| Commit message (Collapse) | Author | Age | Files | Lines |
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This currently mirrors the state tracking
gl_shader_program::Attributes, but I'm working towards eliminating
that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This just folds bind_attrib_location into _mesa_BindAttribLocationARB
and moves the resulting function function to the other source file.
More changes are coming soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
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hash_table_replace doesn't use get_node to avoid having to hash the key twice.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows querying the linked shader itself rather than the Mesa IR.
This is the first step towards removing gl_program::Attributes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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All drivers in Mesa have supported this extension for eons. This
extension is an optional features in desktop OpenGL (via
GL_ARB_draw_buffers) and OpenGL ES 2.x (via GL_NV_draw_buffers).
The extension is not usable in OpenGL ES 1.x. There is no
glDrawBuffers* entry point in OpenGL ES 1.x contexts, and glGet*v
generate errors when MAX_DRAW_BUFFERS or DRAW_BUFFERi is queried.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Us poor souls who cross compile mesa want to be able to specify which pkg-config to pick, or at least just change one place.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Guillem Jover <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Commit 617cdcd4c7b1cffb584c829c35bdf9c9bf04627b delayed the texel
buffer allocation until texture_combine() is called. But the
texel buffer is needed sooner in _swrast_texture_span() at line 649.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=41433
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So easy to screw up with the crazy way GL manages them.
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With 1D array textures, we no longer agree between the GL information
about width/height/depth of a texture and how we lay out a miptree.
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This is just moving the code out with s/6/slices/.
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Reviewed-by: Brian Paul <[email protected]>
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This also fixes what was probably a bug in 1D arrays with border.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Until now, we've been treating 1D arrays as a single slice, and each
array slice is actually just a row of the 2D texture. While swrast
still stores them this way, hardware drivers think that 1D arrays have
actual separate slices not stored as contiguous rows.
Reviewed-by: Brian Paul <[email protected]>
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The path for ->Data was failing to be called for the FBO draw offset
fallback, and also had mismatched compressed texture support code.
This drops the intel_prepare_render() in the blit path. We aren't
copying to/from a GL_FRONT buffer, so it doesn't matter.
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Too many separate functions each called from one location (in
different files). This code should all die soon when swrast starts
using MapTextureImage.
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Now that whole block that also lives in AllocTextureImageBuffer can go
away.
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Reviewed-by: Brian Paul <[email protected]>
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Before, we were only allocating these from our TexImage, so if the
texture image was set up in any other way (non-accelerated
glGenerateMipmaps()), they'd be missing or wrong.
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Now we can rely on Mesa core for uploads of data without introducing
an extra copy at validate time.
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Now that we can zero-copy generate the mipmaps into brand new
glTexImage()-generated storage using MapTextureImage(), we no longer
need to allocate image->Data in mipmap generate. This requires
deleting the drivers' old overrides of the miptree tracking after
calling _mesa_generate_mipmap at the same time, or the drivers
promptly lose our newly-generated data.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Apparently on Gen4 and 5, the denominator comes first.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It never mattered before since we only did floating point math.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Both POW and INT DIV need a message length of 2; previously, we only
checked for POW.
Also, BRW_MATH_FUNCTION_INT_DIV_QUOTIENT_AND_REMAINDER has a response
length of 2; previously, we only checked for SINCOS. We don't use this
message, but in case we ever decide to, we may as well fix it now.
While we're at it, just move these computations into
brw_set_math_message, since they're entirely based on the function.
This fixes it for both brw_math and the old backend's brw_math_16.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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BRW_MATH_FUNCTION_REMAINDER was missing. Also, it seems worthwhile to
assert that INT DIV's arguments are signed/unsigned integers.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Drivers implementing GLSL 1.30 want to do integer modulus, and until we
can stop generating code via ir_to_mesa, it's easier to make it silently
generate rubbish code. Multiply will do.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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From the EXT_transform_feedback spec:
Primitives can be optionally discarded before rasterization by calling
Enable and Disable with RASTERIZER_DISCARD_EXT. When enabled, primitives
are discared right before the rasterization stage, but after the optional
transform feedback stage. When disabled, primitives are passed through to
the rasterization stage to be processed normally. RASTERIZER_DISCARD_EXT
applies to the DrawPixels, CopyPixels, Bitmap, Clear and Accum commands as
well.
And the GL 3.2 spec says it applies to ClearBuffer* as well.
Reviewed-by: Brian Paul <[email protected]>
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Fixes piglit ARB_color_buffer_float/api-get
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit d631c19db47181129811080bfa772b210d762d4d.
The commit was broken, and ended up returning false all the time
because nobody in the world binds every single possible vertex array.
On further reflection, we don't want to discount stride == 0: This
function is just used for deciding to calculate whether to compute the
bonuds on the index, and there's no sense in computing index bounds
when stride == 0.
For the separate question of "how much data do I upload for this
vertex element?", the i965 driver was fixed to upload the data.
Fixes a regression of about 2x in 3DMMES, and most importantly, makes
Hammerfight playable.
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