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* mesa: Add dd_function_table::PrepareExecBeginChad Versace2011-10-181-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This hook allows the driver to prepare for a glBegin/glEnd. i965 will use the hook to avoid avoid recursive calls to FLUSH_VERTICES during a buffer resolve meta-op. Detailed Justification ---------------------- When vertices are queued during a glBegin/glEnd block, those vertices must of course be drawn before any rendering state changes. To enusure this, Mesa calls FLUSH_VERTICES as a prehook to such state changes. Therefore, FLUSH_VERTICES itself cannot change rendering state without falling into a recursive trap. This precludes meta-ops, namely i965 buffer resolves, from occuring while any vertices are queued. To avoid that situation, i965 must satisfy the following condition: that it queues no vertex if a buffer needs resolving. To satisfy this, i965 will use the PrepareExecBegin hook to resolve all buffers on entering a glBegin/glEnd block. -------- v2: Don't add dd_function_table::CleanupExecEnd. Anholt and I discovered that hook to be unnecessary. Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* mesa: Declare _mesa_RenderMode as non-staticChad Versace2011-10-182-1/+4
| | | | | | | | This is required in order for meta-ops to save/restore the GL_RENDER_MODE state. Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* mesa: Make the program texel offsets limits available with GLSL 1.30.Eric Anholt2011-10-181-5/+12
| | | | | | | | | | It was previously under gpu_shader4, but I'm pretty sure everyone's going to be doing GLSL 1.30 first (since gpu_shader4 is basically 1.30 plus a bunch of extra stuff). Fixes piglit glsl-1.30/texel-offset-limits. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Convert fixed function fragment program generator to GLSL IR.Eric Anholt2011-10-183-753/+687
| | | | | | | | This is a step towards providing a direct route for drivers accepting GLSL IR for codegen. Perhaps more importantly, it runs the fixed function fragment program through the GLSL IR optimization. Having seen how easy it is to make ugly fixed function texenv code that can do unnecessary work, this may improve real applicatinos.
* mesa: Add a flag for shader programs to allow SSO linkage in GLES2.Eric Anholt2011-10-181-0/+11
| | | | | | | | On converting fixed function programs to generate GLSL, the linker became cranky that we were trying to make something that wasn't a linked vertex+fragment program. Given that the Mesa GLES2 drivers also support desktop GL with EXT_sso, just telling the linker to shut up seems like the easiest solution.
* ff_fragment_shader: Use FRAG_RESULT_COLOR to write all our colors at once.Eric Anholt2011-10-181-12/+3
| | | | | This is a slight simplification on the way to actually generating GLSL fragment shaders.
* mesa: add a function to do the image data copy stuff for ↵Yuanhan Liu2011-10-171-75/+27
| | | | | | | | | | | | save_CompressedTex(Sub)Image Introuduce a simple function called copy_data to do the image data copy stuff for all the save_CompressedTex*Image function. The function check the NULL data case to avoid some potential segfault. This also would make the code a bit simpler and less redundance. Signed-off-by: Yuanhan Liu <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: remove unused gl_sampler_object::_CompleteTexture fieldBrian Paul2011-10-131-3/+0
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* s/format/baseFormat/ to be more explicitBrian Paul2011-10-131-5/+5
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa: remove redundant buffer checks in copytexsubimage_error_check2()Brian Paul2011-10-131-17/+0
| | | | | | | Again, there was already a call to _mesa_source_buffer_exists() earlier in the function. Reviewed-by: Eric Anholt <[email protected]>
* mesa: remove redundant buffer checks in copytexture_error_check()Brian Paul2011-10-131-16/+0
| | | | | | | There was already a call to _mesa_source_buffer_exists() earlier in the function. Reviewed-by: Eric Anholt <[email protected]>
* mesa: check attachment Type field in renderbuffer_exists()Brian Paul2011-10-131-10/+4
| | | | | | Instead of the renderbuffer pointer. In the future, attaching a texture may not mean the renderbuffer pointer gets set too. Plus, remove some commented-out assertions.
