| Commit message (Collapse) | Author | Age | Files | Lines |
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The swrast ReadPixels code has no dependencies on swrast since moving
to Map/UnmapRenderbuffer(). We'll be able to remove s_readpix.c and
remove the state tracker's glReadPixels code next.
Acked-by: Eric Anholt <[email protected]>
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This was only used by the xlib driver to add an alpha channel to the
front/window color buffer. This was no longer going to work well with
the move to direct mapping of renderbuffers.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch solves three bugs.
1. When a texture was attached to the GL_DEPTH_STENCIL_ATTACHMENT point,
Mesa attached the texture only to the depth attachment point
gl_framebuffer::Attachment[BUFFER_DEPTH]
and failed to attach it to the stencil attachment point
gl_framebuffer::Attachment[BUFFER_STENCIL]
2. When a texture was attached to the GL_DEPTH_ATTACHMENT point and then
later attached to the GL_STENCIL_ATTACHMENT point, Mesa created two
separate renderbuffer wrappers. This caused a GL error in
glGetFramebufferAttachmentParameteriv().
3. Same as 2, but with depth and stencil juxtaposed.
Fixes Piglit test ARB_framebuffer_object/same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL
Note: This is a candidate for the stable branches.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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None of the code in api_noop.c was used anymore. The new vbo_noop.c
functions are true no-ops. They'll be used to no-op glBegin/End functions
when we run out of VBO memory.
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This is the inverse operation to _mesa_pack_rgba_span_int. The 16-bit
code isn't done because of lack of testing and not being sure how sign
extension/clamping should be handled between, say, 16-bit int and
32-bit int or uint.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch modifies the GLSL linker to assign additional slots for
varying variables used by transform feedback, and record the varying
slots used by transform feedback for use by the driver back-end.
This required modifying assign_varying_locations() so that it assigns
a varying location if either (a) the varying is used by the next stage
of the GL pipeline, or (b) the varying is required by transform
feedback. In order to avoid duplicating the code to assign a single
varying location, I moved it into its own function,
assign_varying_location().
In addition, to support transform feedback in the case where there is
no fragment shader, it is now possible to call
assign_varying_locations() with a consumer of NULL.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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Probably a several places missing, but enough to cover all headers
(in)directly included by uniform_query.cpp, and fix the MSVC build.
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Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit's getfragdatalocation test.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes piglit's bindfragdata-link-error.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This just validates the input parameters so far.
Fixes piglit's bindfragdata-invalid-parameters test.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*,
glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the
gl_uniform_storage structures in the gl_shader_program.
A couple of notes:
* Like most rewrite-the-world patches, this should be reviewed by
applying the patch and examining the modified functions.
* This leaves a lot of dead code around in linker.cpp and
uniform_query.cpp. This will be deleted in the next patches.
v2: Update the comment block (previously a FINISHME) in _mesa_uniform
about generating GL_INVALID_VALUE when an out-of-range sampler index
is specified.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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These were both useful debugging aids while developing this code.
log_uniform will be used to keep the MESA_GLSL=uniform behavior.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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These functions are used to create and destroy the connections between
a uniform and the storage used by the driver to hold its value.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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This function propagates the values from the backing storage of a
gl_uniform_storage structure to the driver supplied data locations.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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v2: Update a comment block about the different treatment of
location=-1 based on feedback from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Prepend _mesa_uniform_ to the names and rework the calling
convention. The calling convention was changed for a couple reasons.
1. Having a single variable named 'location' have completely different
meanings at different places in the function is confusing. Before
calling split_location_offset the location is the encoded value
returned by glGetUniformLocation. After calling split_location_offset
it's the index of the uniform in the gl_uniform_list::Uniforms array.
2. In a later commit the original value of 'location' is needed after
split_location_offset has been called.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Also rename to _mesa_get_uniform.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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_mesa_GetUniformLocationARB
There are cases where we might want to internally query the location
of a uniform in a shader that failed linking.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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The spec says "Only ClearBufferiv should be used to clear
stencil buffers." and "Only ClearBufferfv should be used to clear
depth buffers." However, on the following page it also says:
"The result of ClearBuffer is undefined if no conversion between
the type of the specified value and the type of the buffer being
cleared is defined (for example, if ClearBufferiv is called for a
fixed- or floating-point buffer, or if ClearBufferfv is called
for a signed or unsigned integer buffer). *This is not an error.*"
Emphasis mine.
