| Commit message (Collapse) | Author | Age | Files | Lines |
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Rather than redefining the BYTE/SHORT_TO_FLOAT macros, just define new
ones with different names. These macros preserve zero when converting.
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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and _mesa_sizeof_packed_type()
Reviewed-by: Eric Anholt <[email protected]>
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=42635
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This fixes a crash with the piglit vbo-too-small test.
Reviewed-by: José Fonseca <[email protected]>
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We can use the core Mesa code for glReadPixels now. We just have to
validate state and flush the bitmap cache before reading.
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st_cb_readpixels.c is going away next.
Acked-by: Eric Anholt <[email protected]>
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We use the code in main/readpix.c now.
Acked-by: Eric Anholt <[email protected]>
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Acked-by: Eric Anholt <[email protected]>
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The swrast ReadPixels code has no dependencies on swrast since moving
to Map/UnmapRenderbuffer(). We'll be able to remove s_readpix.c and
remove the state tracker's glReadPixels code next.
Acked-by: Eric Anholt <[email protected]>
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We'll soon be able to use these for a core Mesa implementation of
glReadPixels.
Acked-by: Eric Anholt <[email protected]>
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This was only used by the xlib driver to add an alpha channel to the
front/window color buffer. This was no longer going to work well with
the move to direct mapping of renderbuffers.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The days of 1-bpp, 8-bpp and dithering are long behind us.
Reviewed-by: Eric Anholt <[email protected]>
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We no longer have software-allocated alpha buffers so we can forget
about the alpha channel.
Reviewed-by: Eric Anholt <[email protected]>
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Seldom used and this won't work when we move to using Map/UnmapRenderbuffer
everywhere. This will let us remove a bunch of core Mesa code too.
Reviewed-by: Eric Anholt <[email protected]>
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stencil
For a depthstencil buffer with separate stencil,
intel_renderbuffer::region is null. (The regions are kept in hidden depth
and stencil buffers). Since the region is null, intel_map_renderbuffer()
assumed there was no data and returned a null map pointer, which in turn
was dereferenced (!) by MapRenderbuffer's caller.
This patch fixes intel_map_renderbuffer() to map the hidden depth buffer
through the GTT and return that as the mapped pointer. Also, the stencil
bits are scattered and gathered when needed.
Fixes the following Piglit tests on gen7:
fbo/fbo-readpixels-depth-formats
hiz/hiz-depth-read-fbo-d24s8
hiz/hiz-stencil-read-fbo-d24s8
EXT_packed_depth_stencil/fbo-clear-formats
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-blit
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-drawpixels
EXT_packed_depth_stencil/fbo-depth-GL_DEPTH24_STENCIL8-readpixels
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-24_8
EXT_packed_depth_stencil/fbo-depthstencil-GL_DEPTH24_STENCIL8-readpixels-FLOAT-and-USHORT
EXT_packed_depth_stencil/fbo-stencil-GL_DEPTH24_STENCIL8-readpixels
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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If a window system stencil buffer had a region with odd height, then the
calculated y offset needed for software detiling was off by one. The bug
existed in intel_{map,unmap}_renderbuffer_s8() and in the intel_span.c
accessors.
Fixes the following Piglit tests on gen7:
general/depthstencil-default_fb-readpixels-24_8
general/depthstencil-default_fb-readpixels-FLOAT-and-USHORT
Fixes SIGABRT in the following Piglit tests on gen7:
general/depthstencil-default_fb-blit
general/depthstencil-default_fb-copypixels
general/depthstencil-default_fb-drawpixels-24_8
general/depthstencil-default_fb-drawpixels-FLOAT-and-USHORT
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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When gathering the temporary buffer's pixles into the gem buffer, we had
the two buffers juxtaposed. Oops.