* mesa: consolidate _mesa_source/dest_buffer_exists()Brian Paul2011-10-131-87/+43
| | | | | | v2: add a 'reading' parameter to distinguish between reading and writing to the renderbuffer (we don't want to check if _ColorReadBuffer is null when we're about to draw). Eric found this mistake.
* mesa: make _mesa_update_depth/stencil_buffer() staticBrian Paul2011-10-112-32/+10
| | | | | | | These functions were only called in framebuffer.c where they were defined. Remove the unneeded attIndex parameter too. Reviewed-by: Eric Anholt <[email protected]>
* mesa: Only allow queries of window system FBO on desktop GL w/ARB_fboIan Romanick2011-10-111-0/+15
| | | | | | | | | Neither OES_framebuffer_object nor EXT_framebuffer_object allow querying the window system FBO. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* mesa: Accept GL_DEPTH and GL_STENCIL for window system FBO onlyIan Romanick2011-10-111-12/+27
| | | | | | | | | | Previously GL_DEPTH_BUFFER and GL_STENCIL_BUFFER were (incorrectly) allowed for both. Those enums don't even really exist! Now GL_DEPTH and GL_STENCIL are only allowed for the window system FBO. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* mesa: Prevent repeated glDeleteProgram() from blowing away our refcounts.Eric Anholt2011-10-101-3/+5
| | | | | | | | | | | | glDeleteProgram should only be able to remove the one refcount for the user's reference to the program from the hash table (even though that ref does live on in the hash table until the last other ref is removed). Fixes piglit ARB_shader_objects/delete-repeat. Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa/texformat: add integer fallbacks to other formatsDave Airlie2011-10-081-73/+131
| | | | | | | | | This fixes up the integer format choosing to pick the closest mesa format then the most likely fallback. (the formatting in this file needs cleaning in another patch). Signed-off-by: Dave Airlie <[email protected]>
* mesa: add packing for int/uintDave Airlie2011-10-082-0/+68
| | | | | | | This just adds a simple packing for GL_UNSIGNED_INT/GL_INT destination formats. This is enough for at least the gallium drivers to pack both unsigned and signed types for read pixels. Signed-off-by: Dave Airlie <[email protected]>
* mesa: Silence several 'warning: unused parameter' in _mesa_GetnUniformdvARBIan Romanick2011-10-071-0/+6
| | | | | | | | | This function isn't implemented yet, so none of its parameters are used yet. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Simplify validate_shader_program after previous refactorsIan Romanick2011-10-071-11/+6
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of FragmentProgramIan Romanick2011-10-077-21/+22
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of GeometryProgramIan Romanick2011-10-076-15/+17
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of VertexProgramIan Romanick2011-10-078-23/+26
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Close Doxygen groupChad Versace2011-10-071-0/+1
| | | | | In dd_function_table, close the Doxygen group beginning with \name Support for multiple T&L engines
* mesa: fix software mipmap generation code for packed Z/stencil formatsBrian Paul2011-10-072-5/+41
| | | | | | Fixes https://bugs.freedesktop.org/show_bug.cgi?id=32458 Reviewed-by: Chad Versace <[email protected]>
* mesa: update gl_texture_image commentsBrian Paul2011-10-071-2/+2
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* mesa: fix image unpacking when storing compressed texturesBrian Paul2011-10-072-6/+19
| | | | | | | | | | | | | | This fixes failures found with the new piglit texsubimage test. Two things were broken: 1. The dxt code doesn't handle sources images where width != row stride. Check for that and take the _mesa_make_temp_ubyte_image() path to get an image where width = rowstride. 2. If we don't take the _mesa_make_temp_ubyte_image() path we need to take the source image unpacking parameters into account in order to get the proper starting memory address of the source texels. Note: This is a candidate for the 7.11 branch.