Fixes problems with piglit's clearbuffer-invalid-drawbuffer test.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes a regression from the recent glReadPixels changes found
with the piglit hiz tests.
Use either MESA_FORMAT_RGBA8888 or MESA_FORMAT_RGBA8888_REV for color
buffers depending on endian-ness. Before, the gl_renderbuffer::Format
field was MESA_FORMAT_RGBA8888 but the data was really stored as
MESA_FORMAT_RGBA8888_REV when using a little endian machine.
Getting this right matters now that we can access renderbuffer data
without going through the span functions (namely glReadPixels() +
MapRenderbuffer()).
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These vars will just get overwritten when we call _mesa_add_renderbuffer()
anyway. We only need to set the InternalFormat field when we create the
software renderbuffer.
Reviewed-by: Eric Anholt <[email protected]>
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One of the points of GL_ARB_texture_storage is to make it impossible
to have malformed mipmap stacks. If we know the texture object is
immutable, we can skip a bunch of size checking.
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This should be useful in making more generic fast paths in the pixel
paths.
v2: Add note about PACK_SWAP_BYTES, and fix up for endianness by
synchronizing with memcpy_texture paths in texstore.c.
Reviewed-by: Brian Paul <[email protected]>
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This also makes it handle 24/8 vs 8/24, fixing piglit
depthstencil-default_fb-readpixels-24_8 on i965. While here, avoid
incorrectly fast-pathing if packing->SwapBytes is set.
v2: Move the unpack code to format_unpack.c, fix BUFFER_DEPTH typo
v3: Fix signed/unsigned comparison.
Reviewed-by: Brian Paul <[email protected]>
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This avoids going through the wrapper that has to rewrite the data for
packed depth/stencil. This isn't done in _swrast_read_stencil_span
because we don't want to map/unmap for each span.
v2: Move the unpack code to format_unpack.c.
v3: Fix signed/unsigned comparison.
Reviewed-by: Brian Paul <[email protected]>
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Missed this back in the arb_robustness branch
<6b329b9274b18c50f4177eef7ee087d50ebc1525>.
NOTE: This is a candidate for the 7.11 branch.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is an OpenGL ES specific extension. External textures are textures that
may be sampled from, but not be updated (no glTexSubImage* and etc.). The
image data are taken from an EGLImage.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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GL_TEXTURE_RECTANGLE_NV (and soon GL_TEXTURE_EXTERNAL_OES) is special. Handle
it in its own if-block. There should be no functional change.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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Unrecognized texture target should give an error.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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3-bit fields are used store texture target in several places. That will fail
when TEXTURE_EXTERNAL_INDEX, which happends to be the 9th texture target, is
added. Make them 4-bit fields.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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glRenderbufferStorage man page says:
GL_INVALID_VALUE is generated if either of width or height is negative,
or greater than the value of GL_MAX_RENDERBUFFER_SIZE.
NOTE: this is a candidate for the 7.11 branch
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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EXT_framebuffer_object bspec says:
Get Value Type Get Command Initial Value
------------------------------- ------ ----------- -----------
RENDERBUFFER_INTERNAL_FORMAT_EXT Z+ GetRenderbufferParameterivEXT RGBA
NOTE: this is a candidate for the 7.11 branch
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The ARB_texture_swizzle spec says:
The error INVALID_OPERATION is generated if TexParameteri,
TexParameterf, TexParameteriv, or TexParameterfv, parameter <pname>
is TEXTURE_SWIZZLE_R, TEXTURE_SWIZZLE_G, TEXTURE_SWIZZLE_B,
or TEXTURE_SWIZZLE_A, and <param> is not RED, GREEN, BLUE, ALPHA,
ZERO, or ONE.
The error INVALID_OPERATION is generated if TexParameteriv, or
TexParameterfv, parameter <pname> TEXTURE_SWIZZLE_RGBA, and the four
consecutive values pointed to by <param> are not all RED, GREEN, BLUE,
ALPHA, ZERO, or ONE.
So, the GL_TEXTURE_SWIZZLE* pname is legal for glTexParameterf(v)
NOTE: this is a candidate for the 7.11 branch
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch ensures that gl_client_array::Integer is properly set to
GL_TRUE for vertex attributes specified using glVertexAttribIPointer,
and to GL_FALSE for vertex attributes specified using
glVertexAttribPointer, so that the vertex attributes can be
interpreted properly by driver back-ends.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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