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This is where other format-related functions live.
Reviewed-by: Eric Anholt <[email protected]>
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Use the _mesa_base_format_has_channel() helper as we do for the
other texture format component queries.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The source array elements are 8-bytes (float + uint) so we need
to multiply the src index by 2 to get the right array stride.
Reviewed-by: Kenneth Graunke <[email protected]>
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This format is used in the ARB_texture_rgb10_a2ui spec.
It adds core mesa support, texformat + texstore support, format_unpack
and fbobject.c (all patches from list merged + fixed up).
also fixes some whitespace issues.
Parts were:
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These codepaths were missing the cases for BGR_INTEGER/BGRA_INTEGER.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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After reading ARB_texture_rgb10_a2ui it appears the packed formats
for integer types are only specified via this extension, and not via
the original ones. So condition the checks on this.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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just saw this while looking for other problems.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds one enum.
regenerate enums.c.
Signed-off-by: Dave Airlie <[email protected]>
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MESA_FORMAT_RGBX8888_REV is one of the opaque pixel formats used on Android.
Thanks to texture-from-pixmap, drivers may actually see texture images with
this format on Android.
MESA_FORMAT_RGBX8888 is added only for completeness.
Reviewed-by: Brian Paul <[email protected]>
[olv: Move the new formats after MESA_FORMAT_ARGB8888_REV in gl_format. I
accidentally moved them to the wrong place when preparing the patch.]
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43122
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
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Fixes failures in i965 on fbo-blending-formats when the format is enabled.
Reviewed-by: Kenneth Graunke <[email protected]>
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Until GL 3.0, there isn't any requirement on the actual sizes of
channels chosen. By falling back to 16 here, we can correctly support
ARB_texture_float on original i965 hardware, which can't correctly
filter 32-bit floats.
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Not all i965 hardware can do RGB float16, and this will at least save
half the memory and have expected behavior in terms of precision.
Reviewed-by: Kenneth Graunke <[email protected]>
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The formats.c code's "datatype" value is "what does this value mean",
i.e. unorm or snorm or float, and is the return value from the
GL_TEXTURE_RED_TYPE class of queries. The depth formats were marked
as GL_UNSIGNED_INT, which is what we use for integer, and not what we
should be returning from the glGetTexLevelParameter.
In texstore, we were inappropriately using it as an argument to
_mesa_unpack_depth_span() that was expecting a value like
GL_UNSIGNED_INT or GL_UNSIGNED_SHORT. Just hardcode
_mesa_unpack_depth_span()'s arguments for now, though it looks like
the consumers of that interface would be happier with using
MESA_FORMAT.
Reviewed-by: Brian Paul <[email protected]>
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The GL_TEXTURE_WHATEVER_SIZE entrypoints were checking if the
specified base type of the texture allowed that channel to be present
before reporting the size of the channel, so that GL_RGB didn't end up
with an alpha size if the hardware driver had to store it that way.
The GL_TEXTURE_WHATEVER_TYPE entrypoints weren't checking it, so you
would end up with strange responses from the GL involving 0-bit
floating-point alpha components in GL_RGB32F, even though it says
GL_NONE as expected for other 0-sized channels.
Make _TYPE check _BaseFormat the same as _SIZE, which results in
fixing most of the GL_RGB* testcases of gl-3.0-required-sized-formats
pass on i965.
v2: Add a default case with a warning (suggestion by Brian Paul)
Reviewed-by: Brian Paul <[email protected]> (v1)
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The boolean return value was ignored by the caller.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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normalized."
This reverts commit b11c16752a18ef8dfb96d9f0ead6ecb62bde6773.
Breaks at least luminance destination formats.
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Previously a vertex shader that used no samplers would get updated (by
calling the driver's ProgramStringNotify) when a sampler in the
fragment shader was updated. This was discovered while investigating
some spurious code generation for shaders in Cogs. The behavior in
Cogs is especially pessimal because it ping-pongs sampler uniform
settings:
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
glUniform1i(sampler1, 1);
glUniform1i(sampler2, 0);
draw();
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
// etc.
ProgramStringNotify is still too big of a hammer. Applications like
Cogs will still defeat the shader cache. A lighter-weight mechanism
that can work with the shader cache is needed. However, this patch at
least restores the previous behavior.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In slow_read_depth_stencil_pixels_separate() we might have separate
depth and stencil buffers or a combined buffer. In the later case,
don't map the buffer twice. This function is used when the depth
scale/bias pixel transfer values are not the defaults.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=42963
Reviewed-by: José Fonseca <[email protected]>
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glspec doesn't say that we should skip the attenuation and spot
calculation for infinite light(Ppli.w == 0). Instead, it gives a same
formula to do the light calculation for both finite light and infinite
light(see page 62 of glspec 2.1.pdf)
Also from the formula (2.4) at page 62 of glspec 2.1.pdf, we can skip
attenuation calculation if Ppli.w == 0.
This would fix all the intel oglc l_sed fail subcases and introduces no
intel oglc regressions.
v2: fix an wrong intendation(comments from Brian).
Signed-off-by: Yuanhan Liu <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Make sure all lighting tables are updated before using the table to
calculate something, say using _SpotExpTable to calculate
_VP_inf_spot_attenuation.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes regression in piglit:
ARB_color_buffer_float/GL_RGBA16F-getteximage
ARB_color_buffer_float/GL_RGBA16F-readpixels
ARB_color_buffer_float/GL_RGBA32F-getteximage
ARB_color_buffer_float/GL_RGBA32F-readpixels
Reviewed-by: Brian Paul <[email protected]>
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Fixes some spurious GL errors in the upcoming
gl-3.0-required-sized-formats piglit test.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Rather than redefining the BYTE/SHORT_TO_FLOAT macros, just define new
ones with different names. These macros preserve zero when converting.
Reviewed-by: Eric Anholt <[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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and _mesa_sizeof_packed_type()
Reviewed-by: Eric Anholt <[email protected]>
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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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