| Commit message (Collapse) | Author | Age | Files | Lines |
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Also add _mesa_vsnprintf.
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There are several cases in which we need to explicity "rebase" colors
(ex: set G=B=0) when getting GL_LUMINANCE textures:
1. If the luminance texture is actually stored as rgba
2. If getting a luminance texture, but returning rgba
3. If getting an rgba texture, but returning luminance
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=46679
Also fixes the new piglit getteximage-luminance test.
Reviewed-by: José Fonseca <[email protected]>
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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See the comments for _mesa_rebase_rgba_float() for details.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=46679
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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These will be used by glReadPixels() and glGetTexImage() to fix issues
with reading GL_LUMINANCE and other formats.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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If the texture is a 1D array, don't remove the border pixel from the
height. Similarly for 2D array textures and the depth direction.
Simplify the function by assuming the border is always one pixel.
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_max_texture_levels() is also used to test valid texture target
in _mesa_GetTexLevelParameteriv(). GL_TEXTURE_CUBE_MAP is not allowed
as texture target in glGetTexLevelParameter(). So, this should throw
GL_INVALID_ENUM error.
Few other functions which use _mesa_max_texture_levels() like
getcompressedteximage_error_check() and getteximage_error_check()
also don't accept GL_TEXTURE_CUBE_MAP.
Above fix makes piglit fbo-cubemap test to fail. This is because of
incorrect texture target passed to _mesa_max_texture_levels() in
framebuffer_texture(). Fixing that as well
Note: This is a candidate for the stable branches
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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While the ARB_map_buffer_range extension spec says nothing about these
queries -- they were added in GL 3.0 --, it seems like this could be an
error in the extension spec. This is one of the extensions, like
ARB_framebuffer_object, that "back ports" OpenGL 3.0 functionality to
previous versions. These extensions are supposed to provide identical
functionality to OpenGL 3.0. The other cases of mismatches have been
determined to be bugs in the extension specs.
And tools like apitrace rely on such queries to function properly.
Signed-off-by: Yuanhan Liu <[email protected]>
Signed-off-by: José Fonseca <[email protected]>
Acked-by: Brian Paul <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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Fixes piglit GL_ARB_draw_instanced/negative-arrays-first-negative.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes piglit GL_ARB_draw_elements_base_vertex/dlist-arb_draw_instanced
Reviewed-by: Kenneth Graunke <[email protected]>
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When you called them in a display list compile before, you would just
end up calling through NULL.
Fixes piglit GL_ARB_draw_instanced/dlist.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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All users of the shine table outside of the tnl module
are gone. Move the implementation into the tnl module and
prefix the public functions with _tnl.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Since the shine tables are now only used in the tnl lighting stage, where
they are validated through the tnl driver function NotifyMaterialChange
called in tnl/t_vb_light.c, we can not omit calling
_mesa_validate_all_lighting_tables (which only validates the shine tables)
in main/light.c.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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Since the shine tables are implicitly invalidated by having
a different shininess value than the current one, we can
omit the explicit invalidation of the shine table.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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This variable is only used locally in _mesa_update_lighting.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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It is only used as a temporary variable during computation of
_CosCutoff. So, don't store it.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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For 1D array textures, there is no border on the height dimension.
For 2D array textures, there is no border on the depth dimension.
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Reviewed-by: José Fonseca <[email protected]>
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Move structs, enums, etc so they're in more logical order. In particular,
the shader and transform feedback-related structs/enums were pretty
scattered around.
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Mesa has a fast path for the generic fallback when using glReadPixels
for RGBA data which uses memcpy. However it was really difficult to
hit this case because it would not be used if any transferOps are
enabled. Any type apart from floating point or non-normalized integer
types (so any of the common types) would force enabling clamping so
the fast path could not be used. This patch makes it ignore clamping
when determining whether to use the fast path if the data type of the
buffer is an unsigned normalized type because in that case clamping
will not have any effect anyway.
https://bugs.freedesktop.org/show_bug.cgi?id=46631
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Brian Paul <[email protected]>
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Define new MAX_VIEWPORT_WIDTH/HEIGHT and MAX_RENDERBUFFER_SIZE values
instead.
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There aren't any more stack-allocated arrays dimensioned by MAX_WIDTH
so there shouldn't be any more stack overflows.
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Max texture and viewport size is only limited by MAX_WIDTH/HEIGHT for swrast.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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From http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt:
Accepted by the <cap> parameter of Enable, Disable and IsEnabled,
and by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv
and GetDoublev:
TEXTURE_CUBE_MAP_SEAMLESS 0x884F
This caused a change in enums.c, which is manually built from the .xml
files.
Reviewed-by: Ian Romanick <[email protected]>
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About a 10% improvement over the swizzle-copy path.
Reviewed-by: Jose Fonseca <[email protected]>
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For a 1D texture array, the border only applies to the width. For a 2D
texture array the border applies to the width and height but not the depth.
Sucha cases were not handled correctly in _mesa_init_teximage_fields().
Note: This is a candidate for stable branches
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Avoid setting dirty state flags when enabling or disabling a vertex
attribute arrays when there's no change.
Reviewed-by: José Fonseca <[email protected]>
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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If we're only starting for new draw buffers, why would we end for old
read buffers along with draw buffers?
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The numeric version was updated in 46883e0.
Signed-off-by: Ian Romanick <[email protected]>
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If the texture format is integer, the incoming user data must also be
integer (and similarly for non-integer textures).
NOTE: This is a candidate for the stable branches.
Reviewed-by: Yuanhan Liu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes (with the previous commit) piglit GL_ARB_multisample/pushpop.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In the table of of push/pop attributes, this one doesn't fall under
the enable group.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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And remove needless & 0xff in _mesa_pack_uint_24_8_depth_stencil_row().
As suggested by José.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, this function only handled 2D textures.
The fallback texture is used when we try to sample from an incomplete
texture object. GLSL says sampling an incomplete texture should return
(0,0,0,1).
v2: use a 1-texel texture image, per José.
Reviewed-by: Jose Fonseca <[email protected]>
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Added in _mesa_pack_uint_24_8_depth_stencil_row(). This could be hit
by something like glDrawPixels(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8)
into a MESA_FORMAT_Z32_FLOAT_X24S8 buffer.
Reviewed-by: Jose Fonseca <[email protected]>
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in _mesa_error_check_format_and_type().
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=45967
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Comparing an unsigned to < 0 is pointless.
Signed-off-by: Dave Airlie <[email protected]>
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