| Commit message (Collapse) | Author | Age | Files | Lines |
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There's no reason to use our own definition.
Tessellation will use the NV definitions too.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: don't use PIPE_MAX_SHADER_ARRAYS
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v2: don't use PIPE_MAX_SHADER_ARRAYS
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My editor thinks "emit" is a keyword, which breaks code indexing.
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Softpipe, llvmpipe, r300g, and radeonsi pass tests. Other drivers need testing.
Freedreno and nv30 are definitely broken. Other drivers seem to be alright.
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There is nothing special about it and it's used for tessellation shaders
too.
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This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
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It was 2 bits to accommodate SATURATE_PLUS_MINUS_ONE (removed by commit
09b566e1). A similar change was made to TGSI recently in commit
e1c4e8aa.
Reducing the size from 2 bits to 1 reduces the size of the bit fields
from 17 bits to 16, which is a much nicer number.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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This reverts commit 357bf80caade9e0be20dcc88ec38884e34abc986.
Acked-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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This fixes a crash in nouveau which can't handle
set_constant_buffer(PIPE_SHADER_TESS_*).
Cc: 10.6 <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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With DSA we can no longer rely on this being done in st_validate_state
in response to the framebuffer bindings having changed.
This fixes the ext_framebuffer_multisample-bitmap piglit test.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Assume that all drivers that advertise support for NPOT textures
are able to support GL 2.0.
v2: Add a comment.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Rename _mesa_framebuffer_renderbuffer to _mesa_FramebufferRenderbuffer_sw in
preparation for adding the ARB_direct_state_access backend function for
FramebufferRenderbuffer and NamedFramebufferRenderbuffer to share.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Now that ARB_texture_stencil8 is supported, this might happen.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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i2b has to work for all integers, not just 1. INEG would not necessarily
result with all bits set, which is something that other operations can
rely on by e.g. using AND (or INEG for b2i).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: [email protected]
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The linked list in gallium is pretty much the kernel list and we would like
to have a C-based linked list for all of mesa. Let's not duplicate and
just steal the gallium one.
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This takes a different approach to previously, we cannot index into the
inputMapping with anything but the mesa attribute index, so we can't use
the just add one to index trick, we need more info to add one to it
after we've mapped the input.
(Fixed copy propgation and cleaned up a little)
v2: drop float64 format check, just attr->Doubles.
merge enable patch.
v3: cleanup code a bit.
v3.1: minor review fixups (comment, newline) (Ilia)
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This hack for fixing gl_FragDepth apparantly caused a GLSL shader
outputting a single double to try and output a dvec4, but we hadn't
assigned outputs for the secondary bit.
This avoids going into the hack code for scalar doubles.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes MSVC build error.
Reviewed-by: Ilia Mirkin <[email protected]>
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Was missing the context parameter. Fixes MSVC warning.
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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This is based on the original patch of Christoph Bumiller.
v2 (Samuel Pitoiset):
- improve Gallium interface for this extension
- rewrite some parts of the original code
- fix compilation errors and piglit tests
v3:
- only enable this extension when the underlying driver expose GPU counters
- get rid of the ring buffer of queries
v4:
- add a debug message when the maximum number of counters has been
reached
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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if we support stencil texturing, enable texture_stencil8
there is no requirement to support native S8 for this,
the texture can be converted to x24s8 fine.
v2: fold fixes from Marek in:
a) put S8 last in the list
b) fix renderable to always test for d/s renderable
fixup the texture case to use a stencil only format
for picking the format for the texture view.
v3: hit fallback for getteximage
v4: put s8 back in front, it shouldn't get picked now (Ilia)
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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To match CALLOC_STRUCT macro.
Fixes memory corruption on Windows when u_memory's memory debugging is
enabled.
Reviewed-by: Jose Fonseca <[email protected]>
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This hack is no longer needed. (see the previous commit)
Reviewed-by: Brian Paul <[email protected]>
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This will allow removing the uniform storage re-association during
TGSI generation at draw time.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Cc: 10.4 10.5 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes piglit shaders@glsl-fs-uniform-array-loop-unroll with immediate
shader compilation - it's a compiler test, so it has never been translated
to TGSI before.
Cc: 10.4 10.5 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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v2: fix crashes
Tested-by: Tom Stellard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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As with previous patch.
Reviewed-by: José Fonseca <[email protected]>
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Consistently just use C99's __func__ everywhere.
The patch was verified with Microsoft Visual studio 2013
redistributable package(RTM version number: 18.0.21005.1)
Next MSVC versions intends to support __func__.
No functional changes.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Marius Predut <[email protected]>
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We create textures internally for texsubimage, and we use
the values from sub image to create a new texture, however
we don't align these to valid sizes, and cube map arrays
must have an array size aligned to 6.
This fixes texsubimage cube_map_array on CAYMAN at least,
(it was causing GPU hang and bad values), it probably
also fixes it on radeonsi and evergreen.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89957
Tested-by: Tom Stellard <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since we can subimage upload a number of cube map array layers,
that aren't a complete cube map array, we should specify things
as a 2D array and blit from that.
Suggested by Ilia Mirkin as an alternate fix for texsubimage
cube map array issues.
seems to work just as well.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Was only used by the sin_reduced/cos_reduced cases, which themselves
were impossible to reach.
Reviewed-by: Jason Ekstrand <[email protected]>
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