| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Brian Paul <[email protected]>
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util_blit_pixels_writemask() only works for color formats at this time.
Also, it might never work for depth/stencil surfaces since we can't get
handle stencil values in a fragment shader.
Fixes glCopyTexSubImage(GL_DEPTH_COMPONENT).
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Fixes bug 24426 for gallium.
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reviewed by Brian Paul.
(cherry picked from master, commit ae2daacbac7242938cffe0e2409071e030e00863)
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The main issue is we didn't always have a gallium texture object with
enough space to store the to-be-generated mipmap levels. When that's
the case, allocate a new gallium texture and use st_texure_finalize()
to copy images from the old texture to the new one.
We also had the baseLevel parameter to st_render_mipmap() wrong.
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Don't compute the st_texture_object::lastLevel field based on the texture
filters. Use the _MaxLevel value that core Mesa computes for us.
When called from the GenerateMipmap path, we'll use the lastLevel field
as-is.
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In get_array_bounds we were previously defining a user buffer sized as
(nr_vertices * stride). The trouble is that if the vertex data
occupies less than stride bytes, the extra tailing (stride - size)
bytes may extend outside the memory actually allocated by the app and
caused a segfault.
To fix this, define a the buffer bounds to be:
ptr .. ptr + (nr-1)*stride + element_size
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Signed-off-by: Nicolai Hähnle <[email protected]>
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We need to be sure to call the _mesa_unmap_teximage_pbo() function if we
called _mesa_validate_pbo_teximage().
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The following example caused an incorrect GL_OUT_OF_MEMORY error to be
raised in glTexSubImage2D:
glTexImage2D(level=0, width=32, height=32, pixels=NULL);
glTexImage2D(level=0, width=64, height=64, pixels=NULL);
glTexSubImage2D(level=0, pixels!=NULL);
The second glTexImage2D() call needs to cause the first image to be
deallocated then reallocated at the new size. This was not happening
because we were testing for pixels==NULL too early.
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If the renderbuffer orientation is Y=0=TOP we need to invert the dstY
position.
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State tracker currently backs GL_RGB textures with RGBA almost always.
This means we need to maintain A==1 in these textures to give correct GL_RGB
sampling results.
This change offloads the RGBA->RGB copy to hardware using the new writemask
version of u_blit_pixels.
More src/dstLogical/dstActual triples could be shifted to hardware by
this technique in future patches.
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When adding a new bitmap to the cache we have to check if the Z value is
changing and flush first if it is.
This is a modified version of a patch from Justin Dou <[email protected]>
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Normally, the mesa/st would create a fake front buffer out of a
client-allocated surface.
In the DRI setting, however, st/dri provides a front buffer surface which is
created and maintained by the X server. Prefer to use this surface instead,
so that front buffer rendering and reading works correctly.
Signed-off-by: Nicolai Hähnle <[email protected]>
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If the renderbuffer orientation is Y=0=TOP we need to invert the dstY
position.
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State tracker currently backs GL_RGB textures with RGBA almost always.
This means we need to maintain A==1 in these textures to give correct GL_RGB
sampling results.
This change offloads the RGBA->RGB copy to hardware using the new writemask
version of u_blit_pixels.
More src/dstLogical/dstActual triples could be shifted to hardware by
this technique in future patches.
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Instead of _mesa_map_readpix_pbo() use _mesa_map_pbo_source().
Instead of _mesa_map_drawpix_pbo() and _mesa_map_bitmap_pbo() use
_mesa_map_pbo_dest().
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Return GL_FALSE if we failed to allocate the buffer. Then raise
GL_OUT_OF_MEMORY in core Mesa.
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This fixes a bunch of gallium regressions since
commit 8096aa521369c3bcf5226c060efa6dd06e48ddc8
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When adding a new bitmap to the cache we have to check if the Z value is
changing and flush first if it is.
This is a modified version of a patch from Justin Dou <[email protected]>
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This branch introduces new FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC fragment
program inputs for GLSL gl_FrontFacing and gl_PointCoord. Before, these
attributes were packed with the FOG attribute. That made things
complicated elsewhere.
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Previously, the FOGC attribute contained the fragment fog coord, front/back-
face flag and the gl_PointCoord.xy values. Now each of those things are
separate fragment program attributes. This simplifies quite a few things in
Mesa and gallium.
Need to test i965 driver and fix up point coord handling in the gallium/draw
module...
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This saves mapping the index buffer to get a bounds on the indices that
drivers just drop on the floor in the VBO case (cache win), saves a bonus
walk of the indices in the CheckArrayBounds case, and other miscellaneous
validation. On intel it's a particularly a large win (50-100% in my app)
because even though we let the indices stay in both CPU and GPU caches, we
still end up waiting for the GPU to be done with the buffer before reading
from it.
Drivers that want the min/max_index fields must now check index_bounds_valid
and use vbo_get_minmax_index before using them.
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Called from core Mesa now.
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This commit adds functions to bind a pipe surface to a texture. This
allows texturing directly from the surface.
Signed-off-by: Chia-I Wu <[email protected]>
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Conflicts:
src/mesa/main/state.c
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We now handle the case of blitting Z+stencil to/from combined Z/stencil
surfaces. But Z-only or stencil-only and separate depth/stencil surfaces
are not yet implemented.
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Need to check for Y inversion separately for src/dest buffers.
If both the src and dest regions are upside down, make them right-side
up for a better chance at a fast path.
progs/tests/copypixrate -blit is much faster now.
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supported
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The LOOP/ENDLOOP pair is renamed to BGNFOR/ENDFOR as its behaviour
is similar to a C language for-loop.
The BGNLOOP2/ENDLOOP2 pair is renamed to BGNLOOP/ENDLOOP as now
there is no name collision.
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Windows opengl32.dll calls glFinish prior to every swapbuffers, which
makes it pretty hard to get decent performance...
Work around by mapping finish to flush on PIPE_OS_WINDOWS. This is
conformant, though it might confuse poorly-written benchmarks which
attempt to measure a single event rather than figuring out the rate of
continuous processing.
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Some apps enable scissor but set the rectangle to the dimensions of
the window. Don't let this force us onto a slower clear path.
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For GL_RGB5, GL_RGB4 and GL_R3_G3_B2, prefer
PIPE_FORMAT_R5G6B5_UNORM over PIPE_FORMAT_A1R5G5B5_UNORM, since hardware
is more likely to support the previous format for rendering.
Signed-off-by: Thomas Hellstrom <[email protected]>
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If a texture image is bound to a framebuffer for render-to-texture, but
the hardware doesn't support rendering to its internal format,
report the framebuffer as incomplete with FRAMEBUFFER_UNSUPPORTED.
Signed-off-by: Thomas Hellstrom <[email protected]>
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When sampling a 2D shadow map we need 3 texcoord components, not 2.
The third component (distance from light source) is compared against
the texture sample to return the result (visible vs. occluded).
Also, enable proper handling of TGSI_TEXTURE_SHADOW targets in Mesa->TGSI
translation. There's a possibility for breakage in gallium drivers if
they fail to handle the TGSI_TEXTURE_SHADOW1D / TGSI_TEXTURE_SHADOW2D /
TGSI_TEXTURE_SHADOWRECT texture targets for TGSI_OPCODE_TEX/TXP instructions,
but that should be easy to fix.
With these changes, progs/demos/shadowtex.c renders properly again with
softpipe.
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Conflicts:
Makefile
configs/default
docs/relnotes.html
src/mesa/main/version.h
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