| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
These were missed/typo'd in the previous patch series:
s/R8G8B8A/R8G8B8A8/
s/rgba_16/RGBA_UNORM16/
s/rgba_uint/RGBA_UINT/
s/rgba_int/RGBA_SINT/
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Fixes
fatal error: radeon_surface.h: No such file or directory
when libdrm is not present, or non-Linux OSes.
Trivial.
|
|
|
|
|
|
|
|
|
|
|
| |
The commit 3b0b44f7def0acb4f7a7aef086c0bece321418a6 introduced a build
error:
error: dereferencing pointer to incomplete type
This patch fixes this issue in all the affected files.
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
| |
Keep tasks as linked list, this way we can associate
more than one encoding task with each buffer.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Slava Grigorev <[email protected]>
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
| |
Remember what frames we encoded at which position.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
| |
Doesn't seems to be needed any more.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The _Xmin/_Xmax/_Ymin/_Ymax values need to be guarded by _NEW_SCISSOR.
Fixes Piglit's scissor-many, and rendering in GNOME Shell.
Hopefully fixes similar issues with Unity and ChromeOS.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75879
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: James Ausmus <[email protected]>
Tested-by: Timo Aaltonen <[email protected]>
|
|
|
|
|
|
|
|
| |
It was always getting set to -8/7 unconditionally. Use the
driver-reported value instead.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Defaults to providing the same offsets as MIN/MAX_TEXEL_OFFSET. For
nvc0, the offset can be -32/31.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Create the screen in the winsys while the mutex is locked.
This also results in a nice code cleanup!
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This also hides the reference count from drivers.
v2: update the reference count while the mutex is locked in winsys_create
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
| |
This fixes random crashes of: piglit/glx-multithread-shader-compile.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
| |
Both contained the GEM flink name.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This replaces u_gen_mipmap with an extremely simple implementation based
on pipe->blit. st/mesa is also cleaned up.
Pros:
- less code
- correct mipmap generation for NPOT 3D textures (u_blitter uses a better
formula)
- queries are not affected by mipmap generation if drivers disable them
v2: add "first_layer", "last_layer" parameters, drop "face"
v2.1: add format
v2.2: document the format parameter
|
|
|
|
|
|
|
|
|
| |
This is needed by _mesa_generate_mipmap.
This adds an array of pipe_transfers to st_texture_image. Each transfer is
for mapping a single layer.
v2: allocate the array of transfers on demand
|
|
|
|
|
|
|
|
|
|
| |
No longer used anywhere. These also caused trouble in the Gallium
state tracker code where we include both core Mesa and Gallium util
headers (and the macros were defined differently in each world.)
Removing these macros should help avoid macro mix-ups in the future.
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
We moved away from MALLOC/FREE in the rest of core Mesa a while ago.
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We were using REALLOC() from u_memory.h but FREE() from imports.h.
This mismatch caused us to trash the heap on Windows after we
deleted a texture object.
This fixes a regression from commit 6c59be7776e4d.
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
|
|
|
|
|
|
|
|
|
| |
V4: Don't enable this for Gen8 yet -- that still needs wired up.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
V2: - No need for layer_multiplier; multisampled depth surfaces are IMS.
- Remove unused num_layers.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This is the effective layer count, for clears etc. This differs from the
depth of the miptree level when views are involved.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We're about to need this in another place.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We're about to need this so we can determine the layer count of the
wrapper.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We'll still avoid MinLayer here since the fast path doesn't understand
arrays at all, but it's straightforward to do levels.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This allows core mesa's TexSubImage paths etc to work correctly
with views which have nonzero MinLevel or MinLayer.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This will eventually be relaxed, but we'll get the fallback path
working first.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
V4: Comment style, remove magic shift.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This is the actual mesa_format to use. In non-view cases this is always
the same as the mt's format.
V4: Comment style
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We need to wire the original texture's mt into the view. All the hard
work of setting up an appropriate tree of gl_texture_image structures
has already been done by core mesa.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
If we were to relayout the miptree, we'd break any views that are
sharing it.
(Simplified based on suggestions from Eric)
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
We will need to call this to munge view formats.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We will need this for munging the view's format.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These formats can be cast to others (with different component types or
sizes) via ARB_texture_view or ARB_shader_image_load_store. We want
them to be laid out consistently so that we can just reinterpret the
memory with a different format.
In V1, this was done conditionally on a 'prefer_no_swizzle' flag which
was set in TexStorage/TextureView paths, but we need the same behavior
for ARB_shader_image_load_store (which also works with images created
via TexImage, so we don't want it to be conditional.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
|