| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit b69cfbdf18fa64606a76761b20bc268f4ac731e5.
This isn't quite baked yet. Seems that despite building the ES piglits,
none of them got executed.
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Version 3: Simplify the code comment, word wrap commit description.
Version 2: Return GL_FALSE if ARB_shadow is unsupported instead of
pretending to store the value as suggested by Brian Paul.
This fixes a GL error warning on r200 in Wine.
The GL_ARB_sampler_objects extension does not specify a dependency on
GL_ARB_shadow or GL_ARB_depth_texture for setting the depth texture
compare mode and function. Silently ignore attempts to change these
settings. They won't matter without a depth texture being assigned
anyway.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Move all the enums but CONTEXT_FLAGS. The spec seems quite explicit
about the latter (wrt OpenGL ES)
"In OpenGL ES versions prior to and including ES 3.1 there is no
CONTEXT_FLAGS state and therefore the CONTEXT_FLAG_DEBUG_BIT cannot
be queried."
v2 [Emil Velikov] Rebase.
v3 [Emil Veliokv] Drop the CONTEXT_FLAGS hunk - not applicable for GLES
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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v2 [Emil Velikov]
- Rebase.
- Correct version in gles11 dispatch_sanity.
- Move the extension enable to a separate patch.
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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There are multiple similar implementations of these functions, and a
later patch was going to add another.
v2: Move removing intel_framebuffer to a different patch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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According to the Intel Software Development Manual (Volume 1: Basic
Architecture, 12.10.3 Streaming Load Hint Instruction):
Streaming loads may be weakly ordered and may appear to software to
execute out of order with respect to other memory operations.
Software must explicitly use fences (e.g. MFENCE) if it needs to
preserve order among streaming loads or between streaming loads and
other memory operations.
That is, a memory fence is needed to preserve the order between the GPU
writing the buffer and the streaming loads reading it back.
Reported-by: Joseph Nuzman <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The uniform will only be of a single type so store the data for
opaque types in a single array.
Cc: Francisco Jerez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing reimplements it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing sets them.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing calls it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The result of POW for a negative base is undefined. Even when the result
is multiplied by zero (which is the case here whenever the base is
negative), the Inf and NaNs can propagate past that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91342
Signed-off-by: Daniel Scharrer <[email protected]>
Cc: "10.6 11.0" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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If the texture object exists, but the Name field is zero, it means
the object was created but never bound to a target. Trying to bind it
in _mesa_BindTextureUnit() should generate GL_INVALID_OPERATION.
Fixes piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <[email protected]>
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This helper was only called from _mesa_BindTextureUnit(). It's simpler
to just inline it.
The error check / code / message in the helper was incorrect. It was
written for glBindTextures(), not glBindTextureUnit(). The correct
error for a bad texture unit number is GL_INVALID_VALUE. The error
message now reports the unit number rather than a GL_TEXTUREi enum.
Fixes a failure in piglit's arb_direct_state_access-bind-texture-unit test.
Reviewed-by: Tapani Pälli <[email protected]>
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Before, we were doing the actual _mesa_reference_texobj() call and
ctx->Driver.BindTexture() and misc housekeeping in three different
places. This consolidates the common code in a new bind_texture()
function.
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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Get rid of "../glsl/" paths. Sort alphabetically.
Reviewed-by: Tapani Pälli <[email protected]>
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Since we store both in UniformBlocks, we can't just compute the index by
subtracting the array address start, we need to count the number of
buffers of the approriate type.
v2:
- Just fall back to calc_resource_index (Tapani)
Reviewed-by: Tapani Pälli <[email protected]>
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https://msdn.microsoft.com/en-us/library/ftsafwz3.aspx
v2: use _WIN32 instead of _MSC_VER (Brian Paul)
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92183
Reviewed-by: Brian Paul <[email protected]>
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Commit 1665d29ee3125743fd6daf3c43fc715f543d5669 introduced an incorrect
format specifier that operates on GLintptr indirect within the function
_mesa_DispatchComputeIndirect().
This patch mitigates the introduced GCC warning:
src/mesa/main/compute.c: In function '_mesa_DispatchComputeIndirect':
src/mesa/main/compute.c:53:7: warning: format '%d' expects argument of type 'int', but argument 3 has type 'GLintptr' [-Wformat=]
_mesa_debug(ctx, "glDispatchComputeIndirect(%d)\n", indirect);
^
v2: Amend for Boyan Ding <[email protected]> feedback.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Jordan Justen <[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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The shaderapi.h header already has the extern "C" wrapper.
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Patch also refactors name length queries which were using array size
in computation, this has to be done in same time to avoid regression in
arb_program_interface_query-resource-query Piglit test.
Fixes rest of the failures with
ES31-CTS.program_interface_query.no-locations
v2: make additional check only for GS inputs
v3: create helper function for resource name length
so that it gets calculated only in one place
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
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v2:
- Add strndup.h to Makefile.sources (Emil)
- Use calloc instead of malloc (Emil).
- Check if allocation fails (Emil, Jose)
- Add '#pragma once' and include stdlib.h to strndup.h (Jose)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92124
Reviewed-by: Jose Fonseca <[email protected]>
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Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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