| Commit message (Collapse) | Author | Age | Files | Lines |
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This commit adds a function to clear a texture object such that there is
no image data associated with it, and a function to dirty it so that it
will be re-tested for completeness.
Signed-off-by: Chia-I Wu <[email protected]>
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Conflicts:
src/mesa/main/state.c
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We now handle the case of blitting Z+stencil to/from combined Z/stencil
surfaces. But Z-only or stencil-only and separate depth/stencil surfaces
are not yet implemented.
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If glBlitFramebuffer() is called with GL_DEPTH_BUFFER_BIT or
GL_STENCIL_BUFFER_BIT and the src/dst depth/stencil buffers are absent,
report an error.
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Need to check for Y inversion separately for src/dest buffers.
If both the src and dest regions are upside down, make them right-side
up for a better chance at a fast path.
progs/tests/copypixrate -blit is much faster now.
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The comment disagreed with the code, and nicely drew my eyes to what was
going wrong.
Bug #21774 (blender)
Bug #21788 (readpix)
(cherry picked from master, commit fd65418f600874b05f902b622078b40bc1abb24a)
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This fixes jerkiness in doom3 and other apps since the kernel change to
throttle less absurdly, which led to a thundering herd of frames.
Because this is a rather minimal fix, there is at least one downside: If
the whole scene completes in one batchbuffer, we'll end up stalling the GPU.
Thanks to Michel Dänzer for suggesting using glFlush to signal frame end
instead of going to all the effort of adding a new DRI2 extension.
(cherry picked from master, commit 0828579a658af01a64b5e699175dc9bbbedcd685)
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(cherry picked from master, commit a9ba1bfeb3a2852c6eda718e73c46c972a286648)
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(cherry picked from master, commit 40990d9dfb20b69585859b2a45596aa46c20140a)
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Funny thing is I annotated this dependency in
e5f63c403b767f9974e8eb5d412c012b8a69287f, but didn't actually use it.
(cherry picked from master, commit 03187571b63d97e3d1406d329c5e760e16ef3181)
Conflicts:
src/mesa/main/state.c
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Fixes piglit glsl-vs-if-bool and progs/glsl/twoside, and will likely be
useful for the looping code.
Bug #18992
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Previously, we'd be branching based on whatever condition code happened to be
laying around.
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both for normal and cube textures, this fixes demos/multiarb
(with 6 enabled texture units) and fixes #23142.
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another case of image never matching miptree in case of compressed textures
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similar to the radeon code.
passes tests/texcompsub
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I was getting tired of doing the dance of INTEL_DEBUG=batch, copying it out,
and running intel-gen4disasm on it.
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There's a bunch of stuff from gen4asm and gpu-tools that we probably want
to make into a library instead of cargo-culting it around.
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Bug #20821
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This avoids sending a bad buffer address to the GPU due to programmer error,
and is permitted by the ARB_vbo spec. Note that we still have the opportunity
to dereference past the end of the GPU, because we aren't clipping to a
correct _MaxElement, but that appears to be harder than it should be. This
gets us the 90% solution.
Bug #19911.
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See comment on Vertex URB Entry Read Length for VS_STATE.
This, combined with the previous three commits, fixes #22945.
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This fix is just from code and docs inspection, but it may fix hangs on
some applications.
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It appears that sometimes Mesa (and I suppose a VS could as well) emits
a program which references no vertex data, and thus we end up with
nr_enabled == 0 even though some VBs are enabled. We'd end up emitting
VB/VE packet headers of 0xffffffff in that case, leading to GPU hangs.
Bug #22945 (wine with an uncompiled VS)
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The code duplication bothered me.
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somehow, this change was missed on the last checkin
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- Added specifications for the extensions GL_APPLE_flush_buffer_range and
GL_APPLE_texture_range
- EXT_framebuffer_object.xml strangely held specifications for both
the GL_EXT_framebuffer_object extension and the GL_EXT_texture_array
extension. Split out the GL_EXT_texture_array data into its own
file.
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- fix not respecting required hardware stride with compressedTexImage -
this fixes #22615.
- make sure correct stride is used in various places
- fix stored miptree never matching with a TexImage call with compressed
texture
- don't always store data with compressedtexsubimage at offset 0,
and actually use the supplied pixel data... (untested)
- make sure rows for compressed texture handling are rounded up not down
Note that trying to access stored compressed textures in hardware miptrees
from core mesa (get_compressed_teximage, swrast fallbacks) can't work correctly,
since RowStride isn't really set to anything useful, plus some places (at least
get_compressed_teximage) assume this data has native stride and no padding.
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(corresponding fix to the intel driver one)
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The comment disagreed with the code, and nicely drew my eyes to what was
going wrong.
Bug #21774 (blender)
Bug #21788 (readpix)
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This fixes jerkiness in doom3 and other apps since the kernel change to
throttle less absurdly, which led to a thundering herd of frames.
Because this is a rather minimal fix, there is at least one downside: If
the whole scene completes in one batchbuffer, we'll end up stalling the GPU.
Thanks to Michel Dänzer for suggesting using glFlush to signal frame end
instead of going to all the effort of adding a new DRI2 extension.
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