| Commit message (Collapse) | Author | Age | Files | Lines |
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This was being applied in a subset of the places that
intel_prepare_render() was called, to set the same flag that
intel_prepare_render() was setting.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The flag wasn't getting updated correctly when the ctx->DrawBuffer or
ctx->ReadBuffer changed. It usually ended up working out because most
apps only have one window system framebuffer, or if they have more than
one and they have any front read/drawing, they will have called
glReadBuffer()/glDrawBuffer() on it when they get started on the new
buffer.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's the ctx->ReadBuffer that gets read from, not the ctx->DrawBuffer.
So, if you happened to have a ctx->ReadBuffer that was the winsys buffer,
and it had previously been intel_prepare_render()ed but not invalidated
since then, and you called glReadBuffer() to switch to front buffer
instead of back buffer reading on the winsys fbo while your drawbuffer was
a user FBO, you'd never get the front buffer's miptree fetched, and
segfault.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Static and shared builds were possible in the good old days
of static makefiles. Currently the build system does not
distinguish nor does anything special when one requests a
static build.
Print a warning message for the packager that static builds
are not supported and continue building shared libs.
Currently only Debian and derivatives use static build, and
they use it for building a Xlib powered libGL. This patch
will only change the warning message they are seeing but
the binaries produced will be identical.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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The primary users of these are linux developers, although
it can be extended for *BSD and others if needed.
Fixes make install for Cygwin and OpenBSD at least.
v2:
- Wrap vdpau targets as well.
v3:
- Fold HAVE_COMPAT_SYMLINKS conditional within install*links.mk
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=63269
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]> (v1)
Reviewed-by: Christian König <[email protected]>
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Some platforms different library extension - dll, dylib, a.
Honor that when we are creating the required links.
Rename LIB_EXTENSION to LIB_EXT while we're here.
With libglapi linking aside, building classic drivers on
non-linux platforms should be possible now.
v2: Resolve conflicts.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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In the cases where one links against the static glapi.la there
is no need to create temporary variables only to explicitly
link agaist it.
Instead use SHARED_GLAPI_LIB to explicitly indicate when one
is building and linking with the shared glapi provider.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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Use the handy script and minimise the boilerplate in the makefiles.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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v2: Resolve rebase conflicts.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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There is little gain in printing whenever a folder is created.
v2:
- Use $(AM_V_at) over @ to have control in verbose builds.
Suggested by Erik Faye-Lund.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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Use the automake predefined macro over hardcoding mkdir -p everywhere.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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D3D10 allows setting of the internal offset of a buffer, which is
in general only incremented via actual stream output writes. By
allowing setting of the internal offset draw_auto is capable
of rendering from buffers which have not been actually streamed
out to. Our interface didn't allow. This change functionally
shouldn't make any difference to OpenGL where instead of an
append_bitmask you just get a real array where -1 means append
(like in D3D) and 0 means do not append.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The non-ARB versions take GLuint ids, not GLhandleARB.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The GL specs say the parameter is GLuint, not GLhandleARB.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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To follow the example of MESA_FORMAT_Z24_UNORM_X8_UINT.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The MESA_FORMAT_x enums in formats.h weren't declared in any sort
of reasonable order. Now it should be a little more logical.
This also required reordering tables in formats.c and s_texfetch.c
Reviewed-by: Michel Dänzer <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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There's no real reason to list all the formats in the comments.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Removes unnecessary MOV instructions in L4D2, TF2, Dota2, and many other
Steam games.
total instructions in shared programs: 1668126 -> 1657509 (-0.64%)
instructions in affected programs: 242235 -> 231618 (-4.38%)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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<4,1,1> isn't a real thing. We meant <4,4,1>, i.e., each component of
the whole register.
Reviewed-by: Kenneth Graunke <[email protected]>
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This keeps us from needing to reemit all the other stage state just
because a surface changed.
Improves unoptimized glamor x11perf -f8text by 1.10201% +/- 0.489869%
(n=296). [v1]
v2:
- Drop binding table packets from Gen8 unit state as well.
- Pass _3DSTATE_BINDING_TABLE_POINTERS_XS to brw_upload_binding_table,
cutting even more code.
v3: Don't forget to drop them from 3DSTATE_GS (botched refactor in v2).
Signed-off-by: Eric Anholt <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Signed-off-by: Kenneth Graunke <[email protected]> [v2, v3]
Reviewed-by: Eric Anholt <[email protected]> [v3]
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This makes both the empty and non-empty binding table paths exit through
the bottom of the function, which gives us a place to share code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Patch adds a remap table for uniforms that is used to provide a mapping
from application specified uniform location to actual location in the
UniformStorage. Existing UniformLocationBaseScale usage is removed as
table can be used to set sequential values for array uniform elements.
