| Commit message (Collapse) | Author | Age | Files | Lines |
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When glCompressedTexImage is called the internalFormat is a specific
format for the incoming image and the the hardware format should be
the same (since we never do format transcoding). So use the simpler
_mesa_glenum_to_compressed_format() function. This change is also
needed for the next patch.
Note: This is a candidate for the stable branches.
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glRasterPos doesn't exist in the core profile.
NOTE: This is a candidate for the stable branches (9.0 and 9.1).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Now that branch 9.1 is created, bump the minor version in
master.
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit 2906e2034c9d674601960a5b586b6e986e6ef04f.
Fixes a regression in the glean depthStencil test.
Reverting this does not affect any tests in es3conform, so a more recent
patch must have also fixed the failure this one was intended to fix.
Reported-by: lu hua <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=59494
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Christoph implemented this, so we should expect it to be present now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=60082
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v2: Record texObj.BufferSize as -1 in TexBuffer(non-Range) instead
of the buffer's current size so we know we always have to use the
full size of the buffer object (i.e. even if it changes without the
user calling TexBuffer again) for the texture.
Clarify invalid offset alignment error message.
v3: Use extra GL_CORE-only section in get_hash_params.py for
TEXTURE_BUFFER_OFFSET_ALIGNMENT.
v4: Remove unnecessary check for profile in _mesa_TexBufferRange.
Add check for extension enable in get_tex_level_parameter_buffer.
v5: Fix position in gl_API.xml.
Add comment about meaning of BufferSize == -1.
v6: Add back checks for core profile and add a note about it.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Not used by any driver anymore.
Reviewed-by: Kenneth Graunke <[email protected]>
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Note: This is a candidate for the 9.0 branch.
Reviewed-by: Jose Fonseca <[email protected]>
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Left behind by a8ab7e33.
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There are other similar int->float casts elsewhere in the function.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This is the same logic from _mesa_map_function_array().
Reviewed-by: Kenneth Graunke <[email protected]>
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glGetUniformIndices requires that the block instance index not be
present in the name of queried uniforms. However,
gl_uniform_buffer_variable::Name will include the instance index. The
IndexName field is added to handle this difference.
Note that currently IndexName will always point to the same string as
Name. This will change soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
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This allows the next patch to verify that two uniform blocks match
without first calculating the locations of the fields.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Add ARB_internalformat_query to the list of required extensions.
v3: Add OES_depth_texture_cube_map to the list of required extensions.
Signed-off-by: Ian Romanick <[email protected]>
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Not all float32 values can be exactly represented as a float16.
_mesa_float_to_half() rounded such intermediate float32 values to zero by
truncating unrepresentable bits in the mantissa.
This patch improves _mesa_float_to_half() by rounding intermediate float32
values to the nearest float16; when the float32 is exactly between two
float16 values we round to the one with an even mantissa. This behavior is
preferred over the old behavior because:
- It has reduced bias relative to the old behavior.
- It reproduces the behavior of real hardware: opcode F32TO16 in
Intel's GPU ISA.
- By reproducing the behavior of the GPU (at least on Intel hardware),
compile-time evaluation of constant packHalf2x16 GLSL expressions will
result in the same value as if the expression were executed on the GPU.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Move round_to_even's definition to mesa/main so that _mesa_float_to_half()
can use it in order to eliminate rounding bias.
In additon to moving the fuction definition, prefix its name with "_mesa",
just as all other functions in mesa/main are prefixed.
v2: Fix Android build.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This patch replaces the three ir_variable_mode enums:
- ir_var_in
- ir_var_out
- ir_var_inout
with the following five:
- ir_var_shader_in
- ir_var_shader_out
- ir_var_function_in
- ir_var_function_out
- ir_var_function_inout
This eliminates a frustrating ambiguity: it used to be impossible to
tell whether an ir_var_{in,out} variable was a shader in/out or a
function in/out without seeing where the variable was declared in the
IR. This complicated some optimization and lowering passes, and would
have become a problem for implementing varying structs.
In the lisp-style serialization of GLSL IR to strings performed by
ir_print_visitor.cpp and ir_reader.cpp, I've retained the names "in",
"out", and "inout" for function parameters, to avoid introducing code
churn to the src/glsl/builtins/ir/ directory.
Note: a couple of comments in the code seemed to indicate that we were
planning for a possible future in which geometry shaders could have
shader-scope inout variables. Our GLSL grammar rejects shader-scope
inout variables, and I've been unable to find any evidence in the GLSL
standards documents (or extensions) that this will ever be allowed, so
I've eliminated these comments.
