbuffers).
See the "Required Texture Formats" section (pg 126) of the ES 3 spec.
v2: Allow RED and RG float rendering in core profiles The check used to
be (version > 30) || (compat profile w/extensions). Just deleting
<version > 30) broke 3.0+ core profiles.
Fixes es3conform's color_buffer_unsupported_format test.
Signed-off-by: Matt Turner <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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According to both the GL 3.0 and ES 3.0 specifications (table 2.7 for GL
and table 2.8 for ES), the default value of BUFFER_ACCESS_FLAGS is
supposed to be zero.
Note that there are two related quantities: the obsolete BUFFER_ACCESS
enum and the new BUFFER_ACCESS_FLAGS bitfield.
BUFFER_ACCESS can only be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE;
BUFFER_ACCESS_FLAGS can easily represent all three via GL_MAP_WRITE_BIT,
GL_MAP_READ_BIT, and their logical or. It also supports more flags.
Thus, Mesa only stores the bitfield, and simply computes the old enum
when queried, via simplified_access_mode(bufObj->AccessFlags).
The tricky part is that, while BUFFER_ACCESS_FLAGS defaults to 0,
BUFFER_ACCESS defaults to GL_READ_WRITE for desktop [GL 3.0, table 2.8]
and GL_WRITE_ONLY_OES for ES [the GL_EXT_map_buffer_range extension].
Mesa tried to implement this by setting the default AccessFlags to
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT on desktop, and GL_MAP_WRITE_BIT on
ES. But in all specifications, it needs to be 0.
This patch moves that logic into simplified_access_mode(): when
AccessFlags == 0, it now returns GL_READ_WRITE for desktop and
GL_WRITE_ONLY for ES 1/2. (BUFFER_ACCESS doesn't exist on ES 3.0,
so it's irrelevant there.)
With that in place, it changes the AccessFlags default to 0.
Fixes three es3conform tsets:
- copy_buffer_defaults
- map_buffer_range_modify_indices
- pixel_buffer_object_default_parameters
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Perhaps most importantly, this patch adds comments quoting the relevant
spec paragraphs above each error condition.
It also makes three changes:
- For FBOs, GL_COLOR_ATTACHMENTm where m >= MaxDrawBuffers is supposed
to generate INVALID_OPERATION (not INVALID_ENUM).
- Constants that refer to multiple buffers (such as FRONT, BACK, LEFT,
RIGHT, and FRONT_AND_BACK) are supposed to generate INVALID_OPERATION,
not INVALID_ENUM.
- In ES 3.0, for FBOs, buffers[i] must be NONE or GL_COLOR_ATTACHMENTi
or else INVALID_OPERATION occurs. (This is a new restriction.)
Fixes es3conform's draw-buffers-api test.
v2: The error path was missing a "return" like all the other error
paths. Also, we may as well call it glDrawBuffers in the error message
since the ARB suffix doesn't exist in ES 3.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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