| Commit message (Collapse) | Author | Age | Files | Lines |
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brw_queryobj.c needs a version of write_timestamp that works on all
generations for the QueryCounter() driver hook. So there's no point in
duplicating it in gen6_queryobj.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Previously, Mesa enforced the following rule (from
ARB_geometry_shader4's list of criteria for framebuffer completeness):
* If any framebuffer attachment is layered, all attachments must have
the same layer count. For three-dimensional textures, the layer count
is the depth of the attached volume. For cube map textures, the layer
count is always six. For one- and two-dimensional array textures, the
layer count is simply the number of layers in the array texture.
{ FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB }
However, when ARB_geometry_shader4 was adopted into GL 3.2, this rule
was dropped; GL 3.2 permits different attachments to have different
layer counts. This patch brings Mesa in line with GL 3.2.
In order to ensure that layered clears properly clear all layers, we
now have to keep track of the maximum number of layers in a layered
framebuffer.
Fixes the following piglit tests in spec/!OpenGL 3.2/layered-rendering:
- clear-color-all-types 1d_array mipmapped
- clear-color-all-types 1d_array single_level
- clear-color-mismatched-layer-count
- framebuffer-layer-count-mismatch
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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From section 4.4.4 (Framebuffer Completeness) of the GL 3.2 spec:
If any framebuffer attachment is layered, all populated
attachments must be layered. Additionally, all populated color
attachments must be from textures of the same target.
We weren't checking that the attachments were from textures of the
same target.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Commit 1a92881 added extra flushes to fix a HiZ hang in
WebGL Google Maps. With the extra flushes emitted by the previous two
patches, the flushes added by 1a92881 are redundant.
Tested with the same criteria as in 1a92881: by zooming in and out
continuously for 2 hours on Sandybridge Chrome OS (codename
Stumpy) without a hang.
CC: Kenneth Graunke <[email protected]>
CC: Stéphane Marchesin <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Unconditionally set brw->need_workaround_flush at the top of gen6 blorp
state emission.
The art of emitting workaround flushes on Sandybridge is mysterious and
not fully understood. Ken and I believe that
intel_emit_post_sync_nonzero_flush() may be required when switching from
regular drawing to blorp. This is an extra safety measure to prevent
undiscovered difficult-to-diagnose gpu hangs.
I verified that on ChromeOS, pre-patch, need_workaround_flush was not
set at the top of blorp, as Paul expected. To verify, I inserted the
following debug code at the top of gen6_blorp_exec(), restarted the ui,
and inspected the logs in /var/log/ui. The abort gets triggered so early
that the browser never appears on the display.
static void
gen6_blorp_exec(...)
{
if (!brw->need_workaround_flush) {
fprintf(stderr, "chadv: %s:%d\n", __FILE__, __LINE__);
abort();
}
...
}
CC: Kenneth Graunke <[email protected]>
CC: Stéphane Marchesin <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This patch makes the workaround code in gen6 blorp follow the pattern
established in the regular draw path. It shouldn't result in any
behavioral change.
On gen6, there are two places where we emit 3D_CMD_PRIM: brw_emit_prim()
and gen6_blorp_emit_primitive(). brw_emit_prim() sets
need_workaround_flush immediately after emitting the primitive, but
blorp does not. Blorp sets need_workaround_flush at the bottom of
brw_blorp_exec().
This patch moves the need_workaround_flush from brw_blorp_exec() to
gen6_blorp_emit_primitive(). There is no need to set
need_workaround_flush in gen7_blorp_emit_primitive() because the
workaround applies only to gen6.
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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We weren't handling the LUMINANCE_SNORM, LUMINANCE_ALPHA_SNORM and
INTENSITY_SNORM cases. Note that adding these cases here does not
require a driver to support rendering to these surface types. If
the driver can't do it we'll report an incomplete framebuffer.
NVIDIA doesn't support GL_EXT_texture_snorm but their driver
accepts these formats in glRenderBufferStorage().
Reviewed-by: Jose Fonseca <[email protected]>
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I doubt the swrast-based drivers will ever support GS.
