| Commit message (Collapse) | Author | Age | Files | Lines |
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command mistakenly used vector instead of scalar emit (the more or less
identical code in radeon is already correct).
Seems like it would be broken ever since kms probably.
Should fix bugs 22576, 26809.
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This should fix the ubo boolean tests, along with the previous
ubo loading fix.
Signed-off-by: Dave Airlie <[email protected]>
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This calls it in around the same place as the 965 driver.
Signed-off-by: Dave Airlie <[email protected]>
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I noticed the texelFetch offset test failed on 2D rect samplers
with GLSL 1.40. This is because I wrote the immediate->offset
translation wrong.
Fixed the translation to actually use the ureg info to set the
offsets up.
Signed-off-by: Dave Airlie <[email protected]>
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This ports over from the dri2 code to the drisw bits. It means 3.1
core contexts now work for softpipe.
Signed-off-by: Dave Airlie <[email protected]>
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This is needed to compute render_to_fbo. It even has the comment.
NOTE: This is a candidate for stable branches.
Reviewed-by: Eric Anholt <[email protected]>
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this adds UBO support to the state tracker, it works with softpipe
as-is.
It uses UARL + CONST[x][ADDR[0].x] type constructs.
v2: don't disable UBOs if geom shaders don't exist (me)
rename upload to bind (calim)
fix 12 -> 13 comparison as comment (calim + brianp)
fix signed->unsigned (Brian)
remove assert (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Allow GLSL 1.40 to be enabled if the driver advertises it.
Signed-off-by: Dave Airlie <[email protected]>
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This adds the necessary changes to the st to allow texture buffer object
support if the driver advertises it.
v1.1: remove extra blank line and whitespace
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For MSVC's sake.
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This patch enables support for ETC2 compressed textures on
all intel hardware. At present, ETC2 texture decoding is not
available on intel hardware. So, compressed ETC2 texture data
is decoded in software and stored in a suitable uncompressed
MESA_FORMAT at the time of glCompressedTexImage2D. Currently,
ETC2 formats are only exposed in OpenGL ES 3.0.
V2: Use single etc_wraps variable for both etc1 and etc2.
V3: Remove redundant code and use just one intel_miptree_map_etc()
and intel_miptree_unmap_etc() function.
Choose MESA_FORMAT_SIGNED_{R16, GR1616} for ETC2 signed-{r11, rg11}
formats
Signed-off-by: Anuj Phogat <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Data in GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_RG11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_GR1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SIGNED_R11_EAC format is decoded and stored in
MESA_FORMAT_SIGNED_R16.
v2:
16 bit signed data is converted to 16 bit unsigned data by
adding 2 ^ 15 and stored in an unsigned texture format.
v3:
1. Handle a corner case when base code word value is -128. As per
OpenGL ES 3.0 specification -128 is not an allowed value and should
be truncated to -127.
2. Converting a decoded 16 bit signed data to 16 bit unsigned data by
adding 2 ^ 15 gives us an output which matches the decompressed image
(.ppm) generated by ericsson's etcpack tool. ericsson is also doing this
conversion in their tool because .ppm image files don't support signed
data. But gles 3.0 specification doesn't suggest this conversion. We
need to keep the decoded data in signed format. Both signed format
tests in gles3 conformance pass with these changes.
Signed-off-by: Anuj Phogat <[email protected]>
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RG11_EAC format is decoded and stored in
MESA_FORMAT_RG1616.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_R11_EAC format is decoded and stored in
MESA_FORMAT_R16.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGBA8_ETC2_EAC format is decoded and stored
in MESA_FORMAT_RGBA8888_REV.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_SRGB8_ETC2 format is decoded and stored
in MESA_FORMAT_SARGB8.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Data in GL_COMPRESSED_RGB8_ETC2 format is decoded and stored in
MESA_FORMAT_RGBX8888_REV.
v2: Use CLAMP macro and stdbool.h
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch changes nonlinear_to_linear() function to non static inline
and makes it available outside format_unpack.c. Also, removes the
duplicate copies in other files.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It is required by OpenGL ES 3.0 to support ETC2 textures.
This patch adds new MESA_FORMATs for following etc2 texture
formats:
GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_SRGB8_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
GL_COMPRESSED_R11_EAC
GL_COMPRESSED_RG11_EAC
GL_COMPRESSED_SIGNED_R11_EAC
GL_COMPRESSED_SIGNED_RG11_EAC
MESA_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1
MESA_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1
Above formats are currently available in only gles 3.0.
v2: Add entries in texfetch_funcs[] array.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
v3 (Paul Berry <[email protected]>): comment out symbols that
are not implemented yet, so that this commit compiles on its own;
future commits will uncomment the symbols as they become available.
