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* mesa: rename the AMD_conservative_depth extension flag to ARBMarek Olšák2011-11-222-3/+3
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: set the gl_FragDepth layout in the GLSL linkerMarek Olšák2011-11-191-0/+3
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: handle MapRenderbuffer() failures in glReadPixelsBrian Paul2011-11-191-0/+45
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: make slow_read_rgba_pixels() a void functionBrian Paul2011-11-191-3/+1
| | | | | | The boolean return value was ignored by the caller. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: define, use _mesa_is_cube_face() in several placesBrian Paul2011-11-194-20/+18
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* Revert "read_rgba_pixels: Don't force clamping if the renderbuffer is ↵Michel Dänzer2011-11-171-2/+1
| | | | | | | | normalized." This reverts commit b11c16752a18ef8dfb96d9f0ead6ecb62bde6773. Breaks at least luminance destination formats.
* read_rgba_pixels: Don't force clamping if the renderbuffer is normalized.Michel Dänzer2011-11-171-1/+2
| | | | | Signed-off-by: Michel Dänzer <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: initialize stencilMap, Stride if stencilRb==depthRbBrian Paul2011-11-161-0/+4
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* mesa: Only update sampler uniforms that are used by the shader stageIan Romanick2011-11-161-3/+19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously a vertex shader that used no samplers would get updated (by calling the driver's ProgramStringNotify) when a sampler in the fragment shader was updated. This was discovered while investigating some spurious code generation for shaders in Cogs. The behavior in Cogs is especially pessimal because it ping-pongs sampler uniform settings: glUniform1i(sampler1, 0); glUniform1i(sampler2, 1); draw(); glUniform1i(sampler1, 1); glUniform1i(sampler2, 0); draw(); glUniform1i(sampler1, 0); glUniform1i(sampler2, 1); draw(); // etc. ProgramStringNotify is still too big of a hammer. Applications like Cogs will still defeat the shader cache. A lighter-weight mechanism that can work with the shader cache is needed. However, this patch at least restores the previous behavior. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: don't map depth+stencil buffer twice in glReadPixels()Brian Paul2011-11-161-3/+11
| | | | | | | | | | | In slow_read_depth_stencil_pixels_separate() we might have separate depth and stencil buffers or a combined buffer. In the later case, don't map the buffer twice. This function is used when the depth scale/bias pixel transfer values are not the defaults. Fixes http://bugs.freedesktop.org/show_bug.cgi?id=42963 Reviewed-by: José Fonseca <[email protected]>
* mesa: do not skip att and spot calculation for infinite lightYuanhan Liu2011-11-161-63/+50
| | | | | | | | | | | | | | | | | | glspec doesn't say that we should skip the attenuation and spot calculation for infinite light(Ppli.w == 0). Instead, it gives a same formula to do the light calculation for both finite light and infinite light(see page 62 of glspec 2.1.pdf) Also from the formula (2.4) at page 62 of glspec 2.1.pdf, we can skip attenuation calculation if Ppli.w == 0. This would fix all the intel oglc l_sed fail subcases and introduces no intel oglc regressions. v2: fix an wrong intendation(comments from Brian). Signed-off-by: Yuanhan Liu <[email protected]> Acked-by: Brian Paul <[email protected]>
* mesa: make sure all lighting tables are updated before the computationYuanhan Liu2011-11-161-0/+3
| | | | | | | | | Make sure all lighting tables are updated before using the table to calculate something, say using _SpotExpTable to calculate _VP_inf_spot_attenuation. Signed-off-by: Yuanhan Liu <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Fix a couple of missed conversion to arrays in format_unpack.Eric Anholt2011-11-151-11/+11
| | | | | | | | | | Fixes regression in piglit: ARB_color_buffer_float/GL_RGBA16F-getteximage ARB_color_buffer_float/GL_RGBA16F-readpixels ARB_color_buffer_float/GL_RGBA32F-getteximage ARB_color_buffer_float/GL_RGBA32F-readpixels Reviewed-by: Brian Paul <[email protected]>
* mesa: Include R/RG integer textures in _mesa_is_integer_format.Eric Anholt2011-11-151-0/+12
| | | | | | | | Fixes some spurious GL errors in the upcoming gl-3.0-required-sized-formats piglit test. Reviewed-by: Dave Airlie <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: convert unpack functions to operate on an array of valuesBrian Paul2011-11-151-630/+900
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa: new BYTE/SHORT_TO_FLOATZ() macrosBrian Paul2011-11-153-42/+17