Reviewed-by: Matt Turner <[email protected]>
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If a channel has zero bits it's not signed.
v2: also check for luminance and intensity format bits. Bruce
Merry's proposed piglit test hits the luminance case.
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=73096
Cc: 10.0 <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This packed floating point format only stores positive values.
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=73096
Cc: 10.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Improve assert message.
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This allows the caller to execute it in a loop rather than
hand-rolling a separate call for each stage.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We definitely want to fall through to the unsynchronized map case, instead
of wasting bandwidth on a copy. Prevents a -43.2407% +/- 1.06113% (n=49)
performance regression on aa10perf when teaching glamor to provide the
GL_INVALIDATE_RANGE_BIT information.
This is a performance fix, which I usually wouldn't cherry-pick to stable.
But this was really was just a bug in the code, its presence would
discourage developers from giving us the best information they can, and I
think we've got fairly high confidence in the unsynchronized map path
already.
Cc: 10.0 9.2 <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes piglit GL_MESA_pack_invert/readpixels and GPU hangs with glamor and
cairo-gl.
Cc: 10.0 9.2 <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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While incorrect, it probably wouldn't affect anyone ever: You'd have to do
an appropriately-formatted readpixels into a PBO, then overwrite the tail
end of the updated area of the PBO with glBufferSubData(), and you
wouldn't get appropriate synchronization.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The earlier assert made sure that our math didn't exceed our bounds, but
this makes sure that we don't overflow from the high bits X into the low
bits of Y. We've already put checks in intel_miptree_blit(), but I've
wanted to expand the type in our protoype from short to uint32_t, and we
could get in trouble with intel_emit_linear_blit() if we did.
v2: Add Ken's comment about the funny language extension used.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Anuj Phogat <[email protected]> (v1)
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This was one of the things we always wanted to do to this, to make it more
useful than just (value << FIELD_MASK).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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With all of the flipping and pitch twiddling and miptree layout involved
in our blits, there are lots of ways for us to scribble outside of a
buffer. Put in a check that we're not about to do so.
This catches a bug that glamor was running into.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Noticed by tex3d-maxsize on my next commit to check that our addresses
don't overflow.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The hardware is broken with nonzero texel offsets and unnormalized
coordinates; instead of doing correct offsetting, we get garbage.
This just extends the existing workaround for ir_txf and
ir_tg4+gsampler2DRect to also consider ir_tex+gsampler2DRect.
Fixes broken rendering in 'tesseract' when 'mesa_texrectoffset_bug' is
not enabled; also fixes the new piglit test
'tests/spec/glsl-1.30/execution/fs-textureOffset-Rect'.
Has been broken ~forever; suggesting including this in only 10.0 because
the lowering pass doesn't exist in 9.2 or earlier so would require quite
a different patch.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Lee Salzman <[email protected]>
Cc: "10.0" <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename "target" param to "stage".
Reviewed-by: Brian Paul <[email protected]>
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This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <[email protected]>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Also move the related #define MESA_SHADER_STAGES. This will allow
gl_shader_stage to be used in struct gl_shader.
Reviewed-by: Brian Paul <[email protected]>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Fixes a bug where then branch operates with ivec4 while else uses vec4.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72379
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Using the get_local_param_pointer helper ensures that the LocalParams
arrays have actually been allocated before attempting to use them.
glProgramLocalParameters4fvEXT needs to do a bit of extra checking,
but it can be simplified since the helper has already validated the
target.
Fixes crashes in programs that use Cg (for example, Awesomenauts,
Rocketbirds: Hardboiled Chicken, and Tiny and Big: Grandpa's Leftovers)
since commit e5885c119de1e508099cc1111e1c9f8ff00fab88
(mesa: Dynamically allocate the storage for program local parameters.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73136
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Laurent Carlier <[email protected]>
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Commit 9119269ca14ed42b51c7d8e2e662500311b29fa3 moved the texel
buffer allocation to _swrast_texture_span(), however, when compiled
with OpenMP support this code already runs multi-threaded so a
critical section is required to prevent multiple allocations and
rendering errors.
Cc: "10.0" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Both brw_defines.h and intel_reg.h defined PIPE_CONTROL fields, which
had similar names, but couldn't be used in the same way. (One had
built-in shifts, and the other didn't...)