This mapping helps to implement GL_ARB_explicit_uniform_location so that
uniforms locations can be reorganized and handled in a more easy manner.
v2: small fixes + rename parameters for merge and split functions (Ian)
improve documentation, remove old check for location bounds (Eric)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Nothing uses this structure, removal fixes Klocwork error about
the possible oom condition in _mesa_symbol_table_iterator_ctor.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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When building out of tree, the file ends up dangling which
may result in a binary with the old git sha.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch fixes this SCons build error introduced with commit
70e7905608b374f65d1f4b657f8ab61808c76ef6.
build/linux-x86_64-debug/mesa/libmesa.a(driverfuncs.os): In function `_mesa_init_driver_functions':
src/mesa/drivers/common/driverfuncs.c:99: undefined reference to `_mesa_meta_GenerateMipmap'
Signed-off-by: Vinson Lee <[email protected]>
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I don't know how many people care about this case, but it's easy enough
to do, so we may as well. The tricky part is that for some reason Mesa
stores the number of array slices in Height, not Depth.
I thought the easiest way to handle that here was to make Height = 1
(the actual height), and srcDepth = srcImage->Height. This requires
some munging when calling _mesa_prepare_mipmap_level, so I created a
wrapper that sorts it out for us.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is equivalent for now, and will differ once we add 1DArray support.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is largely a matter of looping over the number of slices/layers,
and not minifying depth (presumably that code exists for the unfinished
3D texture support).
Normally, I would have made the loop over array slices the outermost
loop. I suspect that would make it trickier to support 3D textures
someday, though, so I didn't. The advantage is that we would only have
one BufferData call per slice, rather than one per miplevel and slice.
However, a GenerateMipmaps microbenchmark indicates that either way is
basically just as fast. So I'm not sure it's worth bothering.
Improves performance in a GenerateMipmaps microbenchmark by nearly 5x.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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For array textures and 3D textures, this represents the layer to use.
Just pass 0 for now.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Almost the exact same code appeared twice, and it needs to expand to
handle additional texture targets. Refactor it to tidy up the code and
avoid duplicating more work in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is what the macro is for.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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fallback_required() already creates the FBO in order to check whether we
can render to the format. So it's guaranteed to exist.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This doesn't interact with the GL API, so we shouldn't use GL types.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This was only ever used in one place; there's no reason for it to be
non-static.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Putting the implementation of each GL function in its own file makes it
much easier not to get lost.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will be used in multiple files soon.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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KHR_debug
Also update dispatch sanity removing ARB_debug_output checks and
removing KHR_debug placeholders as the checks have already been added
V2: Make sure we exit case statements with conditional breaks rather than
just dropping through.
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Softpipe expects a float in the vertex shader, which is what glEdgeFlag
generates.
This fixes piglit/gl-2.0-edgeflag.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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To check that the st_mesa_format_to_pipe_format() and
st_pipe_format_to_mesa_format() functions correctly convert
all corresponding Mesa/Gallium formats.
This found that MESA_FORMAT_YCBCR_REV was missing in
st_mesa_format_to_pipe_format(). Fixed that too.
Reviewed-by: Marek Olšák <[email protected]>
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v2: rename patch after rebasing on top of Jose's changes.
Reviewed-by: Chia-I Wu <[email protected]>
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Copy'n'past typo introduced in my
1d8e3067fd9ce72b3711fc208409ac4a7cff4e53 commit.
This fixes swapped RB channels I was seeing in my test machines.
Trivial.
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It's never used, and it's equivalent to ralloc_parent(ht) if you really
need it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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To match PIPE_FORMAT_R8G8B8A8_SRGB.
v2: fix component name copy&paste bugs
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Because people insist on doing things like explicitly disabling SSE 4.1.
Cc: "10.0 10.1" <[email protected]>
Tested-by: David Heidelberger <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71547
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We've had several problems now with FinishRenderTexture not getting called
enough, and we're ready to just give up on it ever doing what we need. In
particular, an upcoming Steam title had rendering bugs that could be fixed
by always_flush_cache=true.
Instead of hoping Mesa core can figure out when we need to flush our
caches, just track what BOs we've rendered to in a set, and when we render
from a BO in that set, emit a flush and clear the set.
There's some overhead to keeping this set, but most of that is just
hashing the pointer -- it turns out our set never even gets very large,
because cache flushes are so common (even on cairo-gl).
No statistically significant performance difference in cairo-gl (n=100),
despite spending ~.5% CPU in these set operations.
v1: (Original patch by Eric Anholt.)
v2: (Changes by Ken Graunke.)
- Rebase forward from May 7th 2013 -> March 4th 2014.
- Drop the FinishRenderTexture hook entirely; after rebasing the
patch, the hook was just an empty function.
- Move the brw_render_cache_set_clear() call from
intel_batchbuffer_emit_flush() to brw_emit_pipe_control_flush().
In theory, this could catch more cases where we've flushed.
- Consider stencil as a possible texturing source.
v3: (changes by anholt):
- Move set_clear() back to emit_mi_flush() -- it means we can drop
more forced flushes from the code. In the previous location, it
wouldn't have been called when we wanted pre-gen6.
- Move the set clear from batch init to reset -- it should be empty at
the start of every batch, since the kernel handled any inter-batch
flush for us.
v4: Drop the debug code in set.c that I accidentally committed.
Signed-off-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Dylan Baker <[email protected]> [v2]
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Cc: "10.0" "10.1" <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Cc: "10.0" "10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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