| Commit message (Collapse) | Author | Age | Files | Lines |
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The color varying may have reduced precision or be even clamped.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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This probably doesn't fix anything, but it's good to be consistent.
Reviewed-by: Brian Paul <[email protected]>
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I think the conditional always evaluates to false.
If I understand the code in core Mesa correctly, depthBits or stencilBits
is 0 if the depth or stencil renderbuffer is NULL, respectively.
Reviewed-by: Brian Paul <[email protected]>
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just check depth and stencil separately, the outcome is the same
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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All drivers implement it now.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This requires some derived state. The cut vertex used is either the
value specified by glPrimitiveRestartIndex or it's hard-coded to ~0.
The derived state gl_array_attrib::_RestartIndex captures this value.
In addition, the derived state gl_array_attrib::_PrimitiveRestart is set
whenever either gl_array_attrib::PrimitiveRestart or
gl_array_attrib::PrimitiveRestartFixedIndex is set.
v2: Use _mesa_is_gles3.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Unneeded and unnecessary.
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https://bugs.freedesktop.org/show_bug.cgi?id=59143
Using GLubyte as per Brian's suggestion.
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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- We should use a 3D transfer of size Width x 1 x NumLayers.
- We should use layer_stride instead of stride.
(even though they are likely to be equal with 1D array textures)
Reviewed-by: Brian Paul <[email protected]>
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This uses a 3D blit to decompress the texture and then a 3D transfer
to read it.
Reviewed-by: Brian Paul <[email protected]>
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There was the fast path based on _mesa_format_matches_format_and_type
for GetTexImage, but it never worked, because the Mesa format we were testing
there was always compressed. Further testing showed that the fast path
had been completely broken.
In this commit, the somewhat limited helper util_create_rgba_texture is
no longer used and instead, custom code for the texture creation is added,
which tries to find the best matching RGBA8 format, so that we can hit
the fast path *always* if the read format is a variant of RGBA8 and supported
by the driver.
Reviewed-by: Brian Paul <[email protected]>
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I'll deal with 2D arrays later.
NOTE: This is a candidate for the stable branches.
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Usage with pipe_context:
pipe->flush(pipe, NULL, PIPE_FLUSH_END_OF_FRAME);
Usage with st_context_iface:
st->flush(st, ST_FLUSH_END_OF_FRAME, NULL);
The flag is only a hint for drivers. Radeon will use it for buffer eviction
heuristics in the kernel (e.g. for queries like how many frames have passed
since a buffer was used).
The flag is currently only generated by st/dri on SwapBuffers.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Stéphane Marchesin <[email protected]>
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ARB/EXT_timer_query's definition of GL_TIME_ELAPSED match precisely the
subtraction of two GL_TIMESTAMP queries.
And for a lot of drivers, that's precisely how they have to implement
internally -- by emitting two hardware timestamp queries.
So, to simplify driver implementation, simply allow doing so in the state
tracker.
Eventually if no driver implements PIPE_QUERY_TIME_ELAPSED then we could
retire it.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To better reflect what it is being advertised.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This change forces the context version to be computed before
initilizing the exec dispatch tables.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This checks if the pipe driver can support RGB32 formats.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In practice this will disable varying packing on R300, R400, i915g,
and nv30.
Reviewed-by: Marek Olšák <[email protected]>
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Death to driver-specific hacks!
Reviewed-by: Ian Romanick <[email protected]>
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Not really used by anybody now.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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It doesn't work and it's not clear how it's supposed to work.
Reviewed-by: Brian Paul <[email protected]>
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This follow the code from the i965 driver, and emits the structs
and arrays recursively.
This fixes an assert in the two UBO tests
fs-struct-copy-complicated and
vs-struct-copy-complicated
These tests now pass on softpipe, with no regressions.
Signed-off-by: Dave Airlie <[email protected]>
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This should fix the ubo boolean tests, along with the previous
ubo loading fix.
Signed-off-by: Dave Airlie <[email protected]>
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This calls it in around the same place as the 965 driver.
Signed-off-by: Dave Airlie <[email protected]>
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I noticed the texelFetch offset test failed on 2D rect samplers
with GLSL 1.40. This is because I wrote the immediate->offset
translation wrong.
Fixed the translation to actually use the ureg info to set the
offsets up.
Signed-off-by: Dave Airlie <[email protected]>
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this adds UBO support to the state tracker, it works with softpipe
as-is.
It uses UARL + CONST[x][ADDR[0].x] type constructs.
v2: don't disable UBOs if geom shaders don't exist (me)
rename upload to bind (calim)
fix 12 -> 13 comparison as comment (calim + brianp)
fix signed->unsigned (Brian)
remove assert (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Allow GLSL 1.40 to be enabled if the driver advertises it.
Signed-off-by: Dave Airlie <[email protected]>
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This adds the necessary changes to the st to allow texture buffer object
support if the driver advertises it.
v1.1: remove extra blank line and whitespace
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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All MSAA buffers are allocated privately and resolved into the DRI-provided
back and front buffers.
If an MSAA visual is chosen, the buffers st/mesa receives are all
multi-sample. st/mesa doesn't have access to the single-sample buffers
in that case.
This makes MSAA work in games like Nexuiz.
Reviewed-by: Brian Paul <[email protected]>
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I will later use the context to resolve an MSAA front buffer.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Just use pipe->blit, which can do resolve, flipping, and format conversions.
The util_blit_pixels codepath is still there for the cases where we have to
force alpha to 1.
This also turns on acceleration for copying GL_DEPTH_STENCIL.
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In my testing I haven't found any cases where we get a null context
pointer, but it might still be possible. Check for null just to be safe.
Note: This is a candidate for the stable branches.
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The use-after-free happened when the renderbuffer was shared by multiple
contexts and we tried to delete the renderbuffer using a context which
was previously deleted.
Note: this is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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We sometimes need a rendering context when deleting renderbuffers.
Pass it explicitly instead of trying to grab a current context
(which might be NULL). The next patch will make use of this.
Note: this is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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This should help avoid confusion now that we're using the gl_api enum
to distinguishing between core and compatibility API's. The
corresponding enum value for core API's is API_OPENGL_CORE.
Acked-by: Eric Anholt <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Using one context instead of two is more efficient and
we can skip another context flush.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The rest of the plumbing was in place already.
I have tested this by turning on all GL 3.1 features.
The drivers not supporting GL 3.1 will fail to create a core profile
as they should.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Array textures were broken.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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