| Commit message (Collapse) | Author | Age | Files | Lines |
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This code was generating the gcc warning:
variable ‘clearValue’ set but not used [-Wunused-but-set-variable]
Reviewed-by: Brian Paul <[email protected]>
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Just in case we ran out of memory when trying to allocate the texture
memory.
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This gets rid of another renderbuffer->PutRow() call and _DepthBuffer
usage. We always work with 32-bit uint Z values now.
Reviewed-by: Eric Anholt <[email protected]>
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The only consequence is we can only use the occlusion_zless_16_triangle()
function with MESA_FORMAT_Z16.
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No longer used anywhere.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Use Map/UnmapRenderbuffer() for the special, optimized cases we care about.
Note that we're dropping some seldom-used cases in the new fast-path
code: as CI->RGB conversion and zooming.
Reviewed-by: Eric Anholt <[email protected]>
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We don't want to call these functions where we'll be using
Map/UnmapRenderbuffer(). So push them further down in the drawpixels
cases so that we can switch over to Map/UnmapRenderbuffer() step by step.
Reviewed-by: Eric Anholt <[email protected]>
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Stop using deprecated renderbuffer PutRow() function. Note that we
aren't using Map/UnmapRenderbuffer() yet because this call is inside
a swrast_render_start/finish() pair.
v2: use _mesa_pack_uint_24_8_depth_stencil_row(), per Eric.
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Hopefully glCopyPixels(GL_DEPTH_STENCIL) will be handled by the
fast copy function. Otherwise, just do the copy with separate
depth + stencil copies. That's effectively what the removed code
did anyway.
Reviewed-by: Eric Anholt <[email protected]>
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The functions that read depth/stencil values understand all (packed)
depth/stencil buffer formats now so there's no reason to use the
wrappers.
Also, improve the format checks in fast_copy_pixels() to catch mismatched
depth/stencil cases.
v2: fix the test for combined depth+stencil buffers, per Eric.
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Stop using the deprecated renderbuffer Get/Put Row/Values functions.
Consolidate code paths, etc. The file is nearly half the size it used
to be!
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Use format pack/unpack functions instead of deprecated renderbuffer
GetRow/PutRow functions.
v2: use get_stencil_address(), s/destVals/newVals/
Reviewed-by: Eric Anholt <[email protected]>
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Stop using the deprecated renderbuffer GetRow() function.
Reviewed-by: Eric Anholt <[email protected]>
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Stop using the deprecated renderbuffer functions.
Reviewed-by: Eric Anholt <[email protected]>
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Consolidate code, stop using the deprecateted renderbuffer Put/Get
Row/Values() functions.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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That function will go a way in the future.
Reviewed-by: Eric Anholt <[email protected]>
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v2: use memmove() instead of memcpy() in case of overlap
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The former was only used for clearing buffers. The later wasn't used
anywhere! Remove them and all implementations of those functions.
Reviewed-by: Eric Anholt <[email protected]>
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v2: use _mesa_pack_colormask() helper and fix incorrect masking arithmetic
Reviewed-by: José Fonseca <[email protected]>
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Another step toward getting rid of the renderbuffer PutRow/etc functions.
v2: fix assorted depth/stencil clear bugs found by Eric
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The cool part was that in the "fbo-depthstencil -drawpixels
GL_DEPTH24_STENCIL8 32F_24_8_REV" testcase, the shifting happened to
end up with a value awfully close to the expected value, except for
every other pixel being 0 (the stencil value, shifted away to
nothing).
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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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]>
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Reviewed-by: Eric Anholt <[email protected]>
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These files are copies of main/depthstencil.[ch] with s/mesa/swrast/.
The main/depthstencil.[ch] will go away soon.
Reviewed-by: Eric Anholt <[email protected]>
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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]>
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Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We'll use the functions that live in main/
Plus, rename the remaining functions with "swrast_" prefix.
Reviewed-by: Eric Anholt <[email protected]>
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Copying these files is the first step in moving the software buffer
code from main/renderbuffer.c to swrast/s_renderbuffer.c
Reviewed-by: Eric Anholt <[email protected]>
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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]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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R is in the high byte, G in the low byte.
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To better reflect the component ordering and be consistent with other
format names.
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R should be in the high byte and G in the low byte for this format.
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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]>
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When new MESA_FORMAT_x enums are added we need to add a new entry in
the table of texture fetch functions. In the past this has been
missed if swrast isn't actually tested. Using a static assertion
should help with that.
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To each switch statement in s_texfilter.c, add a break statement to the
default case.
Eliminates the Eclipse static analysis warning: No break at the end of
this case.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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As with the other integer-valued formats, use NULL until we support
integer textures.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=43316
Tested-by: Vinson Lee <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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