| | | | | | | Rather than redefining the BYTE/SHORT_TO_FLOAT macros, just define new ones with different names. These macros preserve zero when converting. Reviewed-by: Eric Anholt <[email protected]>
* mesa: move CEILING() macro into macros.hBrian Paul2011-11-153-7/+5
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa: remove unused macros in macros.hBrian Paul2011-11-151-26/+0
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa: consolidate cases in _mesa_components_in_format()Brian Paul2011-11-151-28/+12
| | | | | | and _mesa_sizeof_packed_type() Reviewed-by: Eric Anholt <[email protected]>
* mesa: move swrast ReadPixels code into core MesaBrian Paul2011-11-152-0/+493
| | | | | | | | The swrast ReadPixels code has no dependencies on swrast since moving to Map/UnmapRenderbuffer(). We'll be able to remove s_readpix.c and remove the state tracker's glReadPixels code next. Acked-by: Eric Anholt <[email protected]>
* mesa: remove support for software alpha buffersBrian Paul2011-11-152-376/+0
| | | | | | | | This was only used by the xlib driver to add an alpha channel to the front/window color buffer. This was no longer going to work well with the move to direct mapping of renderbuffers. Reviewed-by: Eric Anholt <[email protected]>
* mesa: replace GLstencil with GLubyteBrian Paul2011-11-155-33/+12
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* linker: Count the number of uniform components used by a shader during linkingIan Romanick2011-11-141-0/+7
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* linker: Count the number of samplers used by a shader during linkingIan Romanick2011-11-141-0/+3
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Fix glFramebufferTexture*() for depth and stencil attachmentsChad Versace2011-11-111-3/+55
| | | | | | | | | | | | | | | | | | | | | | | This patch solves three bugs. 1. When a texture was attached to the GL_DEPTH_STENCIL_ATTACHMENT point, Mesa attached the texture only to the depth attachment point gl_framebuffer::Attachment[BUFFER_DEPTH] and failed to attach it to the stencil attachment point gl_framebuffer::Attachment[BUFFER_STENCIL] 2. When a texture was attached to the GL_DEPTH_ATTACHMENT point and then later attached to the GL_STENCIL_ATTACHMENT point, Mesa created two separate renderbuffer wrappers. This caused a GL error in glGetFramebufferAttachmentParameteriv(). 3. Same as 2, but with depth and stencil juxtaposed. Fixes Piglit test ARB_framebuffer_object/same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL Note: This is a candidate for the stable branches. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* mesa: Make gl_VertexID be a system value like gl_InstanceID.Eric Anholt2011-11-111-0/+1
| | | | Reviewed-by: Ian Romanick <[email protected]>
* mesa: replace api_noop.[ch] with vbo_noop.[ch]Brian Paul2011-11-112-1150/+0
| | | | | | None of the code in api_noop.c was used anymore. The new vbo_noop.c functions are true no-ops. They'll be used to no-op glBegin/End functions when we run out of VBO memory.
* mesa: remove ancient, unused gl_free_control_points prototoypeBrian Paul2011-11-111-4/+0
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* mesa: silence uninitialized var warningBrian Paul2011-11-101-1/+1
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* mesa: Add support for unpacking 32-bit integer formats to int spans.Eric Anholt2011-11-092-0/+128
| | | | | | | | | This is the inverse operation to _mesa_pack_rgba_span_int. The 16-bit code isn't done because of lack of testing and not being sure how sign extension/clamping should be handled between, say, 16-bit int and 32-bit int or uint. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Assign transform feedback varying slots in linker.Paul Berry2011-11-091-0/+13
| | | | | | | | | | | | | | | | | | | | This patch modifies the GLSL linker to assign additional slots for varying variables used by transform feedback, and record the varying slots used by transform feedback for use by the driver back-end. This required modifying assign_varying_locations() so that it assigns a varying location if either (a) the varying is used by the next stage of the GL pipeline, or (b) the varying is required by transform feedback. In order to avoid duplicating the code to assign a single varying location, I moved it into its own function, assign_varying_location(). In addition, to support transform feedback in the case where there is no fragment shader, it is now possible to call assign_varying_locations() with a consumer of NULL. Reviewed-by: Marek Olšák <[email protected]> Tested-by: Marek Olšák <[email protected]>
* mesa,glsl,mapi: Put extern "C" { ... } where appropriate.José Fonseca2011-11-0910-11/+75
| | | | | Probably a several places missing, but enough to cover all headers (in)directly included by uniform_query.cpp, and fix the MSVC build.
