| Commit message (Collapse) | Author | Age | Files | Lines |
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Commit f4ebcd133b9 ("dri/nouveau: NV17_3D class is not available for
NV1a chipset") fixed this partially by using the correct 3d class.
However there were a lot of checks left over comparing against the
chipset.
Reported-and-tested-by: John F. Godfrey <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: 9.2 10.0 10.1 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The bound range is disconnected from the viewport dimensions. This is
the relevant bit from glViewportArray:
"""
The location of the viewport's bottom left corner, given by (x, y) is
clamped to be within the implementaiton-dependent viewport bounds range.
The viewport bounds range [min, max] can be determined by calling glGet
with argument GL_VIEWPORT_BOUNDS_RANGE. Viewport width and height are
silently clamped to a range that depends on the implementation. To query
this range, call glGet with argument GL_MAX_VIEWPORT_DIMS.
"""
Just set it to +/-16384, as that is the minimum required by
ARB_viewport_array and the value that all current drivers provide.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Surprisingly, the GLSL shaders already wrote the sampled r value to
FragDepth.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=51600
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids a CopyTexImage() on Intel i965 hardware without blorp.
v2: Move the !readAtt check up higher.
v3: Rebase on idr's changes, plus readAtt check is totally gone, and also
fix a typo in a comment.
Reviewed-by: Kenneth Graunke <[email protected]> (v2)
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This will let us use meta's acceleration from renderbuffers without having
to do a CopyTexImage first.
This is like what we do for TFP, but just taking an existing renderbuffer
and binding it to a texture with whatever its format was. The
implementation won't work for stencil renderbuffers, and it only does
non-texture renderbuffers (but then, if you're using a texture
renderbuffer, you can just pull the texture object/level/slice out of the
renderbuffer, anyway).
v2: Don't forget to propagate NumSamples to the teximage.
Reviewed-by: Kenneth Graunke <[email protected]>
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This function is only handling the color case. We can just unindent as
long as we're willing to do the check for the bit outside of the
function.
v2: Rebase on idr's changes, drop readAtt check that's always non-null
anyway (it's a pointer into to the statically-allocated attachments
array in the renderbuffer).
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's
changes.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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I want split some meta.c code off to a separate file, so these functions
can't be static any more.
v2: Rebase on idr's changes, also expose setup_blit_shader,
blit_shader_table_cleanup, setup_vertex_objects,
setup_ff_tnl_for_blit.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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I'd like to split some of our code to separate files, since 4k lines and
growing is pretty unreasonable for all these separate operations.
v2: Rebase on idr's changes.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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There was this funny argument passed to setup for "did alloc decide we
need to allocate new texture storage?", which goes away if we don't have
the caller do alloc as a separate step.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From the GL_ARB_fbo spec:
If the source and destination buffers are identical, and the
source and destination rectangles overlap, the result of the blit
operation is undefined.
As far as I know, that's the only thing that would have been of concern
for this.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I tripped over one of these when debugging meta, and it's a lot nicer to
just see the internalFormat being complained about.
v2: Drop a note in the other errors path that there is one early return.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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While these structs are generated per GLSL sampler type, they're structs
of data-about-shaders (notably, the ID of a shader program), not
data-about-samplers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Everyone was just immediately calling it and doing nothing else with the
shader program id.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The only thing that wants to track the glsl_sampler structure is the
shader string generator.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Most of the VEC4 back-end agrees on src_reg::swizzle being one of the
BRW_SWIZZLE macros defined in brw_reg.h, except in two places where we
use Mesa's SWIZZLE macros. There is even a doxygen comment saying
that Mesa's macros are the right ones. They are incompatible swizzle
representations (3 bits vs. 2 bits per component), and the code using
Mesa's works by pure luck. Fix it.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The same effect can be achieved using ::subreg_offset. Remove the
less flexible alternative and define a convenience function to keep
the fs_reg interface sane.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The same effect can be achieved using a combination of ::stride and
::subreg_offset. Remove the less flexible ::smear to keep the data
members of fs_reg orthogonal.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2: Some improvements for copy propagation with non-contiguous
register strides and mismatching types.
v3: Add example of the situation that the copy propagation changes are
intended to avoid. Clarify that 'fs_reg::apply_stride()' is expected
to work with zero strides too.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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It would be nice if we could have a single 'reg_offset' field
expressed in bytes that would serve the purpose of both, but the
semantics of 'reg_offset' are quite complex currently (it's measured
in units of one, eight or sixteen dwords depending on the register
file and the dispatch width) and changing it to bytes would be a very
intrusive change at this stage. Add a separate 'subreg_offset' field
for now.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Fix formatting, add new comments, get rid of extraneous indentation.