* mesa: Create _mesa_bitcount_64() to replace i965's brw_count_bits()Paul Berry2011-10-062-0/+16
| | | | | | | | | | | | | | | | The i965 driver already had a function to count bits in a 64-bit uint (brw_count_bits()), but it was buggy (it only counted the bottom 32 bits) and it was clumsy (it had a strange and broken fallback for non-GCC-like compilers, which fortunately was never used). Since Mesa already has a _mesa_bitcount() function, it seems better to just create a _mesa_bitcount_64() function rather than special-case this in the i965 driver. This patch creates the new _mesa_bitcount_64() function and rewrites all of the old brw_count_bits() calls to refer to it. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa/es: Allow GL_CLIP_PLANE0+6 and GL_CLIP_PLANE0+7.Kenneth Graunke2011-10-061-8/+6
| | | | | | | | | | Fixes the ES1 conformance 'userclip' test, which broke when we increased MAX_CLIP_PLANES to 8. Core Mesa already validates incoming values against MAX_CLIP_PLANES; we just need the ES wrapper to pass everything through. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa/get: Move MAX_LIGHTS from GL/ES2 to GL/ES1.Kenneth Graunke2011-10-061-2/+1
| | | | | | | | | | It's required for ES 1.0 and 1.1, and isn't specified for ES 2. While the comment says Mesa depends on it internally, removing it from ES2 doesn't seem to regress any Piglit or ES2 conformance tests. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: remove some unneeded forward struct declarationsBrian Paul2011-10-051-3/+0
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* mesa: remove unused _mesa_rescale_teximage2d() functionBrian Paul2011-10-052-84/+0
| | | | It was only used by the old tdfx driver, IIRC.
* mesa: remove unused gl_texture_image::DriverData fieldBrian Paul2011-10-052-8/+0
| | | | Was only used by some older/removed DRI drivers.
* mesa: get rid of imageOffsets arrays in texstore codeBrian Paul2011-10-055-360/+210
| | | | | | | | | | | These were used to find the start of a 3D image slice (or 2D array texture slice) given a base address. Instead, use a simple array of address of image slices instead. This is a step toward getting rid of the gl_texture_image::ImageOffsets field. Reviewed-by: Eric Anholt <[email protected]>
* i965 Gen6: Implement gl_ClipVertex.Paul Berry2011-10-051-2/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch implements proper support for gl_ClipVertex by causing the new VS backend to populate the clip distance VUE slots using VERT_RESULT_CLIP_VERTEX when appropriate, and by using the untransformed clip planes in ctx->Transform.EyeUserPlane rather than the transformed clip planes in ctx->Transform._ClipUserPlane when a GLSL-based vertex shader is in use. When not using a GLSL-based vertex shader, we use ctx->Transform._ClipUserPlane (which is what we used prior to this patch). This ensures that clipping is still performed correctly for fixed function and ARB vertex programs. A new function, brw_select_clip_planes() is used to determine whether to use _ClipUserPlane or EyeUserPlane, so that the logic for making this decision is shared between the new and old vertex shaders. Fixes the following Piglit tests on i965 Gen6: - vs-clip-vertex-const-accept - vs-clip-vertex-const-reject - vs-clip-vertex-different-from-position - vs-clip-vertex-equal-to-position - vs-clip-vertex-homogeneity - vs-clip-based-on-position - vs-clip-based-on-position-homogeneity - clip-plane-transformation clipvert_pos - clip-plane-transformation pos_clipvert - clip-plane-transformation pos Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* mesa: Add a gl_vert_result for gl_ClipVertex.Paul Berry2011-10-051-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Before this patch, clip planes didn't work properly in Mesa when using vertex shaders, because Mesa assigned both gl_ClipVertex and gl_Position to the same gl_vert_result (VERT_RESULT_HPOS). As a result, backends couldn't distinguish between the two variables, so any shader that wrote different values to them would fail to work properly. This patch paves the way for proper support of gl_ClipVertex by creating a new enumerated value in gl_vert_result for it (VERT_RESULT_CLIP_VERTEX). After this patch, a back-end may add support for gl_ClipVertex