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Fixes es3conform's color_buffer_float_clamp_(fixed|on|off) tests.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
[[email protected]: open_hash_table => hash_table]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Removes a collision of the object file name for main/hash_table
and program/hash_table.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The ES 3 conformance suite unbinds buffers (by binding buffer 0) and
passes zero for the size and offset, which the spec explicitly
disallows. Otherwise, this seems like a reasonable thing to do.
Khronos will be changing the spec to allow this (bug 9765). Fixes
es3conform's transform_feedback_init_defaults test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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All MSAA buffers are allocated privately and resolved into the DRI-provided
back and front buffers.
If an MSAA visual is chosen, the buffers st/mesa receives are all
multi-sample. st/mesa doesn't have access to the single-sample buffers
in that case.
This makes MSAA work in games like Nexuiz.
Reviewed-by: Brian Paul <[email protected]>
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I will later use the context to resolve an MSAA front buffer.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Just use pipe->blit, which can do resolve, flipping, and format conversions.
The util_blit_pixels codepath is still there for the cases where we have to
force alpha to 1.
This also turns on acceleration for copying GL_DEPTH_STENCIL.
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Previously we recorded just the GLSL version (or the max version, if
GLSL 1.10 and GLSL 1.20 programs were linked together).
[v2, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Previously we recorded just the GLSL version, with the knowledge that
100 means GLSL 1.00 ES. With the advent of GLSL 3.00 ES, this is
going to get more complex, and eventually will probably become
ambiguous (GLSL 4.00 already exists, and GLSL 4.00 ES is likely to be
created some day).
To reduce confusion, this patch simply records whether the shader is
GLSL ES as an explicit boolean.
[v2, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric.
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Adding this now makes it easier to develop and test GLES3 features, since we
can do initial development and testing using desktop GL. Later GLSL compiler
patches check for either ctx->Extensions.ARB_ES3_compatibility or
_mesa_is_gles3 to allow certain features (i.e., "#version 300 es").
[v2, idr]: Just edits to the commit message.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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As Vinson Lee did in commit bb284669f85a32900bfec648d68ba4c4300772f4
in hash_table.c
Signed-off-by: Brian Paul <[email protected]>
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Previously, the user could send in a pointer that was not created
by mesa. When we dereferenced that pointer, there would be an
exception.
Now we keep a set of pointers and verify that the pointer
exists in that set before dereferencing it.
Note: This fixes several crashing gles3conform tests.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Note: The GL/GLES3 web man pages don't seem to properly
document glWaitSync's error when the sync object is invalid.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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From: git://people.freedesktop.org/~anholt/hash_table
Reviewed-by: Jordan Justen <[email protected]>
[[email protected]: minor rework for mesa]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes clears in Wine on r200.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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NOTE: This is a candidate for stable release branches.
Signed-off-by: Alex Deucher <[email protected]>
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Otherwise the driver announces 4096 vertex shader constants and other
way too high limits.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Alex Deucher <[email protected]>
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Commit 4097308 fixed the build in a questionable way. It worked at the
time, but, as Ian pointed out, the fix would likely fail at a future
commit due to the indeterminism of parallel builds. And that's exactly
what happened; the fix no longer works. `mm -j4` on Fedora 17 fails for
me.
The problem is that there is no rule for program_parse.tab.h. To fix that,
this patch adds a rule that makes program_parse.tab.c depend on
program_parse.tab.h. Technically, the c file does not depend on the
h file. However, because the two files are generated together by a single
invocation of Bison, any rule that forces execution of Bison is
sufficient.
Signed-off-by: Chad Versace <[email protected]>
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This can be used for two purposes: Using hand-coded shaders to determine
per-instruction timings, or figuring out which shader to optimize in a
whole application.
Note that this doesn't cover the instructions that set up the message to
the URB/FB write -- we'd need to convert the MRF usage in these
instructions to GRFs so that our offsets/times don't overwrite our
shader outputs.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
v2: Check the timestamp reset flag in the VS, which is apparently
getting set fairly regularly in the range we watch, resulting in
negative numbers getting added to our 32-bit counter, and thus large
values added to our uint64_t.
v3: Rebase on reladdr changes, removing a new safety check that proved
impossible to satisfy. Add a comment to the AOP defs from Ken's
review, and put them in a slightly more sensible spot.
v4: Check timestamp reset in the FS as well.
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For getting values from the new timestamp register, the channels we
load have nothing to do with the pixels dispatched.
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Serious Sam 3 had a shader hitting this path, but it's used rarely so it
didn't show a significant performance difference (n=7). It does reduce
compile time massively, though -- one shader goes from 14s compile time
and 11723 instructions generated to .44s and 499 instructions.
Note that some shaders lose 16-wide mode because we don't support
16-wide and pull constants at the moment (generally, things looping over
a few-element array where the loop isn't getting unrolled). Given that
those shaders are being generated with 15-20% fewer instructions, it
probably outweighs the loss of 16-wide.
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I wanted to separate this step for easier reviewing when I add the
variable-index case next.
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