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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ANGLE_texture_compression_dxt in all APIs
This is technically outside the ANGLE spec, but it seems unlikely to
cause any harm.
v2: Simplify the extension checks by assuming the ANGLE extension will
always be enabled by any driver that enables the EXT. Suggested by
Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Lee Salzman <[email protected]>
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For non-generic compressed format we assert two things:
1. The format has already been validated against the set of available
extensions.
2. The driver only enables the extension if it supports all of the
formats that are part of that extension.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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compression
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Lee Salzman <[email protected]>
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When performing a ReadPixels operation, we may be reading from a buffer that
stores alpha values, but that is actually representing a buffer with no alpha
channel. In this case, while rebasing the values, touch up all alpha values
read to 1.0.
This commit fixes the following piglit (sub) tests:
ARB_texture_float/fbo-colormask-formats
GL_RBG16F_ARB
EXT_texture_snorm/fbo-colormask-formats
GL_RGB16_SNORM
GL_RGB8_SNORM
GL_RGB_SNORM
It likely improves the results of other tests as well, but a PASS remains
elusive due to additional bugs.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes gles3conform
framebuffer_blit_error_blitframebuffer_multisampled_read_buffer_different_origins.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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DEPTH_STENCIL_ATTACHMENT
This error was added in the 3.0.1 update to the OpenGL ES 3.0 spec.
Fixes the updated gles3conform packed_depth_stencil_parameters test.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes gles3conform test CoverageES30. It temporarily regresses some
framebuffer_blit tests, but the failing subcases have been determined to
be invalid for OpenGL ES 3.0.
v2: Fix typo in depth (and stencil) RB checking. Noticed by Ken.
Signed-off-by: Ian Romanick <[email protected]>
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These were introduced in 2000 during a rework of the TNL module (commit
cab974cf6c2dbfbf5dd5d291e1aae0f8eeb34290), though I'm having a hard time
finding an instance there of one of these Exec functions being changed
at runtime.
Regardless, as far as I can tell now, these functions don't get changed,
by grepping for calls to SET_* to change the dispatch table (we do change
functions in GLvertexformat at runtime, but those don't overlap with
this set of functions). Remove them and just let them be initialized to
the same functions as are in the Exec table.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This cuts out a ton of code to make functions not set to a save_ variant
match.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will let us copy from the Exec dispatch to deal with our commands that
don't get compiled into display lists.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I want to drive the Save dispatch table setup from this same function.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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All callers are in Mesa core and all use _gloffset_COUNT, so just rely on
the already baked-in use of _gloffset_COUNT in the function.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We now have a separate dispatch table for begin/end that prevent these
functions from being entered during that time. The
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVALs are left because I don't want to
change any return values or introduce new error-only stubs at this
point.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is a step toward getting rid of ASSERT_OUTSIDE_BEGIN_END() in Mesa.
v2: Finish create_beginend_table() comment, move loopback API init into it,
and add a const flag. (suggestions by Brian)
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]> (v1)
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This was used in i965 for a while, but no more.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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My change 7ca4f07b5b77ccac0a9b60dc5ac9082906b5947e caused errors to not
be thrown when they should, because the new if statement for ExecuteFlag
made the CurrentSavePrimitive not get set. And on further review, we
shouldn't be validating our primitive in GL_COMPILE mode, since the
command shouldn't be executed yet.
Partially fixes piglit gl-1.0-beginend-coverage.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Allow additional format/type combinations based on the
color render buffer to fix failures with gles3-gtf.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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For GLES2/3 allow reading of pixels with format/type based on:
* GL_IMPLEMENTATION_COLOR_READ_FORMAT
* GL_IMPLEMENTATION_COLOR_READ_TYPE
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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[mattst88] v2: Enable only for ES3 per spec.
[mattst88] v3: Use _mesa_is_gles3 since EXT_color_buffer_float is
ES3-only.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Changes based on GTF/gles3 conformance test suite.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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They're part of GL_OES_depth_texture_cube_map, and we'll always enable
that extension in ES3 contexts.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is required by OpenGL ES 3.0 and desktop OpenGL 4.2. Previous
version were ambiguous. This also matches the behavior of NVIDIA's
closed-source driver (version 304.64).
Fixed gles3conformance test uniform_buffer_object_getactiveuniformsiv
and uniform_buffer_object_structure_and_array_element_names (on my
in-progress branch that fixes a bunch of other stuff...YMMV).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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