using the following algorithm: - If using a user-supplied GLSL vertex shader: - If the bit corresponding to VERT_RESULT_CLIP_VERTEX is set in gl_program::OutputsWritten: - Clip using the vertex shader output VERT_RESULT_CLIP_VERTEX and the clip planes defined in gl_context::Transform.EyeUserPlane. - Else: - Clip using the vertex shader output VERT_RESULT_HPOS and the clip planes defined in gl_context::Transform.EyeUserPlane. - Else (either using fixed function or an ARB vertex program): - Clip using the vertex shader output VERT_RESULT_HPOS and the clip planes defined in gl_context::Transform._ClipUserPlane (*) where (*) represents the normal Mesa behavior before this patch. An example of implementing the above algorithm can be found in the patch that follows this one, which implements gl_ClipVertex in i965 Gen6. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: update fbo format tablet for integer types.Dave Airlie2011-10-051-1/+61
| | | | | | This updates the fbo format table for the integer types. Signed-off-by: Dave Airlie <[email protected]>
* mesa/texstore: add texstore paths for all the integer types.Dave Airlie2011-10-051-12/+104
| | | | | | | | | This just adds the entries to the table and fixes the asserts up. The int32 one is definitely wrong, since it uses a float temp which will lose precision, but its no worse than now. Signed-off-by: Dave Airlie <[email protected]>
* mesa/texformat: update choose_tex_format for integer types.Dave Airlie2011-10-051-4/+79
| | | | | | This adds the integer types to the tex format chooser. Signed-off-by: Dave Airlie <[email protected]>
* mesa/formats: add rest of integer formats.Dave Airlie2011-10-052-2/+562
| | | | | | | | | | | | | | | | This is taken from reading EXT_texture_integer + EXT_texture_rg in combination, Comments on necessity of each format, naming of formats and bugs in the formats tables please. Is there any formats I've missed? Eric looked over this to make sure its consistent at least. As I've changed the ordering of things in the format table, the follow patches are required to avoid regression. Signed-off-by: Dave Airlie <[email protected]>
* texstore: create texstore table on first access.Dave Airlie2011-10-051-149/+120
| | | | | | | | As per Brian's suggestion we can generate this table at first start to make sure its correct. This is a sad workaround for compilers which don't support named initialiser. (its 2011). Signed-off-by: Dave Airlie <[email protected]>
* mesa: Remove unused gl_program::AttributesIan Romanick2011-10-042-9/+0
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Determine GL_ACTIVE_ATTRIBUTE_MAX_LENGTH by walking the GLSL IR.Ian Romanick2011-10-043-7/+32
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Determine GL_ACTIVE_ATTRIBUTES by walking the GLSL IR.Ian Romanick2011-10-043-1/+30
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Remove unused gl_shader_program::AttributesIan Romanick2011-10-043-14/+2
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Make _mesa_GetActiveAttribARB use the attributes in the shader IRIan Romanick2011-10-041-13/+38
| | | | | | | | | Instead of relying on the mirror in the Mesa IR assembly shader, just use the variables actually stored in the GLSL IR. This will be a bit slower, but nobody cares about the performance of glGetActiveAttrib. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Move _mesa_GetActiveAttribARB to shader_query.cppIan Romanick2011-10-042-42/+32
| | | | | | | | | This just folds get_active_attrib into _mesa_GetActiveAttribARB and moves the resulting function function to the other source file. More changes are coming soon. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Add gl_shader_program::AttributeBindingsIan Romanick2011-10-043-1/+24
| | | | | | | | | This currently mirrors the state tracking gl_shader_program::Attributes, but I'm working towards eliminating that. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Move _mesa_BindAttribLocationARB to shader_query.cppIan Romanick2011-10-042-52/+42
| | | | | | | | | This just folds bind_attrib_location into _mesa_BindAttribLocationARB and moves the resulting function function to the other source file. More changes are coming soon. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>