| Commit message (Collapse) | Author | Age | Files | Lines |
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It's the analog of intel_renderbuffer_set_region(), but for the hiz region
of course.
CC: Ian Romanick <[email protected]>
CC: Kristian Høgsberg <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Remove functions intel_override_hiz() and
intel_override_separate_stencil(). They are now located in intel_screen.c.
CC: Ian Romanick <[email protected]>
CC: Kristian Høgsberg <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Add the fields below to intel_screen. The expression in parens is the
value to which intelInitScreen2() currently sets the field.
GLboolean hw_has_separate_stencil (true iff gen >= 7)
GLboolean hw_must_use_separate_stencil (true iff gen >= 7)
GLboolean hw_has_hiz (always false)
enum intel_dri2_has_hiz dri2_has_hiz (INTEL_DRI2_HAS_HIZ_UNKNOWN)
The analogous fields in intel_context now inherit their values from
intel_screen.
When hiz and separate stencil become completely implemented for a given
chipset, then the respective fields need to be enabled.
CC: Ian Romanick <[email protected]>
CC: Kristian Høgsberg <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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... which indicates if the X driver supports DRI2BufferHiz and
DRI2BufferStencil.
I'm placing this in its own commit due to the large comment block.
CC: Ian Romanick <[email protected]>
CC: Kristian Høgsberg <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Since the stencil buffer is interleaved, the generic Mesa renderbuffer
accessors do not suffice. Custom span functions are necessary.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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When emitting 3DSTATE_DEPTH_BUFFER, also emit 3DSTATE_HIER_DEPTH_BUFFER if
there is a hiz buffer. Ditto for 3DSTATE_STENCIL_BUFFER and a separate
stencil buffer.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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glapidispatch.h was located in glapi and shared with mesa core. Because
the way it was shared, mesa core must include it indirectly via
main/dispatch.h.
Now that it is no longer needed by glapi and is located in core mesa,
merging it with main/dispatch.h to avoid wrong uses.
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glapidispatch.h should not be included directly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=36282
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Generate different glapidispatch.h's for GL and GLES. For GLES, we want
a local remap table.
This reverts commit 5af46e836073d2112b147b524e441bdb808cc128. The
commit will break GL remap table setup when main/glapidispatch.h is
regenerated.
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See piglit dlist-fdo31590.c test and
http://bugs.freedesktop.org/show_bug.cgi?id=31590
In this case we had node->prim_count=1 but node->count==0 because the
display list started with glBegin() but had no vertices. The call to
glEvalCoord1f() triggered the DO_FALLBACK() path. When replaying the
display list, the old condition basically no-op'd the call to
vbo_save_playback_vertex_list call(). That led to the invalid operation
error being raised in glEnd().
NOTE: This is a candidate for the 7.10 branch.
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See the piglit dlist-fdo31590.c test
NOTE: This is a candidate for the 7.10 branch.
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Jeremy Huddleston <[email protected]>
Signed-off-by: Chia-I Wu <[email protected]>
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The EXT_framebuffer_object spec (and later specs) say:
"If a buffer is specified in <mask> and does not exist in both
the read and draw framebuffers, the corresponding bit is silently
ignored."
Check for color, depth, and stencil that the source and destination
FBOs have the specified buffers. If the buffer is missing, remove the
bit from the blit request mask and continue.
Fixes the crash in piglit test 'fbo-missing-attachment-blit from', and
fixes 'fbo-missing-attachment-blit es2 from'.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37739
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
NOTE: This is a candidate for the stable branches.
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In an ES2 context (or if GL_ARB_ES2_compatibility) is supported, the
framebuffer can be complete with some attachments be missing. In this
case the _ColorDrawBuffers pointer will be NULL.
Fixes the crash in piglit test fbo-missing-attachment-clear.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37739
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
NOTE: This is a candidate for the stable branches.
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Tested on a Matrox G550 AGP.
Signed-off-by: Nicolas Kaiser <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Before, we were waiting for (most of) the current framebuffer to be
done, which is not quite the same thing.
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Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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Fixes an accum buffer regression since switching to the table-based
format selection code.
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Signed-off-by: Ben Skeggs <[email protected]>
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Fixes fbo-srgb-blit.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35373
Reviewed-by: Brian Paul <[email protected]>
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Fixes the GL_SRGB8_ALPHA8 -> GL_RGBA8 blits in fbo-srgb-blit.c
Reviewed-by: Brian Paul <[email protected]>
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We actually could do this in hardware in the fragment shader using
gl_PointCoord and the point's size.
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We implement line stipples, just not *quite* correctly. We have a
piglit testcase to use when we want to fix it, if we do. Until then,
don't lie to our test suites.
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We do have hardware antialised lines. If we care, we should actually
fix them to be conformant (or as close as possible) instead of using
this knob to fool testcases using swrast.
For some interesting reading on the state of GL_*_SMOOTH across
several drivers, see:
http://homepage.mac.com/arekkusu/bugs/invariance/HWAA.html
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From my reading of the GL 2.1 spec, no antialiasing is strictly
conformant for polygon smoothing. Yes, it's absurd, but then,
hardware doesn't support this so maybe it's not so absurd.
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This was just a duplicate of no_rast=true driconf option, which is
relatively standard across drivers.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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- Based on the work of Себастьян Gliţa Κατινα <[email protected]>
- Split Makefile.template into Makefile.defines and Makefile.targets
- Adapt other drivers to new situation
- Fixes https://bugs.freedesktop.org/show_bug.cgi?id=35441
Signed-off-by: Brian Paul <[email protected]>
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With minor clean-ups by Brian Paul.
Signed-off-by: Brian Paul <[email protected]>
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=37839
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Mesa now limits, by default, the max number of texture levels to 15 so we
can now support the architectural maximum for gen4-6 of 14.
Signed-off-by: Chris Wilson <[email protected]>
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