| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the previous commit to
this commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The OpenGL 3.2 core profile spec says:
"The following base internal formats from table 3.11 are
color-renderable: RED, RG, RGB, and RGBA. The sized internal formats
from table 3.12 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
The OpenGL 3.2 compatibility profile spec says (only ALPHA is added):
"The following base internal formats from table 3.16 are
color-renderable: ALPHA, RED, RG, RGB, and RGBA. The sized internal formats
from table 3.17 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
Table 3.12 in the core profile spec and table 3.17 in the compatibility
profile spec list SNORM formats as having a base internal format of RED,
RG, RGB, or RGBA. From this we infer that they should also be color
renderable.
The OpenGL ES 3.0 spec says:
"An internal format is color-renderable if it is one of the formats
from table 3.12 noted as color-renderable or if it is unsized format
RGBA or RGB. No other formats, including compressed internal
formats, are color-renderable."
In the OpenGL ES 3.0 spec, none of the SNORM formats have "color-
renderable" marked in table 3.12. The RGB I and UI formats also are not
color-renderable in ES3, but we'll save that change for another patch.
Both NVIDIA's closed-source driver (version 304.64) and AMD's
closed-source driver (Catalyst 12.6 on HD 3650) reject *all* SNORM
formats for renderbuffers in OpenGL 3.3 compatibility profiles.
v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the this commit to the
next commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Commit f22d49de added the SamplerParamter* functions but only used
ASSERT_OUTSIDE_BEGIN_END inside the -f and -fv versions.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This patch adds functionality to Mesa to upload compressed
2-dimensional array textures, using the glCompressedTexImage3D and
glCompressedTexSubImage3D calls.
Fixes piglit tests "EXT_texture_array/compressed *" and "!OpenGL ES
3.0/ext_texture_array-compressed_gles3 *". Also partially fixes GLES3
conformance test "CoverageES30.test".
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The old error reporting was completely bogus, passing _mesa_error() a
format string that didn't even match the remaining arguments. Also,
in many cases the number of dimensions in the TexImage call was not
preserved in the error message (e.g. an error in glTexImage2D was
reported simply as an error in glTexImage).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=58844
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=58548
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Rename existing _Used flag to EverBound.
The GL 4.3 and ES 3.0 specs say
These names are marked as used, for the purposes of GenVertexArrays
only, but they do not acquire array state until they are first bound.
This also affects Apple VAOs, which is fine since the
APPLE_vertex_array_object spec says
A vertex array object is created by binding an unused name. This
binding is accomplished by calling BindVertexArrayAPPLE with id set
to the name of the new vertex array object.
Fixes arb_vertex_array_object_isvertexarray.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The GL 4.3 an ES 3.0 specs say
A transform feedback object is created by binding a name returned by
GenTransformFeedbacks with the command
void BindTransformFeedback( enum target, uint id );
Fixes arb_transform_feedback2-istransformfeedback and part of
es3conform's CoverageES30.test.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No piglit regressions and now passes glsl-uniform-out-of-bounds-2.
validate_uniform_parameters now checks that the array index is
valid. This means if an index is out of bounds, glGetUniform* now
fails with GL_INVALID_OPERATION, as it should.
_mesa_uniform and _mesa_uniform_matrix also call
validate_uniform_parameters so the bounds checks there became
redundant and were removed.
The test in glGetUniformLocation is modified to check array bounds
so it now returns GL_INVALID_INDEX (-1) if you ask for the location
of a non-existent array element, as it should.
Signed-off-by: Frank Henigman <[email protected]>
Reviewed-by: Stéphane Marchesin <[email protected]>
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Previously, Mesa code assumed that glReadBuffer(GL_NONE) was only
valid for user-created framebuffer objects. However, the spec is
quite clear that is should also be valid for the default framebuffer.
From section 18.2.1 ("Obtaining Pixels from the Framebuffer") of the
GL 4.3 spec:
"When READ_FRAMEBUFFER_BINDING is zero, i.e. the default
framebuffer, src must be one of the values listed in table 17.4,
including NONE."
