| Commit message (Collapse) | Author | Age | Files | Lines |
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This is required to get the program recompiled when SampleAlphaToCoverage
is enabled.
Reviewed-by: Paul Berry <[email protected]>
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This partially reverts d638da23d2ec2e9c52655b1ea138249e7f8bcccb.
With gallium the meta code is not always built so the call to
_meta_in_progress() was unresolved. Simply special-case the
GL_MULTISAMPLE case in the meta code. There might be other special
cases in the future given all the differences between legacy GL,
core GL, GLES, etc.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=54234
and https://bugs.freedesktop.org/show_bug.cgi?id=54239
v2 (Paul Berry <[email protected]>): keep _meta_in_progress
function, since it's needed by the i965 driver, but don't call it from
core mesa.
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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fixes dlopen issue caused by 57c57df7b4579b60a84062df2e64f84dd84558b5
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54140
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: José Fonseca <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Prior to commit 2f1869822, emit_fb_writes() looped from 0 to 3, writing
all four components of a vec4 color output. However, that broke for
smaller output types (float, vec2, or vec3). To fix that, I introduced
a new variable (output_components[]) containing the size of the output
type for each render target.
Unfortunately, I forgot to actually initialize it in the constructor,
which meant that unless a shader wrote to gl_FragColor, or the specific
output for each render target, output_components would contain a garbage
value, and we'd loop for a completely non-deterministic amount of time.
Not actually emitting any color writes seems like the right approach.
We may still need to emit a render target write (to terminate the
thread), but don't have to put in any sensible values (the shader didn't
write anything, after all).
Fixes a regression since 2f18698220d8b27991fab550c4721590d17278e0.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54193
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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possible
It is possible to force S3TC extensions to be enabled. This is
generally done to support applications that will only supply
pre-compressed textures. This accounts for the vast majority of
applications.
However, there is still the possibility of an application asking for
on-line compression. In that case, generate a warning and substitute a
generic compressed format. The driver will either pick an uncompressed
format or a compressed format that Mesa can handle on-line (e.g., FXT1).
This should only cause problems for applications that request on-line
compression and read the compressed texture back. This is likely an
infinitesimal subset of an already infinitesimal subset.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Fix API_OPENGL_CORE handling when TEXTURE_FLOAT_ENABLED is not
defined. Based on review feedback from Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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This and the previous three commits should probably be squashed together...
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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This is done by changing the API to API_OPENGL_CORE.
Signed-off-by: Ian Romanick <[email protected]>
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Functionally the same as GL_ARB_vertex_array_object.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is a purely software extension. The drivers don't need to do any
work to support it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Also disallow the 1, 2, 3, and 4 formats.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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There is text in the OpenGL 3.x specs to explicitly allow this case.
Weird.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Page 407 (page 423 of the PDF) of the OpenGL 3.0 spec says (in the list
of deprecated functionality):
"Separate polygon draw mode - PolygonMode face values of FRONT and
BACK; polygons are always drawn in the same mode, no matter which
face is being rasterized."
Also modify meta to not use FRONT or BACK in a core context.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Paul Berry <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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We were calling through a dispatch table entry that was NULL, since the apple
variant is only on legacy desktop. Just call the function we mean instead of
indirecting through the dispatch.
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NOTE: maybe I enabled too many?
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v2: Use API_OPENGL_CORE.
v3: Only require desktop GL. If a driver can't support TexBOs in a non-core
context, it should not enable them.
Signed-off-by: Eric Anholt <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are part of the GL_EXT_unpack_subimage extension and ES 3.0.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Fix completely broken condition around ClearColorIiEXT and
ClearColorIuiEXT.
v3: Add special VertexAttrib handling for ES2.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile filtering.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The comment in the code even says this is the right thing to do.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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All drivers in Mesa do. This allows a lot of extension checking code to be
gutted from the function.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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wrapper
Signed-off-by: Ian Romanick <[email protected]>
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Fixes a bug that glGetMaterial[fx]v in ES1 contexts would (try to) allow
queries of GL_AMBIENT_AND_DIFFUSE. This enum can only be used in glMaterial,
not in the get.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile, GLES1, and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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ES wrapper
v2: Add proper GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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Also handle glDisable, glIsEnabled, glEnableClientState, and
glDisableClientState.
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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wrapper
v2: Add proper core-profile and GLES3 filtering.
v3: Allow glGetVertexAttribfv(0, GL_CURRENT_VERTEX_ATTRIB_ARB, param) in
OpenGL 3.1, just like OpenGL ES 2.0.
Signed-off-by: Ian Romanick <[email protected]>
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