| Commit message (Collapse) | Author | Age | Files | Lines |
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to match the size of ctx->Texture.Unit, and it will also fix
piglit/max-samplers with the following commit.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that the rb has a reference to the teximage, we didn't need anything
else out of the attachment.
Reviewed-by: Kenneth Graunke <[email protected]>
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We keep having to pass the attachments around with our gl_renderbuffers
because that's the only way to find what the gl_renderbuffer actually
refers to. This is a step toward removing that (though drivers still need
the Zoffset as well).
Reviewed-by: Kenneth Graunke <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Everyone was doing effectively the same thing, except for some funky code
reuse in Intel, and swrast mistakenly recomputing _BaseFormat instead of
using the texture's _BaseFormat. swrast's sRGB handling is left in place,
though it should be done by using _mesa_get_render_format() at render time
instead (as-is, it will miss updates to GL_FRAMEBUFFER_SRGB).
Reviewed-by: Kenneth Graunke <[email protected]>
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Every driver did the same thing.
Reviewed-by: Kenneth Graunke <[email protected]>
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MSVC doesn't like pointer arithmetic with void * so use GLubyte *.
Reviewed-by: Jose Fonseca<[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Now that everything goes through ImageSlices[], we can rely on the
driver's existing texture mapping function.
A big block of code goes away on Radeon that looks like it was to deal with
the validate that happened at SpanRenderStart, which no longer occurs since we
don't need validation for the MapTextureImage hook.
v2: Rewrite comment about ImageSlices, fix duplicated swImages, touch up
unmap loop.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Brian Paul <[email protected]>
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For hardware drivers with pitch alignment requirements, a
non-power-of-two-sized texture format won't end up being an integer number
of pixels per row. Also, avoids having to change our units between
MapTextureImage's rowStride and swrast's RowStride.
This doesn't fully convert the compressed texel fetch path, but does make
sure we don't drop any bits (not that we'd expect to).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This gets us ready for the Map field to die.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is a step toward allowing drivers to use their normal mapping paths,
instead of requiring that all slice mappings come from an aligned offset
from the first slice's map.
This incidentally fixes missing slice handling in FXT1 swrast.
v2: Use slice height helper function.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: Move slice height calculation to a helper function (recommeded by Brian).
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Brian Paul <[email protected]>
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This function going to get used a lot more in upcoming patches.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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This brings the license text in line with the MIT License as published
on the Open Source Initiative website:
http://opensource.org/licenses/mit-license.php
Generated automatically be the following shell command:
$ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {}
This introduces some wrapping issues, to be fixed in the next commit.
Reviewed-by: Brian Paul <[email protected]>
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Generated automatically be the following shell command:
$ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/BRIAN PAUL/THE AUTHORS/' {}
The intention here is to protect all authors, not just Brian Paul. I
believe that was already the sensible interpretation, but spelling it
out is probably better.
More practically, it also prevents people from accidentally copy &
pasting the license into a new file which says Brian is not liable when
he isn't even one of the authors.
Reviewed-by: Brian Paul <[email protected]>
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This should be reusable for other non-gallium drivers, so we can make the
extension always be available.
v2: Add a more detailed comment than the old function had (recommended
by Brian).
Reviewed-by: Brian Paul <[email protected]> (v1)
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Assume the maximum pixel size (16 bytes per pixel). In addition to
moving redundant malloc and free calls outside the loop, this fixes a
potential resource leak when a surface is mapped and the malloc fails.
This also makes blit_nearest look a bit more like blit_linear.
v2: Use MAX_PIXEL_BYTES instead of 16. Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This was originally discovered by Klocwork analysis:
Possible memory leak. Dynamic memory stored in 'srcBuffer0'
allocated through function 'malloc' at line 566 can be lost at line
746
However, I think the problem is actually much worse. Since the memory
is freed after the first pass through the loop, the released buffer may
be used on the next iteration!
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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This patch makes the following search-and-replace changes:
gl_frag_attrib -> gl_varying_slot
FRAG_ATTRIB_* -> VARYING_SLOT_*
FRAG_BIT_* -> VARYING_BIT_*
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Brian Paul <[email protected]>
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v2: fix compilation of swrast
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Fixes piglit's fbo-blit-stretch test.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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The resampleRow setup depends on pixelSize. For color buffers,
we don't know the pixelSize until we're in the buffer loop. Move
that code inside the loop.
Fixes: http://bugs.freedesktop.org/show_bug.cgi?id=59541
Reviewed-by: José Fonseca <[email protected]>
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1. The loop over dest buffers in blit_linear() needed a null pointer
check. Fixes https://bugs.freedesktop.org/show_bug.cgi?id=59499
2. The code to grab the drawRb's format needs to be inside the drawing loop.
3. An equality test was using = instead of == thus messing up a
renderbuffer attachment texture pointer. This lead to memory
corruption and a crash at exit.
Finally, fix a capitalization error NumDrawBuffers -> numDrawBuffers
and change type to unsigned to fix signed/unsigned comparison warnings.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This patch fixes a blitting case when drawAttachment->Texture ==
readAttachment->Texture. It was causing an assertion failure in
intel_miptree_attach_map() with gles3 conformance test case:
framebuffer_blit_functionality_minifying_blit
Number of changes in this file look scary. But most of them are caused
by introducing a big for loop to support rendering to multiple color
draw buffers.
V2: Fixed a case when number of draw buffer attachments are zero.
V3: Put a for loop in blit_nearest() and blit_linear() functions in to
support blitting to multiple color draw buffers.
V4: Remove variable declaration in for loop to avoid MSVC compilation
issues.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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No real need for separate functions anymore.
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Not called from any other file.
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Data in GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_RG11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_GR1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_R11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_R16.
v2:
16 bit signed data is converted to 16 bit unsigned data by
adding 2 ^ 15 and stored in an unsigned texture format.
v3:
1. Handle a corner case when base code word value is -128. As per
OpenGL ES 3.0 specification -128 is not an allowed value and should
be truncated to -127.
2. Converting a decoded 16 bit signed data to 16 bit unsigned data by
adding 2 ^ 15 gives us an output which matches the decompressed image
(.ppm) generated by ericsson's etcpack tool. ericsson is also doing this
conversion in their tool because .ppm image files don't support signed
data. But gles 3.0 specification doesn't suggest this conversion. We
need to keep the decoded data in signed format. Both signed format
tests in gles3 conformance pass with these changes.
Signed-off-by: Anuj Phogat <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RG11_EAC format is decoded and stored in
MESA_FORMAT_RG1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_R11_EAC format is decoded and stored in
MESA_FORMAT_R16.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGBA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_ETC2 format is decoded and stored in
MESA_FORMAT_RGBX8888_REV.
v2: Use CLAMP macro and stdbool.h
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It is required by OpenGL ES 3.0 to support ETC2 textures.
This patch adds new MESA_FORMATs for following etc2 texture
formats:
GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_SRGB8_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
GL_COMPRESSED_R11_EAC
GL_COMPRESSED_RG11_EAC
GL_COMPRESSED_SIGNED_R11_EAC
GL_COMPRESSED_SIGNED_RG11_EAC
MESA_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1
MESA_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1
Above formats are currently available in only gles 3.0.
v2: Add entries in texfetch_funcs[] array.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
v3 (Paul Berry <[email protected]>): comment out symbols that
are not implemented yet, so that this commit compiles on its own;
future commits will uncomment the symbols as they become available.
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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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Not maintained since 2008. Doubtful that it's worked in quite a while.
Also see commit 32ac8cb05 which removed VMS stuff from Makefile in 2009.
Cc: Jouk Jansen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Andreas Boll <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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