* mesa: fix signed/unsigned integer comparison warningsBrian Paul2011-11-082-5/+9
| | | | Reviewed-by: Ian Romanick <[email protected]>
* mesa: Implement glGetFragDataLocationIan Romanick2011-11-082-20/+56
| | | | | | | | Fixes piglit's getfragdatalocation test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* linker: Use app-specified fragment data location during linkingIan Romanick2011-11-083-1/+16
| | | | | | | | Fixes piglit's bindfragdata-link-error. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Stub implementation of glBindFragDataLocationIan Romanick2011-11-082-18/+37
| | | | | | | | | | This just validates the input parameters so far. Fixes piglit's bindfragdata-invalid-parameters test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* Delete code made dead by previous uniform related patchesIan Romanick2011-11-075-535/+0
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add missing check for glUniform*v count > 1 on non-arrayIan Romanick2011-11-071-0/+9
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Rewrite the way uniforms are tracked and handledIan Romanick2011-11-075-220/+464
| | | | | | | | | | | | | | | | | | | | | Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*, glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the gl_uniform_storage structures in the gl_shader_program. A couple of notes: * Like most rewrite-the-world patches, this should be reviewed by applying the patch and examining the modified functions. * This leaves a lot of dead code around in linker.cpp and uniform_query.cpp. This will be deleted in the next patches. v2: Update the comment block (previously a FINISHME) in _mesa_uniform about generating GL_INVALID_VALUE when an out-of-range sampler index is specified. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add log_uniform and log_program_parameters to dump dataIan Romanick2011-11-071-0/+72
| | | | | | | | These were both useful debugging aids while developing this code. log_uniform will be used to keep the MESA_GLSL=uniform behavior. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add _mesa_uniform_{attach,detach_all}_driver_storage functionsIan Romanick2011-11-073-0/+59
| | | | | | | | These functions are used to create and destroy the connections between a uniform and the storage used by the driver to hold its value. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add _mesa_propagate_uniforms_to_driver_storageIan Romanick2011-11-072-0/+122
| | | | | | | | This function propagates the values from the backing storage of a gl_uniform_storage structure to the driver supplied data locations. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add structures for "new style" uniform tracking in shader programsIan Romanick2011-11-071-0/+25
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Move most of uniforms.c to uniform_query.cppIan Romanick2011-11-072-967/+945
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Refactor parameter validate for GetUniform, Uniform, and UniformMatrixIan Romanick2011-11-071-52/+99
| | | | | | | | v2: Update a comment block about the different treatment of location=-1 based on feedback from Ken. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Move {split,merge}_location_offset to uniforms.hIan Romanick2011-11-072-55/+57
| | | | | | | | | | | | | | | | | Prepend _mesa_uniform_ to the names and rework the calling convention. The calling convention was changed for a couple reasons. 1. Having a single variable named 'location' have completely different meanings at different places in the function is confusing. Before calling split_location_offset the location is the encoded value returned by glGetUniformLocation. After calling split_location_offset it's the index of the uniform in the gl_uniform_list::Uniforms array. 2. In a later commit the original value of 'location' is needed after split_location_offset has been called. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Make get_uniform available outside compilation unitIan Romanick2011-11-072-7/+11
| | | | | | | Also rename to _mesa_get_uniform. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Move the link check from _mesa_get_uniform_location to ↵Ian Romanick2011-11-071-5/+11
| | | | | | | | | | _mesa_GetUniformLocationARB There are cases where we might want to internally query the location of a uniform in a shader that failed linking. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Fix error generation for glClearBuffer{i ui}v with GL_DEPTH or GL_STENCILIan Romanick2011-11-071-0/+84
| | | | | | | | | | | | | | | | | | | | The spec says "Only ClearBufferiv should be used to clear stencil buffers." and "Only ClearBufferfv should be used to clear depth buffers." However, on the following page it also says: "The result of ClearBuffer is undefined if no conversion between the type of the specified value and the type of the buffer being cleared is defined (for example, if ClearBufferiv is called for a fixed- or floating-point buffer, or if ClearBufferfv is called for a signed or unsigned integer buffer). *This is not an error.*" Emphasis mine. Fixes problems with piglit's clearbuffer-invalid-drawbuffer test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: fix the selection of soft renderbuffer color formatsBrian Paul2011-11-071-7/+17
| | | | | | | | | | | | | | This fixes a regression from the recent glReadPixels changes found with the piglit hiz tests. Use either MESA_FORMAT_RGBA8888 or MESA_FORMAT_RGBA8888_REV for color buffers depending on endian-ness. Before, the gl_renderbuffer::Format field was MESA_FORMAT_RGBA8888 but the data was really stored as MESA_FORMAT_RGBA8888_REV when using a little endian machine. Getting this right matters now that we can access renderbuffer data without going through the span functions (namely glReadPixels() + MapRenderbuffer()).