Similar language exists in the GLES 3.0 spec, and in desktop GL all
the way back to ARB_framebuffer_object.
Partially fixes GLES3 conformance test "CoverageES30.test".
NOTE: This is a candidate for stable branches.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The rather unweildy logic for determining this condition was repeated
in a large number of places. This patch consolidates it to a single
inline function.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch implements the following behaviours, which are mandated by
the GL 4.3 and GLES3 specs.
1. Regarding the GL_TRANSFORM_FEEDBACK_BUFFER_SIZE query: "If the
... size was not specified when the buffer object was bound
(e.g. if it was bound with BindBufferBase), ... zero is returned."
(GL 4.3 section 6.7.1 "Indexed Buffer Object Limits and Binding
Queries").
2. "BindBufferBase binds the entire buffer, even when the size of the
buffer is changed after the binding is established. It is
equivalent to calling BindBufferRange with offset zero, while size
is determined by the size of the bound buffer at the time the
binding is used." (GL 4.3 section 6.1.1 "Binding Buffer Objects to
Indexed Targets"). I interpret "at the time the binding is used"
to mean "at the time of the call to glBeginTransformFeedback".
3. "Regardless of the size specified with BindBufferRange, or
indirectly with BindBufferBase, the GL will never read or write
beyond the end of a bound buffer. In some cases this constraint may
result in visibly different behavior when a buffer overflow would
otherwise result, such as described for transform feedback
operations in section 13.2.2." (GL 4.3 section 6.1.1 "Binding
Buffer Objects to Indexed Targets").
Item 1 has been part of the spec all the way back to the inception of
the EXT_transform_feedback extension. Items 2 and 3 were added in GL
4.2 and GLES 3.
Prior to GL 4.2, in place of items 2 and 3, the spec simply said
"BindBufferBase is equivalent to calling BindBufferRange with offset
zero and size equal to the size of buffer." For transform feedback,
Mesa behaved as though this meant "...equal to the size of buffer at
the time of the call to BindBufferBase". However, this was
problematic because it left it ambiguous what to do if the buffer is
shrunk between the call to BindBuffer{Base,Range} and the call to
BeginTransformFeedback. Prior to this patch, Mesa's behaviour was to
try to write beyond the end of the buffer, likely resulting in memory
corruption. In light of this, I'm interpreting the spec change as a
clarification, not an intended behavioural change, so I'm making the
change apply regardless of API version.
Fixes GLES3 conformance test transform_feedback2_pause_resume.test.
Reviewed-by: Jordan Justen <[email protected]>
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In desktop GL, if a draw call would cause transform feedback buffers
to overflow, the draw call should succeed, and the extra primitives
should simply not be recorded in the transform feedback buffers.
In GLES3, however, if a draw call would cause transform feedback
buffers to overflow, the draw call is supposed to produce an
INVALID_OPERATION error and no drawing should occur.
This patch implements the GLES3-required behaviour.
Fixes GLES3 conformance test "transform_feedback_overflow.test".
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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In GLES3, only glDrawArrays() and glDrawArraysInstanced() calls are
allowed when transform feedback is active.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Previously, the i965 driver contained code to compute the maximum
number of vertices that could be written without overflowing any
transform feedback buffers. This code wasn't driver-specific, and for
GLES3 support we're going to need to use it in core mesa. So this
patch moves the code into a core mesa function,
_mesa_compute_max_transform_feedback_vertices().
Reviewed-by: Ian Romanick <[email protected]>
v2: Eliminate C++-style variable declarations, since these won't work
with MSVC.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Make sure drivers initialize the version before:
* _mesa_initialize_exec_table is called
* _mesa_initialize_exec_table_vbo is called
* A context is made current
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The driver should call _mesa_initialize_vbo_vtxfmt after
computing the context version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Drivers must compute the context version, and then call
_mesa_initialize_exec_table themselves.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In a future patch the exec functions will no longer set up
by _mesa_initialize_context and _vbo_CreateContext.
