| Commit message (Collapse) | Author | Age | Files | Lines |
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For both vertex and fragment shaders we default MaxUniformComponents
to 4 * MAX_UNIFORMS. It makes sense to do this for geometry shaders
too; if back-ends have different limits they can override them as
necessary.
Fixes piglit test:
spec/glsl-1.50/built-in constants/gl_MaxGeometryUniformComponents
Cc: "10.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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AEcontext::NewState is not always set when the vertex array state
is changed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71492
Cc: "10.0" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We try to do all error checking before changing any GL state.
Cc: "10.0" <[email protected]>
Jordan Justen <[email protected]>
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And use a regular if statment to slightly improve readability.
Jordan Justen <[email protected]>
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Jordan Justen <[email protected]>
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Cc: "10.0" <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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Drivers still have to implement dd_function_table::GetGraphicsResetStatus.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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These will be used to determine whether to signal a GPU reset after
another context in the share group has observed a reset.
v2: Change ShareGroupReset from GLboolean to bool. Suggested by Brian.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This allows drivers to determine whether a GPU reset has occured. It
should return non-zero status if a reset was observed by the specified
context. Another mechanism will be used to observe resets occuring in
other contexts in the share group.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This isn't going to be used in the actual implemenation of
glGetGraphicsResetStatus.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Return false, not GL_FALSE. Add missing return value.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71359
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Uses SSE 4.1's MOVNTDQA instruction (streaming load) to read from
uncached memory without polluting the cache.
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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V2: fix interaction with VertexAttribFormat, since that landed after
this was originally written
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Check if the new buffer object has the same name as the current
buffer object before looking it up.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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update_array() and update_array_format() are changed to update the new
attrib and binding states, and the client arrays become derived state.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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...and rename it to _mesa_bind_buffer_gen().
This is so the function can be called from _mesa_BindVertexBuffer().
This patch also adds a caller parameter so we can report the right
entry point in error messages.
Based on a patch by Eric Anholt.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will become derived state as part of the ARB_vertex_attrib_binding
support.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Split out the code for updating the array format into a new function
called update_array_format(). This function will be called by both
update_array() and the new glVertexAttrib*Format() entry points in
ARB_vertex_attrib_binding.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will be used by the ARB_vertex_attrib_binding implementation.
This reverts commit db38e9a0e179441f59274f6f2a751912c29872e2.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Patch from Ubuntu package
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Since it's helpful to know why the shader did not compile.
Also, call fflush() for Windows.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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WGLAPI was defined in glheader.h but wasn't used anywhere.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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New builtins added by GL_ARB_sample_shading:
in vec2 gl_SamplePosition
in int gl_SampleID
in int gl_NumSamples
out int gl_SampleMask[]
V2: - Use SWIZZLE_XXXX for STATE_NUM_SAMPLES.
- Use "result.samplemask" in arb_output_attrib_string.
- Add comment to explain the size of gl_SampleMask[] array.
- Make gl_SampleID and gl_SamplePosition system values.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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New functions added by GL_ARB_sample_shading:
glMinSampleShadingARB()
New enums:
GL_SAMPLE_SHADING_ARB
GL_MIN_SAMPLE_SHADING_VALUE_ARB
V2: Update comments.
Create new GL4x.xml.
Remove redundant code in get.c.
Update the API_XML list in Makefile.am.
Add extra_gl40_ARB_sample_shading predicate to get.c.
V3:
Fix make check failure.
Add checks for desktop GL.
Use GLfloat in place of GLclampf in glMinSampleShading().
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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DrawTransformFeedback() needs to obtain the number of vertices written
to a particular stream during the last Begin/EndTransformFeedback block.
The new driver hook returns exactly that information.
Gallium drivers already implement this by passing the transform feedback
object to the drawing function, counting the number of vertices written
on the GPU, and using draw indirect. This is efficient, but doesn't
always work:
If vertex data comes from user arrays, then the VBO module needs to
know how many vertices to upload, so we need to synchronously count.
Gallium drivers are currently broken in this case.
It also doesn't work if primitive restart is done in software. For
normal drawing, vbo_draw_arrays() performs software primitive restart,
splitting the draw call in two. vbo_draw_transform_feedback() currently
doesn't because it has no idea how many vertices need to be drawn.
The new driver hook gives it that information, allowing us to reuse
the existing vbo_draw_arrays() code to do everything right.
On Intel hardware (at least Ivybridge), using the draw indirect approach
is difficult since the hardware counts primitives, rather than vertices,
which requires doing some simple math. So we always use this hook.
Gallium drivers will likely want to use this hook in some cases, but
want to use the existing draw indirect approach where possible. Hence,
I've added a flag to allow drivers to opt-in to this call.
v2: Make it possible to implement this hook but only use this path
when necessary (suggested by Marek).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Both Gallium and i965 subclass gl_transform_feedback_object, which
requires implementing a custom NewTransformFeedback hook. Creating a
helper function to initialize the fields avoids code duplication and
divergence.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The return value has been unused since commit d348b0c. This was
originally included in another patch, but it was split out by Ian
Romanick.
v2: Drop unnecessary final return. Suggested by Paul.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: Eric Anholt <[email protected]>
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This patch implements the common support code required for the
ARB_shader_atomic_counters extension. It defines the necessary data
structures for tracking atomic counter buffer objects (from now on
"ABOs") associated with some specific context or shader program, it
implements support for binding buffers to an ABO binding point and
querying the existing atomic counters and buffers declared by GLSL
shaders.
v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant.
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Add XML file for the dispatch code generator, update the
dispatch_sanity test and add stub definition for the new entry point.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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destructible.
Only implemented on GCC and Clang for now. Other compilers use a
dummy implementation that always returns false, which should be a safe
[but slightly inefficient] assumption in all cases.
Reviewed-by: Ian Romanick <[email protected]>
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This will let us use strcasecmp() from anywhere inside Mesa without
having to worry about the fact that it doesn't exist in MSVC.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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There is nothing in the OpenGL specification which prevents the user from
calling glGenQueries to generate a new query object while another object is
active. Neither is there anything in the Mesa implementation which prevents
this. So remove the INVALID_OPERATION errors in this case.
Similarly, it is explicitly allowed by the OpenGL specification to delete an
active query, so remove the assertion for that case, replacing it with the
necesssary state updates to end the query, (clear the bindpt pointer and call
into the driver's EndQuery hook).
CC: <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Signed-off-by: Rico Schüller <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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