Suggested by Ian in bug 74723.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Set driver-specified flag in NewDriverState when glUniform* is
used to bind an image unit.
v3: Abbreviate argument type check.
Reviewed-by: Paul Berry <[email protected]>
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v2: Reuse the glsl_sampler_dim enum for images. Reuse the
glsl_type::sampler_* fields instead of creating new ones specific
to image types. Reuse the same constructor as for samplers adding
a new 'base_type' argument.
Reviewed-by: Paul Berry <[email protected]>
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Cc: "10.1" "10.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72895
Reviewed-by: Brian Paul <[email protected]>
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Fixed piglit test getteximage-targets S3TC CUBE_ARRAY on systems that
don't have libtxc_dxtn installed.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will be necessary to support cubemap array textures because they
use all four components.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72582
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We want to use the GLSL 1.30-ish path for OpenGL ES 3.0.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Rectangle textures were not necessary for mipmap generation (because
they cannot have mipmaps), but all of the future users of this common
code will need to support rectangle textures.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is quite like code we want for blits. Pull it out so that it can
be shared by other paths.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will allow the same table of shader-per-sampler-type to be used for
paths in meta other than just mipmap generation. This is also the
reason the declarations of the structures was moved towards the top of
the file.
v2: Code formatting change suggested by Brian.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Also... glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0) *is* the identity
matrix, so drop the unnecessary call to _mesa_Ortho.
v2: Rename setup_ff_TNL_for_blit() to setup_ff_tnl_for_blit(). Seems
silly to capitalize one out of two to three acronyms in the name
(change by anholt, acked by idr).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]>
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I set the "address modify enable" bit in the wrong DWord. The first
DWord is the high 16 bits of the address, while the second is the low
32-bits and enable bit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We never set it on previous generations, but I had to set it in
3DSTATE_PS for correct behavior. For symmetry, I set it in 3DSTATE_VS
as well, but there's no actual need to do so. Piglit works fine either
way. The documentation also remarks that there should never be a need
to program this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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My earlier patch (i965: Reserve space for "Vertex Count" in GS outputs.)
incremented Global Offset for most URB writes to make room for the new
"Vertex Count" field, but failed to shift the URB writes used for
writing control bits.
Confusingly, Global Offset must be incremented by 2 here, rather than 1.
The URB writes we use for actual data are HWord writes, which treat
Global Offset as a 256-bit offset. These are OWord writes, so it's
treated as a 128-bit offset instead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I added support for these on Haswell, but forgot to update the Broadwell
code before landing it. Fixes Piglit's max-samplers test.
v2: Use get_element_ud() for the destination as well as the source.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I added support for these on Haswell, but forgot to update the Broadwell
code before landing it. Partially fixes Piglit's max-samplers test.
v2: Use get_element_ud() consistently, rather than using it for the
source but using brw_vec1_grf for the destination..
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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MOV_RAW disables masking, but doesn't force the instruction to be
uncompressed. That needs to be done by hand.
Fixes textureGather and texture offset tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Almost every driver already supported it. All current and future
Gallium drivers always support it, and most existing classic drivers
support it.
This only changes radeon and nouveau.
This extension only adds data types that can be passed to, for example,
glTexImage2D. It does not add internal formats. Since you can already
pass GL_FLOAT to glTexImage2D this shouldn't pose any additional issues
with those drivers. Note that r200 and i915 already supported this
extension, and they don't support floating-point textures either.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Half-float TexBOs should require both GL_ARB_half_float_pixel and
GL_ARB_texture_float. This doesn't matter much in practice. Every
driver that supports GL_ARB_texture_buffer_object already supports
GL_ARB_half_float_pixel. We only expose the TexBO extension in core
profiles, and those require GL_ARB_texture_float.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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drivers/common/meta.c: In function '_mesa_meta_CopyTexSubImage':
drivers/common/meta.c:3744:52: warning: unused parameter 'rb' [-Wunused-parameter]
Unfortunately, the parameter can't just be removed because it is part of
the dd_function_table::CopyTexSubImage interface.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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drivers/common/meta.c: In function 'setup_drawpix_texture':
drivers/common/meta.c:1572:30: warning: unused parameter 'texIntFormat' [-Wunused-parameter]
setup_drawpix_texture has never used this paramater. Before the
refactor commit 04f8193aa it was used in several locations. After that
commit, texIntFormat was only used in alloc_texture.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Clean up some stray binding calls
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]> (v2)
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