| Commit message (Collapse) | Author | Age | Files | Lines |
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Update the comments for the packed formats to accurately reflect the
layout of the bits in the pixel. For example, for the packed format
MESA_FORMAT_R8G8B8A8, R is in the least significant position while A
is in the most-significant position of the 32-bit word.
v2: also fix MESA_FORMAT_A1B5G5R5_UNORM, per Roland.
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Signed-off-by: Brian Paul <[email protected]>
Cc: "10.0" "10.1" <[email protected]>
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Fixes failed assertion when trying to map zero-length region.
https://bugs.freedesktop.org/show_bug.cgi?id=75660
Cc: "10.0" "10.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The spec incorrectly used void as return type, when it should have
been GLboolean. This has now been fixed. According to Nvidia, their
implementation always used GLboolean.
Reviewed-by: Christian König <[email protected]>
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i965 recently moved debug printfs to use stderr, including ones which
trigger on MESA_GLSL=dump. This resulted in scrambled output.
For drivers using ir_to_mesa, print_program was already using stderr,
yet all the code around it was using stdout.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Fixes glGetTexImage() when converting from MESA_FORMAT_Z32_FLOAT_S8X24_UINT
to GL_UNSIGNED_INT_24_8. Hit by the piglit
ext_packed_depth_stencil-getteximage test.
Cc: "10.0" "10.1" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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glGetTexImage(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8) was just
using memcpy() instead of _mesa_unpack_uint_24_8_depth_stencil_row()
to convert texels from the hardware format to the GL format.
Fixes issue reported by David Meng at Intel. The new piglit
ext_packed_depth_stencil-getteximage test checks for this bug.
Also, add some format/type assertions. We don't yet handle the
GL_FLOAT_32_UNSIGNED_INT_24_8_REV type. That should be fixed in
a follow-on patch.
Reviewed-by: Eric Anholt <[email protected]>
Cc: "10.0" "10.1" <[email protected]>
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Fixes 'make check' failure introduced with commit
119ffa7307d62e7310ce3902fded662ee4021c92.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75503
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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OpenGL allows a buffer to be mapped only once, but we also map buffers
internally, e.g. in the software primitive restart fallback, for PBOs,
vbo_get_minmax_index, etc. This has always been a problem, but it will
be a bigger problem with persistent buffer mappings, which will prevent
all Mesa functions from mapping buffers for internal purposes.
This adds a driver interface to core Mesa which supports multiple buffer
mappings and allows 2 mappings: one for the GL user and one for Mesa.
Note that Gallium supports an unlimited number of buffer and texture
mappings, so it's not really an issue for Gallium.
v2: fix unmapping in xm_dd.c, remove the GL errors there
v3: fix the intel driver (by Fredrik)
Reviewed-by: Fredrik Höglund <[email protected]>
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v2: also fixed InvalidateBufferData, added citations from the 4.4 spec
Reviewed-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
v2: dropped the error that DYNAMIC_STORAGE is required for MAP_WRITE_BIT,
the error is removed in the latest revision of GL 4.4
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It will be used by glBufferStorage. The parameters are chosen according
to ARB_buffer_storage.
Reviewed-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch fixes these MSVC build errors introduced with
73b78f9c9f86dd38fb165f4730aeac9519635b07.
Compiling src\mesa\main\uniforms.c ...
uniforms.c
src\mesa\main\uniforms.c(291) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(294) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(294) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(294) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(306) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(309) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(309) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(309) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(322) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(325) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(325) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(325) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(345) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(348) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(348) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(348) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(360) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(363) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(363) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(363) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(376) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(379) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(379) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(379) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(588) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(591) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(591) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(591) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(603) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(606) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(606) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(606) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
src\mesa\main\uniforms.c(619) : error C2143: syntax error : missing ';' before 'type'
src\mesa\main\uniforms.c(622) : error C2065: 'shProg' : undeclared identifier
src\mesa\main\uniforms.c(622) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int'
src\mesa\main\uniforms.c(622) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2
Signed-off-by: Vinson Lee <[email protected]>
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Fix build error introduced with commit f4c13a890fa24ff1f998e7cac0ecc31505a29403.
CC pixeltransfer.lo
main/pipelineobj.c: In function '_mesa_delete_pipeline_object':
main/pipelineobj.c:59:4: error: unknown type name 'unsinged'
unsinged i;
^
Signed-off-by: Vinson Lee <[email protected]>
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This was originally included in another patch, but it was split out by
Ian Romanick.
v2 (idr):
* Trivial reformatting.
* Remove GL_COMPUTE_SHADER. Compute shaders don't participate in pipeline
objects anyway. Suggested by Matt Turner.
v3 (idr):
* Use _mesa_has_geometry_shaders.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This was originally included in another patch, but it was split out by
Ian Romanick.
v2 (idr): Return early from _mesa_ActiveShaderProgram if
_mesa_lookup_shader_program_err returns an error. Suggested by Jordan.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]> [v2]
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This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This will allow the guts of the implementation to be shared with
_mesa_CreateShaderProgramv.
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Implement IsProgramPipeline based on the VAO code.
