| Commit message (Collapse) | Author | Age | Files | Lines |
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Mesa hasn't supported color-indexed textures for some time. This is 0 for
all texture formats, so we don't need to store it.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Instead of a having all of the format metadata in a gigantic hard-to-edit
array of type struct format_info, we now have a human-readable CSV file.
The CSV file also contains more format information than the format_info
struct contained so we can potentially make format_info more detailed later.
The python to generate the format information was added the previous
commit. This commit turns it on in both automake and scons builds.
v2: Split into two commits and stuff to generate format_info.c from scons
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This adds a python script called format_info.py that is used to generate a
single format_info.c file that contains the filled-out format_info array.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The basic concept for the format parser was taken from the format CSV
parser in gallium/auxilliary/util. However, this one has been altered in a
number of ways:
* Removed big endian vs. little endian stuff (mesa doesn't need it)
* Better documentation: Almost every method has a full docstring
* An actual Swizzle class with methods for composition and inverses
* Over-all cleaner (in my opinion) implementation and class interactions
* A few bug fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Compute the bitmask of supported array types once instead of every
time we call a GL vertex array function.
Reviewed-by: Matthew McClure <[email protected]>
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GL_TEXTURE_CUBE_MAP is an allowed texture target in glTexStorage2D()
and is allowed to be used (like GL_TEXTURE_2D) with compressed internal
formats.
Cc: <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes many failures in gles3 Khronos CTS test: packed_pixels
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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V2: Add missing formats.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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glCopyTexImage*()
Fixes many failures in gles3 Khronos CTS test: packed_pixels
Khronos bug# 9807
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes many failures in gles3 Khronos CTS test: packed_pixels
V2: Add the check for alpha bits to avoid confusion.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Function is utilized by next patch in the series.
V2: Add missing formats.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes few failures in gles3 Khronos CTS test: packed_pixels
Cc: "10.2" <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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glCompressedTexImage3D()
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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glTexStorage3D()
Fixes gles3 Khronos CTS test: texture_storage_texture_internal_formats
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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V2: Declare the function in teximage.h
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes gles3 Khronos CTS test: texture_storage_texture_targets
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.single_nested_struct.per_block_buffer_packed
ES3-CTS.shaders.uniform_block.single_nested_struct_array.per_block_buffer_packed
ES3-CTS.shaders.uniform_block.random.scalar_types.7
ES3-CTS.shaders.uniform_block.random.basic_arrays.4
ES3-CTS.shaders.uniform_block.random.basic_arrays.6
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2
ES3-CTS.shaders.uniform_block.random.nested_structs.9
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.3
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This gathers macros that have been included across components into util so
that the include chain can be more vertical. In particular, this makes
util stand on its own without any dependence whatsoever on the rest of
mesa.
Signed-off-by: "Jason Ekstrand" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This hash table is used in core Mesa, the GLSL compiler, and the i965
driver, which makes it a good candidate for the new src/util module.
It's much faster than program/hash_table.[ch] (see commit 6991c2922f5
for data), and José's u_hash_table.c has a comment saying Gallium should
probably consider switching to a linear probing hash table at some point.
So this seems like the best candidate for a shared data structure.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): Pick up another hash_table use and patch up scons
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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GL_SAMPLE_SHADING is specified as a valid pname for glGet in the
GL_ARB_sample_shading extension. It seems as if we forgot to add it to the
table of pnames.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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This makes some of the UE4 engine demos (Stylized, Mobile Temple)
render correctly, tested on Intel Haswell machine.
Signed-off-by: Tapani Pälli <[email protected]>
Acked-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78716
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With MESA_EXTENSION_OVERRIDE=GL_ARB_compute_shader, this fixes piglit:
* arb_compute_shader-minmax
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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According to a quick micro-benchmark, this new version is 20% faster on my
Haswell laptop.
v2: Removed the XXX note about x86_64 from the comment
v3: Use an intrinsic instead of an __asm__ block. This should give us MSVC
support for free.
v4: Enable it for all x86_64 builds, not just with USE_X86_64_ASM
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Obvious copy-and-paste bug.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Adds an implmentation of the ClearTexSubImage driver entry point that just
maps the texture and writes the values in. The extension is not yet enabled by
default because it doesn't work with multisample textures as they don't have a
simple linear layout.