Therefore we must call _mesa_initialize_exec_table and
_mesa_initialize_exec_table_vbo.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This function initializes the exec/save dispatch tables
for VBO vtxfmt.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In glapi/gl_genexec.py:
* Remove _mesa_alloc_dispatch_table call
In glapi/gl_genexec.py and api_exec.h:
* Rename _mesa_create_exec_table to _mesa_initialize_exec_table
In context.c:
* Call _mesa_alloc_dispatch_table instead of _mesa_create_exec_table
* Call _mesa_initialize_exec_table (this is temporary)
Once all drivers have been modified to call
_mesa_initialize_exec_table, then the call to
_mesa_initialize_context can be removed from context.c.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This adds the extensions + the tex buffer support for checking
the formats.
There is a piglit test enhancement sent to that list.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On hardware that supports a limited number of texture indirections,
varying packing will comsume an extra texture indirection, since ALU
operations are needed in the fragment shader to unpack the varyings
before any texturing can be done.
This patch introduces a new driver option,
ctx->Const.DisableVaryingPacking, which can be used by a driver to opt
out of varying packing if the extra texture indirection is costly
enough to outweigh the advantages of packing varyings.
Reviewed-by: Marek Olšák <[email protected]>
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This is a first step in removing the swrast-related code in core
Mesa's texture compression files.
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Previously, if the client program didn't specify a stride when setting
up a vertex attribute, we used _mesa_sizeof_type() to compute the size
of the type, and multiplied it by the number of components.
This didn't work for the 2_10_10_10 formats, since _mesa_sizeof_type()
returns -1 for those types, resulting in all kinds of havoc, since it
was causing the hardware to be programmed with a negative stride
value.
This patch adds a new function _mesa_bytes_per_vertex_attrib(), which
is similar to the existing function _mesa_bytes_per_pixel(), but which
computes the size of a vertex attribute based on the type and the
number of formats. For packed formats (currently only the 2_10_10_10
formats), it verifies that the number of components is correct and
returns the size of the packed format. For unpacked formats, it
returns the size of the type times the number of components.
In addition, this patch adds an assertion so that if we ever forget to
update _mesa_bytes_per_vertex_attrib() when adding a new vertex
format, we'll see the problem quickly rather than having to debug a
subtle conformance test failure.
Fixes GLES3 conformance tests
vertex_type_2_10_10_10_rev_{conversion,divisor,stride_pointer}.test.
Reviewed-by: Brian Paul <[email protected]>
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The GL 3.1 and ES 3.0 specs say of glGetActiveUniformsiv:
"If an error occurs, nothing will be written to params."
So, make a pass through the indices and check that they're valid before
the pass that actually writes to params. Checking pname happens on the
first iteration of the second loop.
Fixes es3conform's getactiveuniformsiv_for_nonexistent_uniform_indices
test.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise messages say silly things like
glGetActiveUniformBlockiv(block index -1 >= 0)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Death to driver-specific hacks!
Reviewed-by: Ian Romanick <[email protected]>
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The set_entry pointer can become invalid if the set table
is re-hashed.
This likely will fix
https://bugs.freedesktop.org/show_bug.cgi?id=58012
(Regression since 56e95d3c)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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For MSVC's sake.
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Data in GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_RG11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_GR1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_R11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_R16.
v2:
16 bit signed data is converted to 16 bit unsigned data by
adding 2 ^ 15 and stored in an unsigned texture format.
v3:
1. Handle a corner case when base code word value is -128. As per
OpenGL ES 3.0 specification -128 is not an allowed value and should
be truncated to -127.
2. Converting a decoded 16 bit signed data to 16 bit unsigned data by
adding 2 ^ 15 gives us an output which matches the decompressed image
(.ppm) generated by ericsson's etcpack tool. ericsson is also doing this
conversion in their tool because .ppm image files don't support signed
data. But gles 3.0 specification doesn't suggest this conversion. We
need to keep the decoded data in signed format. Both signed format
tests in gles3 conformance pass with these changes.
Signed-off-by: Anuj Phogat <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RG11_EAC format is decoded and stored in
MESA_FORMAT_RG1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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