Delete the unused set to preserve sanity.
(Eric wrote an almost identical patch back in August, so I believe he
approves.)
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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* The Haiku renderers need to link to libGL to function properly
in all usage contexts. As mesa drivers build before gallium
targets, we couldn't properly link the mesa swrast driver to
the gallium libGL target for Haiku.
* This is likely better as it mimics how glx is laid out ensuring
the Haiku libGL is better understood.
* All renderers properly link in libGL now.
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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This is part of the GL_EXT_packed_float extension.
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=73096
Cc: 10.0 <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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These are just software flag values (not hardware specific values), and
aren't used anywhere. Delete them to avoid confusion.
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously we left the size of this vgrf as 1, which caused register
allocation to be subtly broken. If we were lucky we would explode in
the post-alloc instruction scheduler; if we were unlucky we'd just stomp
on someone else and get broken rendering.
Fixes crash when running `tesseract` with the following settings:
msaa 4
glineardepth 0
Also fixes the piglit test:
arb_sample_shading-builtin-gl-sample-id
Signed-off-by: Chris Forbes <[email protected]>
Cc: Anuj Phogat <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72859
Reviewed-by: Kenneth Graunke <[email protected]>
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Support all levels of a supported texture format.
Using 1024x1024, RGBA 8888 source, mipmap
internal-format Before (MB/sec) mipmap (MB/sec)
GL_RGBA 627.15 615.90
GL_RGB 456.35 611.53
512x512
GL_RGBA 597.00 619.95
GL_RGB 440.62 611.28
256x256
GL_RGBA 487.80 587.42
GL_RGB 376.63 585.00
Benchmark has been sent to mesa-dev list: teximage_enh
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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MESA_FORMAT_XRGB8888 is equivalent to MESA_FORMAT_ARGB8888 in terms
of storage on the device, so okay to use this optimized copy routine.
This series builds on work from Frank Henigman to optimize the
process of uploading a texture to the GPU. This series adds support for
MESA_XRGB_8888 and full miptrees where were found to be common activities
in the Smokin' Guns game. The issue was found while profiling the app
but that part is not benchmarked. Smokin-Guns uses mipmap textures with
an internal format of GL_RGB (MESA_XRGB_8888 in the driver).
These changes need a performance tool to run against to show how they
improve execution performance for specific texture formats. Using this
benchmark I've measured the following improvement on my Ivybridge
Intel(R) Xeon(R) CPU E3-1225 V2 @ 3.20GHz.
1024x1024 texture size
internal-format Before (MB/sec) XRGB (MB/sec)
GL_RGBA 628.15 627.15
GL_RGB 265.95 456.35
512x512 texture size
internal-format Before (MB/sec) XRGB (MB/sec)
GL_RGBA 600.23 597.00
GL_RGB 255.50 440.62
256x256 texture size
internal-format Before (MB/sec) XRGB (MB/sec)
GL_RGBA 489.08 487.80
GL_RGB 229.03 376.63
Benchmark has been sent to mesa-dev list: teximage
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Only a Mesa bug could cause this function to be called with an
out-of-range index, so raise an assertion if that ever happens.
Reviewed-by: Brian Paul <[email protected]>
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This patch replaces the following pattern:
foo bar[MESA_SHADER_TYPES] = {
...
};
With:
foo bar[] = {
...
};
STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES);
This way, when a new shader type is added in a future version of Mesa,
we will get a compile error to remind us that the array needs to be
updated.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Previously, _mesa_glsl_shader_target_name() had an overload for GLenum
and an overload for the gl_shader_type enum, each of which behaved
differently. However, since GLenum is a synonym for unsigned int, and
unsigned ints are often used in place of gl_shader_type (e.g. in loop
indices), there was a big risk of calling the wrong overload by
mistake. This patch gives the two overloads different names so that
it's always clear which one we mean to call.
Reviewed-by: Brian Paul <[email protected]>
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According to git blame, this hasn't been used in over two years:
commit d2235b0f4681f75d562131d655a6d7b7033d2d8b
Author: Eric Anholt <[email protected]>
Date: Thu Nov 17 17:01:58 2011 -0800
i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.
Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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