| Commit message (Collapse) | Author | Age | Files | Lines |
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As the preprocessor becomes more sophisticated and gains more optional
behavior, it's easiest to just pass the GL context pointer to it so that
it can examine any fields there that it needs to (such as API version,
or the state of any driconf options, etc.).
Reviewed-by: Kenneth Graunke <[email protected]>
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This application is known to contain shaders that:
1. Have a stray backslash as the last line of comment lines
2. Have a declaration immediately following that line
Hence, interpreting that backslash as a line continuation causes the
declaration to be hidden and the shader fails to compile. Fortunately, the
shaders also:
3. Do not have any other intentional line-continuation characters
So disabling line continuations entirely for the application fixes this
problem without causing any other breakage.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is to enable a quirk for Savage2 which includes a shader with a stray '\'
at the end of a comment line. Interpreting that backslash as a line
continuation will break the compilation of the shader, so we need a way to
disable this.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously this was happening unconditionally, leading to some excessive
rebuilding/relinking during builds.
Note that the .po files are not automatically updated due to changes to the
t_options.h file. Instead, translators should continue to use "make po"
manually. This is because after new strings are merged into the existing .po
file, manual work is still required by translators to ensure that the
translations are correct.
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Previously, the xmlpool directory had a lone Makefile to assist poeple in
manually invoking a deep make in order to update the translations in
options.h. We can observe that this wasn't happening in fact, (new
translations had been added to de.po without being generated into options.h,
and new options had been manually added directly to options.h rather than to
t_options.h).
Prevent both of these problems from occurring in the future by automatically
generating options.h as part of the standard build of mesa.
For this, the generated options.h is now removed from version control, (along
with Makefile in favor of Makefile.am).
[chadv: Port the Autotools changes to Android.]
Signed-off-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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As can be seen, many other translation strings already include a single
apostrophe just fine without any escaping. This strangely-escaped apostrophe
was causing a build failure ("invalid escape sequence") resulting in no "de"
translations in the final options.h file.
Reviewed-by: Kenneth Graunke <[email protected]>
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The gen_xmlpool.py script would work correctly only when executed from the
directory that contained the script. This shortcoming was due to some
hard-coded paths in the script.
In order to easily invoke the script from the Android build system, we
must be able to execute the script from an arbitrary directory. To enable
that, this patch replaces the two hard-coded paths with new command line
arguments.
Signed-off-by: Chad Versace <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
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These translations have existed in the de.po file, but were not in the
generated options.h file. This was fixed by simply running "make options.h".
Reviewed-by: Kenneth Graunke <[email protected]>
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For the last two most-recently-added driconf options, their definition was
manually added to options.h, a file which is intended to be automatically
generated, (as part of support for translated driconf option
descriptions). This means that these options would be eliminated if the
generation step were performed again.
Fix this by correctly adding the definitions of these options to t_options.h,
(the file used as input to the generator), and not the options.h file, which
is generated.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This requires some derived state. The cut vertex used is either the
value specified by glPrimitiveRestartIndex or it's hard-coded to ~0.
The derived state gl_array_attrib::_RestartIndex captures this value.
In addition, the derived state gl_array_attrib::_PrimitiveRestart is set
whenever either gl_array_attrib::PrimitiveRestart or
gl_array_attrib::PrimitiveRestartFixedIndex is set.
v2: Use _mesa_is_gles3.
Signed-off-by: Ian Romanick <[email protected]>
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We just treat this as an alias for GL_ANY_SAMPLES_PASSED.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[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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Unneeded and unnecessary.
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The function was named badly and wasn't in the dispatch table,
making it hard to find.
Fixes transform_feedback2_states and gets a few other transform
feedback tests closer to working in es3conform.
Reviewed-by Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes framebuffer_srgb_default_encoding_fbo and 5 packed_depth_stencil
tests from es3conform.
Reviewed-by: Kenneth Graunke <[email protected]>
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For glGetIntegerv, add support for the following in an OpenGL ES 3.0
context:
GL_MAJOR_VERSION
GL_MINOR_VERSION
GL_NUM_EXTENSIONS
See Table 6.29 of the OpenGL ES 3.0 spec.
Fixes error GL_INVALID_ENUM in piglit egl-create-context-verify-gl-flavor,
testcase for OpenGL ES 3.0.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The ES 3 spec says that the minumum allowable value is 2^24-1, but the
GL 4.3 and ARB_ES3_compatibility specs require 2^32-1, so return 2^32-1.
Fixes es3conform's element_index_uint_constants test.
Reviewed-by: Ian Romanick <[email protected]>
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From GL/GLES/GL_CORE and GLES2 -> GL/GL_CORE/GLES2.
Yes, we really were exposing ES2_compatibility queries on ES 1.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes the remaining 4 texture_lod_bias failures in es3conform.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes 2 framebuffer_blit es3conform tests.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes uniform_buffer_object_implementation_dependent_limits in
es3conform.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Fixes the transform_feedback2_init_defaults test from es3conform.
