| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Roland Scheidegger <[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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It should be possible to query the number of primitives written to each
individual stream by a geometry shader in a single draw call. For that
we need to have up to MAX_VERTEX_STREAM separate query objects.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex control bits if it emits vertices to non-zero
streams, so use a flag to track this.
This flag will be set to TRUE when a geometry shader calls EmitStreamVertex()
or EndStreamPrimitive() with a non-zero stream parameter in a later patch.
Reviewed-by: Ian Romanick <[email protected]>
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For now initialized to the default stream 0.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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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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Verify _mesa_lookup_texture() returned valid pointer before using it.
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Cc: "10.1 10.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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A drawable size of 0x0 means that we don't have buffers for a drawable yet,
not that we have a zero-sized buffer. Core mesa shouldn't be optimizing out
drawing based on buffer size, since the draw call could be what triggers
the driver to go and get buffers. As discussed in the referenced bug report,
the optimization was added as part of a scatter-shot attempt to fix a
different problem. There's no other example in mesa core of using the
buffer size in this way.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74005
Cc: "10.1 10.2" <[email protected]>
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Type mismatch caused random memory to be copied when casted
memory area was smaller than expected type.
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Perhaps useful for debugging? Never used otherwise. Added by commit
8cf5bdad.
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Petri Latvala <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Unused since commit b6475f94.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tapani Pälli <[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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Support inactive uniforms that have explicit location set in
glUniform* functions.
v2: remove unnecessary extension check, use new define (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Patch adds new implementation dependent value required by the
GL_ARB_explicit_uniform_location extension. Default value for user
assignable locations is calculated as sum of MaxUniformComponents
for each stage.
v2: fix descriptor in get_hash_params.py (Petri)
v3: simpler formula for calculating initial value (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The comment for _mesa_is_type_integer is confusing because it says that it
returns whether the type is an “integer (non-normalized)” format. I don't
think it makes sense to say whether a type is normalized or not because it
depends on what format it is used with. For example, GL_RGBA+GL_UNSIGNED_BYTE
is normalized but GL_RGBA_INTEGER+GL_UNSIGNED_BYTE isn't. If the normalized
comment is just a mistake then it still doesn't make much sense because it is
missing the packed-pixel types such as GL_UNSIGNED_INT_5_6_5. If those were
added then it effectively just returns type != GL_FLOAT.
That function was only used in _mesa_is_enum_format_or_type_integer. This
function effectively checks whether the format is non-normalized or the type
is an integer. I can't think of any situation where that check would make
sense.
As far as I can tell neither of these functions have ever been used anywhere
so we should just remove them to avoid confusion.
These functions were added in 9ad8f431b2a47060bf05517246ab0fa8d249c800.
Reviewed-by: Brian Paul <[email protected]>
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And delete the incorrect comment.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Cody Northrop <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Chris Forbes <[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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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This logic is reusable across CompressedTex*Image* and
GetCompressedTexImage; the strides calculated will also be needed
in the PBO validation functions to ensure that the referenced range of
bytes is valid.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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V2: Use bool rather than GLboolean for internal function
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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ARB_compressed_texture_pixel_storage
Signed-off-by: Chris Forbes <[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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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Move _mesa_error call for INVALID_VALUE to one place.
Remove checks for previous value matching -- this was important when we
were flushing vertices before the update, but that hasn't happened for a
long time now.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A recent ApiTrace change, that tries to dump more buffer state
causes Mesa from my distro (10.1.4) to segfaults here.
I haven't actually confirm this fixes it (I can't repro on master),
but it seems a good idea to be defensive here anyway.
Cc: "10.1 10.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Same as b026b6bbfe3f15c8a7296ac107dc3d31f74e401e, but
COLOR_ARRAY_SIZE/SECONDARY_COLOR_ARRAY_SIZE.
Ideally we wouldn't munge the incoming state, so that we wouldn't need
to unmunge it back on glGet*. But the array size state is copied and
referred in many places, many of which couldn't take an GLenum like
GL_BGRA instead of a plain integer. So just hack around on glGet*,
to ensure there is no risk of introducing regressions elsewhere.
This bug causes problems to Apitrace, resulting in wrong traces. See
https://github.com/apitrace/apitrace/issues/261 for details.
Tested with piglit arb_vertex_array_bgra-get, which was created for this
purpose.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: "10.1 10.2" <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: "10.1 10.2" <[email protected]>
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Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Petri Latvala <[email protected]>
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Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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glFramebufferRender(..., GL_DEPTH_STENCIL_ATTACHMENT, ..., 0) only
detached the depth buffer and not the stencil buffer.
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=79115
Reviewed-by: Brian Paul <[email protected]>
Cc: "10.1 10.2" <[email protected]>
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This fixes MinGW x64 builds. We don't use assembly on any of the
Windows builds, to avoid divergence between MSVC and MinGW when testing.
Reviewed-by: Matt Turner <[email protected]>
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Uses the cpuid.h header provided by gcc and clang. Other platforms are
encouraged to switch.
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We allocate dispatch tables for BeginEnd and OutsideBeginEnd. But
when we destroy the context we were freeing the BeginEnd and Exec
tables. If Exec==BeginEnd we did a double-free. This would happen
if the context was destroyed while inside a glBegin/End pair. Now
free the BeginEnd and OutsideBeginEnd pointers.
Cc: "10.1", "10.2" <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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As far as I can tell, Mesa hasn't had a convenient way to dump ARB_vp/fp
source until now. Using MESA_GLSL=dump is convenient, since it means
you can use a single environment variable to dump a program's shaders,
no matter which language they're written in.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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