| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
| |
|
|
|
|
|
| |
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's like DrawArrays, but the count is taken from a transform feedback
object.
This removes DrawTransformFeedback from dd_function_table and adds the same
function to GLvertexformat (with the function parameters matching GL).
The vbo_draw_func callback has a new parameter
"struct gl_transform_feedback_object *tfb_vertcount".
The rest of the code just validates states and forwards the transform
feedback object into vbo_draw_func.
|
|
|
|
|
|
| |
segment fault.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This is only temporary until a better solution is available.
v2: print warnings and add gallium CAPs
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
This is handled in swrast now when we validate the framebuffer state.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Since gl_framebuffer::_DepthBuffer and _StencilBuffer are only used
by swrast, do the validation of those fields in swrast too.
The main/depthstencil.[ch] code is no longer used and will be removed
next.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These functions update the gl_framebuffer::_DepthBuffer and _StencilBuffer
fields, possibly creating renderbuffer wrappers that make a shared
depth+stencil accessible as depth-only or stencil only.
This stuff is only used by swrast now and will be moved there next.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
We're just looking at the depth/stencil renderbuffers to do error
checking. We don't need to look at the depth/stencil wrappers to do
that. Also, remove pointless readRb = depthRb = NULL assignments.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLfloat doesn't have enough precision to exactly represent 0xffffff
and 0xffffffff. (and a reciprocal of those, if I am not mistaken)
If -ffast-math is enabled, using GLfloat causes assertion failures in:
- fbo-blit-d24s8
- fbo-depth-sample-compare
- fbo-readpixels-depth-formats
- glean/depthStencil
For example:
fbo-depth-sample-compare: main/format_unpack.c:1769:
unpack_float_z_Z24_X8: Assertion `dst[i] <= 1.0F' failed.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This just adds the correct checks and asserts in the right places. This doesn't
fix all the tests that I've sent to piglit, need to add int paths to go alongside the uint paths that don't go via float to fix it up properly.
I'm not sure how much of that could be templated/shared will have a look
once I write it the long way.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
This avoids forming invalid pointers needlessly, which even if
never dereferenced is undefined behavior. It also makes
_mesa_validate_pbo_access() more comprehensible.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NULL as an error indicator is meaningless, since it will return NULL
on success anyway if the caller passes in zero as the image's address
and asks to calculate the offset of the first pixel. For example,
_mesa_validate_pbo_access() does this.
This also matches the code in the non-GL_BITMAP codepath, which
already has an assert like this.
v2: Per Brian Paul's review, remove the function call entirely
and tighten the assert to only accept the two formats compatible with
GL_BITMAP. They always have one component per pixel.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
The return value here is a) always zero, b) never used.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
In a few places we need to allocate space for some number of generic
pixels. Use this new define instead of a magic number like 16 or
4 * sizeof(GLuint).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
| |
|
|
|
|
|
|
| |
We're now using the functions that live in swrast.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
The functions to allocate software color, depth, accum, etc buffers aren't
called from anywhere else.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Implemented in terms of renderbuffer mapping/unmapping and format
packing/unpacking functions.
The swrast and state tracker code for implementing accumulation are
unused and will be removed in the next commit.
v2: don't use memcpy() in _mesa_clear_accum_buffer()
v3: don't allocate MAX_WIDTH arrays, be more careful with mapping flags
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
This code packs colors, Z, stencil, etc. in the various mesa pixel
formats. Will be used for things like glDrawPixels, glTexImage,
glAccum, etc.
|
|
|
|
|
|
|
| |
No driver implemented this and we always returned "True" for residence
queries.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
There's probably no reason to use a special version of memcpy() anymore.
|
|
|
|
|
|
|
|
|
|
|
| |
This patch adds a new bit to the ctx->NewState bitfield,
_NEW_TRANSFORM_FEEDBACK, to track state changes that affect
ctx->TransformFeedback. This bit can be used by driver back-ends to
avoid expensive recomputations when transform feedback state has not
been modified.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
When folding GL_EXT_texture_integer into the core, a new (and very
sensible) restriction was added.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Anything of less than (bw, bh) size is possible when you consider
rectangular textures, and this code is (now) safe for those. Even for
power-of-two textures, width could be 4 for FXT1 while not being
aligned to block size.
Fixes piglit compressedteximage GL_COMPRESSED_RGB_FXT1_3DFX
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Generally this code works with width and height aligned to compressed
blocks, but at the 2x2 and 1x1 levels of a square texture (or height <
bh in general), we were skipping uploading our single row of blocks.
Fixes piglit compressedteximage GL_COMPRESSED_RGBA_S3TC_DXT5_EXT.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Since the MapTextureImage changes on Intel, nwn had corruption in the
scrollbar at the load game menu, and corrupted ground textures in the
starting zone. Heroes of Newerth's intro screen was also thoroughly
garbled. A new piglit test "compressedteximage" was created to
regression test this.
The issue was this code now seeing dstRowStride aligned to hardware
requirements instead of a temporary buffer that gets uploaded to
hardware later. The existing code was just trying to memcpy
srcRowStride * height / bh, while the glCompressedTexSubImage2D()
storage code nearby did the correct walking by blockheight rows at a
time. Just reuse the subimage upload instead of duplicating that
logic.
v2: Update comment at the top of the function (suggestion by Joel
Forsberg)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41451
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
|
|
|
|
| |
We were passing unsigned values to the macro before.
|
|
|
|
|
|
|
|
| |
We checked if srcType == GL_UNSIGNED_BYTE earlier so there was no
way to reach this code. This was left-over code from the GLchan
removal work.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
We shouldn't call _mesa_error() if the target is a proxy texture.
Errors are handled later in the function.
Fixes a Coverity warning.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
| |
Fixes a coverity warning.
Reviewed-by: Vinson Lee <[email protected]>
|
|
|
|
| |
For the texsubimage commands, we're not mapping the whole image/region.
|
|
|
|
| |
R is in the high byte, G in the low byte.
|
|
|
|
|
| |
To better reflect the component ordering and be consistent with other
format names.
|
|
|
|
| |
R should be in the high byte and G in the low byte for this format.
|
|
|
|
|
|
|
|
|
|
| |
The BITSET64_{TEST,SET,CLEAR}_RANGE macros only work on ranges
wither in the lower 32 or in the upper 32 bits of the bitset.
This change extends these macros to work on arbitrary ranges
possibly crossing the bitset word boundary.
Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Add support for GL_OES_compressed_ETC1_RGB8_texture to core mesa. There is no
driver support yet.
Unlike desktop GL compressed texture formats, GLES compressed texture formats
usually can only be used with glCompressedTexImage2D. All other gl*Tex*Image*
functions are updated to check for that.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
The format is defined by GL_OES_compressed_ETC1_RGB8_texture. These routines
will be used in the following commit.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
We weren't doing the necessary byte swap.
v2: use same arithmetic as unpack_ARGB1555() to be consistent.
Reviewed-by: Michel Dänzer <[email protected]>
|