The ES 3 spec lists these as TRANSFORM_FEEDBACK_PAUSED and
TRANSFORM_FEEDBACK_ACTIVE.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Fixes the sync_coverage_max_server_wait_timeout test in es3conform.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes pixel_buffer_object_default_binding and gets other tests in
es3conform closer to passing.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes 5 uniform_buffer_object tests in es3conform.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Follow-up for 907844107252260c646aca361191ef7f121f3d23 and
3a5ad21cd3f026579eeacc25b39513711556c7ee
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57044
Tested-by: Fabio Pedretti <[email protected]>
Tested-by: Brad King <[email protected]>
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In most cases, the width, height, and depth of the physical surface
used by the driver to implement a texture or renderbuffer is equal to
the logical width, height, and depth exposed to the client through
functions such as glTexImage3D(). However, there are two exceptions:
cube maps (which have a physical depth of 6 but a logical depth of 1)
and multisampled renderbuffers (which have larger physical dimensions
than logical dimensions to allow multiple samples per pixel).
Previous to this patch, we accounted for the difference between
physical and logical surface dimensions at inconsistent places in the
call graph (multisampling was accounted for in
intel_miptree_create_for_renderbuffer(), and cubemaps were accounted
for in intel_miptree_create_internal()). As a result, it wasn't
always clear, when calling a miptree creation function, whether
physical or logical dimensions were needed. Also, we weren't
consistent about storing logical dimensions in the intel_mipmap_tree
structure (we only did so in the
intel_miptree_create_for_renderbuffer() code path, and we did not
store depth).
This patch refactors things so that intel_miptree_create_internal() is
responsible for converting logical to physical dimensions and for
storing both the physical and logical dimensions in the
intel_mipmap_tree structure. As a result, all miptree creation
functions interpret their arguments as logical dimensions, and both
physical and logical dimensions are always available to functions that
work with intel_mipmap_trees.
In addition, it renames the fields in intel_mipmap_tree used to store
the dimensions, so that it is clear from the name whether physical or
logical dimensions are being referred to.
This should fix the following bugs:
- When creating a separate stencil surface for a depthstencil cubemap,
we would erroneously try to convert the depth from 1 to 6 twice,
resulting in an assertion failure.
- When creating an MCS buffer for compressed multisampling, we used
physical dimensions instead of logical dimensions, resulting in
wasted memory.
In addition, this should considerably simplify the implementation of
ARB_texture_multisample, because it moves the code to compute the
physical size of multisampled surfaces out of renderbuffer-only code.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This allows intel_miptree_alloc_mcs() to force Y tiling for the MCS
buffer. Previously we accomplished this by the hack of passing
INTEL_MSAA_LAYOUT_CMS as the msaa_layout parameter, but that parameter
is going to be going away soon.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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No functional change. This patch moves the compute_msaa_layout()
function earlier in intel_mipmap_tree.c so that it can be used by
other functions in that file.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=59143
Using GLubyte as per Brian's suggestion.
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Previously this macro existed in 3 separate places, some inside the
intel driver and some outside of it. It makes more sense to have it
in main/macros.h
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Haswell and later support the GL_FIXED and 2_10_10_10_rev vertex formats
natively, and don't need shader workarounds.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The new hardware actually just supports this now.
Reviewed-by: Eric Anholt <[email protected]>
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generate_uniform_pull_constant_load_gen7() is only called on Gen7+, so
the gen < 6 code is dead.
Reviewed-by: Eric Anholt <[email protected]>
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* We have a symbol conflict as rtasm in
Mesa collides with rtasm in gallium.
* As us linking gallium and mesa together
is an edge case, lets just omit the rtasm
code from Mesa as we should be going
llvmpipe soon :)
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gl_constants::MaxSamples is an integer, so setting it to 1.0 is just
silly.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the previous commit to
this commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The OpenGL 3.2 core profile spec says:
"The following base internal formats from table 3.11 are
color-renderable: RED, RG, RGB, and RGBA. The sized internal formats
from table 3.12 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
The OpenGL 3.2 compatibility profile spec says (only ALPHA is added):
"The following base internal formats from table 3.16 are
color-renderable: ALPHA, RED, RG, RGB, and RGBA. The sized internal formats
from table 3.17 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
Table 3.12 in the core profile spec and table 3.17 in the compatibility
profile spec list SNORM formats as having a base internal format of RED,
RG, RGB, or RGBA. From this we infer that they should also be color
renderable.
The OpenGL ES 3.0 spec says:
"An internal format is color-renderable if it is one of the formats
from table 3.12 noted as color-renderable or if it is unsized format
RGBA or RGB. No other formats, including compressed internal
formats, are color-renderable."
In the OpenGL ES 3.0 spec, none of the SNORM formats have "color-
renderable" marked in table 3.12. The RGB I and UI formats also are not
color-renderable in ES3, but we'll save that change for another patch.
Both NVIDIA's closed-source driver (version 304.64) and AMD's
closed-source driver (Catalyst 12.6 on HD 3650) reject *all* SNORM
formats for renderbuffers in OpenGL 3.3 compatibility profiles.
v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the this commit to the
next commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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