Fixes the following Piglit tests on gen7:
general/GL_SELECT - alpha-test enabled
general/GL_SELECT - depth-test enabled
general/GL_SELECT - no test function
general/GL_SELECT - scissor-test enabled
general/GL_SELECT - stencil-test enabled
Fixes SIGABRT in Piglit tests EXT_framebuffer_object/fbo-stencil-* on
gen7.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The function already implements 3 cases (map through GTT, blit to
a temporary, and detile stencil buffer to temporary), and a 4th will be
added soon: scatter/gather for depthstencil buffers using separate
stencil. For sanity's sake, this factors each case out into its own
function.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Don't call set_unfiform_initializers if link failed, or it would trigger
a GL_INVALID_OPERATION error. That's not an expected behavior of
glLinkProgram function.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These checks are now performed by the linker.
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]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If they were disabled on entry, and we enabled one (like for
BlitFramebuffer), we wouldn't disable it on the way out. Retain the
attempted optimization here (don't keep calling to set each bit for
changes that won't matter) by just setting the bits directly with
appropriate flushing.
Fixes misrendering on the second draw of piglit fbo-blit.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's unlikely that we changed the object but no other texture
parameter, but be correct anyway. Noticed by inspection.
Reviewed-by: Ian Romanick <[email protected]>
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Broken by addition of SYSTEM_VALUE_VERTEX_ID in
919c53e87a1f6f5322bc1f1486bb3e6b954b00d5.
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Signed-off-by: Alex Deucher <[email protected]>
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Note: this is a candidate for the stable branches.
Signed-off-by: Alex Deucher <[email protected]>
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Otherwise it gets all garbled with stderr.
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Although textureSize is represented as an ir_texture with op == ir_txs,
it doesn't have a coordinate, so normalizing it doesn't make sense.
Fixes crashes in oglconform glsl-bif-tex-size basic.samplerCube.* tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This patch solves three bugs.
1. When a texture was attached to the GL_DEPTH_STENCIL_ATTACHMENT point,
Mesa attached the texture only to the depth attachment point
gl_framebuffer::Attachment[BUFFER_DEPTH]
and failed to attach it to the stencil attachment point
gl_framebuffer::Attachment[BUFFER_STENCIL]
2. When a texture was attached to the GL_DEPTH_ATTACHMENT point and then
later attached to the GL_STENCIL_ATTACHMENT point, Mesa created two
separate renderbuffer wrappers. This caused a GL error in
glGetFramebufferAttachmentParameteriv().
3. Same as 2, but with depth and stencil juxtaposed.
Fixes Piglit test ARB_framebuffer_object/same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL
Note: This is a candidate for the stable branches.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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With the gl_VertexID support, everything required should now be
supported.
Reviewed-by: Ian Romanick <[email protected]>
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The compiler setup for these VF-uploaded attributes looks a little
cheesy with mixing system values and real VBO-sourced attributes. It
would be nice if we could just compute the ATTR[] map to GRF index up
front and use it at visit time instead of using ir->location in the
ATTR file. However, we don't know the reg_offset at
visit(ir_variable *) time, so we can't do the mapping that early.
Fixes piglit vertexid test.
Reviewed-by: Ian Romanick <[email protected]>
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We only allow 16 vec4s of attributes in our GLSL/ARB_vp programs, and
1 more element will get used for gl_VertexID/gl_InstanceID. So it
should never have been possible to hit this fallback, unless there was
another bug. If you do hit this, you're probably using gl_VertexID
and falling back to swrast won't work for you anyway.
This also updates the limits for gen6+.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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I had a later patch remove this code, but cherry-picked across it.
Signed-off-by: Dave Airlie <[email protected]>
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for 3d texture fallback, disable the texobj state.
Signed-off-by : Dave Airlie <[email protected]>
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Now that the stride bug is fixed, enable Bitmap via meta mode.
Signed-off-by: Dave Airlie <[email protected]>
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This broke the meta bitmap code when it was enabled.
Signed-off-by: Dave Airlie <[email protected]>
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Fixes a bunch of conform regressions.
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It would fail for images that were never allocated (and wouldn't be
used during rendering).
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Previously, if we failed to allocate a VBO (either for display list
compilation or immediate mode rendering) we'd eventually segfault
when trying to map the non-existant buffer or in a glVertex/Color/etc
call when we hit a null pointer.
Now we don't try to map non-existant buffers and if we do fail to
allocate a VBO we plug in no-op functions for glVertex/Color/etc
so we don't segfault.
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