Reviewed-by: Jason Ekstrand <[email protected]>
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This adds the driver entry point for glClearTexSubImage and fills in the
_mesa_ClearTexImage and _mesa_ClearTexSubImage functions that call it.
v2: Don't clear some of the images if only one of them makes an error
Reviewed-by: Jason Ekstrand <[email protected]>
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In texture_error_check() there was a snippet of code to check whether the
given format and internal format are basically compatible. This has been split
out into its own static helper function so that it can be used by an
implementation of glClearTexImage too.
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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because float depth texture data needs clamping to [0.0, 1.0]. Let the
_mesa_texstore() fallback to slower path.
Fixes Khronos GLES3 CTS tests:
shadow_execution_vert
shadow_execution_frag
V2: Move the check to _mesa_texstore_can_use_memcpy() function.
Add check for floating point data types.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Before it was only storing one of the color components due to truncation.
With this patch it now properly stores all of them.
Reviewed-by: Brian Paul <[email protected]>
Cc: "10.2" <[email protected]>
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This is needed to make Unigine Heaven 4.0 and Unigine Valley 1.0 work
with sample shading.
Also, if this is disabled, the error message at least makes sense now.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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to GL_SHORT/GL_BYTE".
This commit "mesa: fix packing of float texels to GL_SHORT/GL_BYTE" replaced *_TO_BYTE to *_TO_BYTE_TEX because *_TO_FLOAT_TEX are used to unpack the texels to floats.
In this case *_TO_FLOATZ in function extract_float_rgba also should be replaced to *_TO_FLOAT_TEX. Underline that these macros automatically preserve zero when converting.
The regression was observed on 3 oglconform tests:
snorm-textures basic.getTexImage
snorm-textures advanced.mipmap.manual.getTex
snorm-textures advanced.mipmap.upload.getTex
Signed-off-by: Pavel Popov <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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profile
There are no queries for GL_TEXTURE_LUMINANCE_SIZE,
GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_LUMINANCE_TYPE, or
GL_TEXTURE_INTENSITY_TYPE in any version of OpenGL ES or desktop OpenGL
core profile.
NOTE: Without changes to piglit, this regresses
required-sized-texture-formats.
v2: Rebase on different initial change.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Cc: "10.2 <[email protected]>
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There are no texture borders in any version of OpenGL ES or desktop
OpenGL core profile.
Fixes piglit's gl-3.2-texture-border-deprecated.
v2: Rebase on different initial change.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Cc: "10.2 <[email protected]>
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get_tex_level_parameter_image
Instead of catching the special case early, handle it by constructing a
fake gl_texture_image that will cause the values required by the OpenGL
4.0 spec to be returned.
Previously, calling
glGenTextures(1, &t);
glBindTexture(GL_TEXTURE_2D, t);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, 0xDEADBEEF, &value);
would not generate an error.
Anuj: Can you verify this does not regress proxy_textures_invalid_size?
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Suggested-by: Brian Paul <[email protected]>
Cc: "10.2" <[email protected]>
Cc: Anuj Phogat <[email protected]>
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This happens when glGetMultisamplefv (or any other non-draw function) is
called, which doesn't invoke the VBO module to update _DrawArrays and
the pointer is invalid at that point.
However st/mesa still dereferences it to setup vertex buffers ==> crash.
Reviewed-by: Brian Paul <[email protected]>
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Originally, we didn't have direct accessors for all of the GLSL types,
so the only way to get at them was to use the symbol table. Now, we
can just get at them directly, which is simpler and faster.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Spotted by Charmaine Lee.
Cc: "10.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Tested-by: Tobias Droste <[email protected]>
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To aid in debugging.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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As far as I can tell, the Intel mesa driver is the only driver in the world
still supporting this legacy extension. If someone wants to do bump
mapping, they can use shaders.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Reviewed-by: Chris Forbes <[email protected]> [v2]
Reviewed-by: Ian Romanick <[email protected]> [v3]
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