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Implement GenProgramPipelines based on the VAO code.
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Implement DeleteProgramPipelines based on the VAO code.
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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V1:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibute
* Add an init/free pipeline function for the context
V2:
* Rename gl_shader_state to gl_pipeline_object
* Rename Pipeline.PipelineObj to Pipeline.Current
* Formatting improvement
V3 (idr):
* Split out from previous uber patch.
* Remove '#if 0' debug printfs.
V4 (idr):
* Fix some errors in comments. Suggested by Jordan.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Future patches will use this function outside shaderapi.c.
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Nothings implemented yet but glProgramUniform* which are mostly a
copy/paste of the older function glUniform*
I create dedicated pipelineobj.[ch] file that will contains function
related to the "new" pipeline container object.
V2: formatting improvement
V3:
* indentation fix
* Update copyright
* Add a comment on ProgramParameteri already present in another extension
* Remove TODO, will be readded on correct patch
V4 (idr):
* Fix dispatch_sanity unit test
* Make extension string available in core profiles (instead of just
compatibility).
* Trivial reformating
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This adds the necessary bits for both the API and the GLSL compiler.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Identified by Valgrind memory check. Initialized block-opaque in a
different patch. This test seems unnecessary. If opaque must be true,
just set to true.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
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v2:
* Make gl_InvocationID a system value
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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v3:
* Add check for ARB_gpu_shader5
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Grab the parsed invocation count, check for consistency
during linking, and finally save the result in
gl_shader_program Geom.Invocations.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes failing Khronos CTS test packed_depth_stencil_init.test
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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As documented, the _mesa_free_shader_program_data function:
"Frees all the data that hangs off a shader program object, but not
the object itself."
This means that this function may be called multiple times on the same object,
(and has been observed to). Meanwhile, the shProg->Label field was not being
set to NULL after its free(). This led to a second call to free() of the same
address on the second call to this function.
Fix this by setting this field to NULL after free(), (just as with all other
calls to free() in this function).
Reviewed-by: Brian Paul <[email protected]>
CC: [email protected]
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This will let us use meta's acceleration from renderbuffers without having
to do a CopyTexImage first.
This is like what we do for TFP, but just taking an existing renderbuffer
and binding it to a texture with whatever its format was. The
implementation won't work for stencil renderbuffers, and it only does
non-texture renderbuffers (but then, if you're using a texture
renderbuffer, you can just pull the texture object/level/slice out of the
renderbuffer, anyway).
v2: Don't forget to propagate NumSamples to the teximage.
Reviewed-by: Kenneth Graunke <[email protected]>
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I tripped over one of these when debugging meta, and it's a lot nicer to
just see the internalFormat being complained about.
v2: Drop a note in the other errors path that there is one early return.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fix formatting, add new comments, get rid of extraneous indentation.
Suggested by Ian in bug 74723.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Set driver-specified flag in NewDriverState when glUniform* is
used to bind an image unit.
v3: Abbreviate argument type check.
Reviewed-by: Paul Berry <[email protected]>
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Cc: "10.1" "10.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72895
Reviewed-by: Brian Paul <[email protected]>
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Almost every driver already supported it. All current and future
Gallium drivers always support it, and most existing classic drivers
support it.
This only changes radeon and nouveau.
This extension only adds data types that can be passed to, for example,
glTexImage2D. It does not add internal formats. Since you can already
pass GL_FLOAT to glTexImage2D this shouldn't pose any additional issues
with those drivers. Note that r200 and i915 already supported this
extension, and they don't support floating-point textures either.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Half-float TexBOs should require both GL_ARB_half_float_pixel and
GL_ARB_texture_float. This doesn't matter much in practice. Every
driver that supports GL_ARB_texture_buffer_object already supports
GL_ARB_half_float_pixel. We only expose the TexBO extension in core
profiles, and those require GL_ARB_texture_float.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In commit eeed49f5f290793870c60b5b635b977a732a1eb4, Mark accidentally
renamed MESA_FORMAT_S8_Z24 to MESA_FORMAT_Z24_UNORM_X8_UINT and
MESA_FORMAT_X8_Z24 to MESA_FORMAT_Z24_UNORM_S8_UINT, reversing their
sense. The commit message was correct, but what sed commands actually
got run didn't match that.
This patch swaps the two enum names, reversing them. This should undo
the damage, but might break things if people have manually fixed a few
instances in the meantime...
Mark's commit also failed to mention renames:
s/MESA_FORMAT_ARGB2101010_UINT\b/MESA_FORMAT_B10G10R10A2_UINT/g
s/MESA_FORMAT_ABGR2101010\b/MESA_FORMAT_R10G10B10A2_UNORM/g
but those seem okay.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Already declared 5 lines before.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Note that it is OK to pass NULL pointers to this function since this commit:
mesa: modified _mesa_align_free() to accept NULL pointer
http://cgit.freedesktop.org/mesa/mesa/commit/?id=f0cc59d68a9f5231e8e2111393a1834858820735
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74723
Cc: "10.0" "10.1" <[email protected]>
Tested-by: Andreas Boll <[email protected]>
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