| Commit message (Collapse) | Author | Age | Files | Lines |
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fixes at least some readback tests in piglit
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They are no longer used.
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Add struct st_context_attribs to describe context profiles and
attributes. Modify st_api::create_context to take the new struct
instead of an st_visual.
st_context_attribs can be used to support GLX_ARB_create_context_profile
and GLX_EXT_create_context_es2_profile in the future. But the
motivation for doing it now is to be able to replace ST_API_OPENGL_ES1
and ST_API_OPENGL_ES2 by profiles.
Having 3 st_api's to provide OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is
not a sane abstraction, since all of them share glapi for current
context/dispatch management.
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Fixes compiler warnings.
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This reverts commit b9abc6139a310677a37754ea7172d976dbf56979 and the
follow on fixes (7aae704 and 6fe1b47). It's changing the glapi/driver
ABI and causes a number of problems for debug/non-debug builds.
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Binding framebuffer 0 on a context that doesn't have a winsys drawable
will try to bind the incomplete framebuffer. That fails when that's
also the dummy framebuffer.
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There's a useful feature buried in glapi to log all API calls to stderr.
Unfortunately it requires editing the code and then it's enabled
unconditionally for that build. This patch builds in API logging for
debug builds and makes it run-time switchable by setting MESA_DEBUG=dispatch.
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intruction
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We might get the cleanup when we have not translated the shader yet
e.g 2 programstringnotifys in a row
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in case of relative addressing we never get to know which comps
were really written.
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arbfp specifies rsq of abs value
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This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <[email protected]>
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This allows us to specify different options, especially useful for chips
without unified shaders.
Signed-off-by: Ian Romanick <[email protected]>
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Changes in v2:
- No longer adds tessellation enums
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The enum values were chosen to have sequential values for a reason.
Use that to compact and simplify the code.
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GL_EXT_texture_env_combine has slightly more restrictive limits on the
valid sources for some operands. This wasn't caught before because
almost every driver in Mesa that supports the EXT version also
supports the ARB version.
Inspired by a patch posted the the mesa-dev mailing list by Andrew
Randrianasulu.
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Otherwise, when we switch to an indirect glx context and then back, it looks
like we're still current.
https://bugs.freedesktop.org/show_bug.cgi?id=29977#c7
Signed-off-by: Kristian Høgsberg <[email protected]>
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Otherwise, ES2's BindFramebuffer entrypoint hits this assertion:
main/fbobject.c:1323: _mesa_BindFramebufferEXT: Assertion
`ctx->Extensions.EXT_framebuffer_blit' failed.
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Signed-off-by: Kristian Høgsberg <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Also define it if #version 100 is encountered.
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Bug #30040.
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This should only occur if glCompileShader is called without a prior call
to glShaderSource. An empty source program should be the empty string.
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Fixes assertion failures in fbo-alpha with a debug build of Mesa.
Bug #29781.
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I swear there was some git option for "don't push things when you've
got uncommitted changes", but I can't find it now.
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Like the constant handling and the handling of other uniforms, we add
the whole thing to the Parameters, avoiding messy, incomplete logic
for adding just the elements of a builting uniform that get used.
This means that a driver that relies only on ParameterValues[] for its
parameters will have an increased parameter load, but drivers
generally don't do that (since they have other params they need to
handle, too).
Fixes glsl-fs-statevar-call (testcase for Ember). Bug #29687.
v2: Continue referencing the STATE_VAR[] file directly when the
uniform will land in STATE_VAR[] formatted exactly as we'd put into a
temporary. When there's array dereferencing, we don't copy-propagate
in Mesa IR (not knowing where the array is in register space), so
smarts here are required or we'll massively increase the temp count.
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We carefully multiplied our two ints (since we want to be precise
after all) then stored them in a float, which is not specced to really
work, in addition to wasting precision. Fixes
vp-arl-constant-array-huge-* things since the assertions were added.
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There is a restriction on the destination of an operation involving a
vector immediate being 128-bit aligned and the destination horizontal
stride being equivalent to 2 bytes. Fixes bad pixel_x results from
gl_FragCoord, where each pair had the same value.
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The default type conversion for MOV should be fine, and RNDZ actually
requires two instructions.
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Now that we're playing with other types in brw_fs.cpp, it's easy to
trip over issues like these.
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This catches a failure in the FS backend.
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Dumping back to potentially 16-wide dispatch doesn't really work out
at the moment, and hopefully I'll just be able to resolve all the
failures so we never have to do this at all.
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This is a requirement specified in the docs. No behavior change in
glsl-vs-varying-array.shader_test that violated these requirements.
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