| Commit message (Collapse) | Author | Age | Files | Lines |
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Return true for NATIVE_PARAM_PREMULTIPLIED_ALPHA when all formats with
alpha support premultiplied alpha.
(Based on Chia-I Wu's patch)
[olv: remove the use of param_premultiplied_alpha from the original
patch]
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Handle "format" events and return configs for the supported formats.
(Based on Chia-I Wu's patch)
[olv: update and explain why PIPE_FORMAT_B8G8R8A8_UNORM should not be
enabled without HAS_ARGB32]
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This reverts commit 95b445699d7f049116ee0927387a958a9933766b.
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This reverts commit 23aa978a9d76a48f4b93e9a8911ec50c0e5d94ab.
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Return true for NATIVE_PARAM_PREMULTIPLIED_ALPHA when all formats with
alpha support premultiplied alpha. Currently, it means when argb32 and
argb32_pre are both supported.
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When wl_drm is avaiable and enabled, handle "format" events and return
configs for the supported formats. Otherwise, assume all formats of
wl_shm are supported.
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EGL does not export this capability of a display server. But wayland
makes use of EGL_VG_ALPHA_FORMAT to achieve it.
So, when the native display returns true for the parameter, st/egl will
set EGL_VG_ALPHA_FORMAT_PRE_BIT for all EGLConfig's with non-zero
EGL_ALPHA_SIZE. EGL_VG_ALPHA_FORMAT attribute of a surface will affect
how the surface is presented.
Because st/vega does not support EGL_VG_ALPHA_FORMAT_PRE_BIT,
EGL_OPENVG_BIT will be cleared.
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Return TRUE if the display supports premultiplied alpha.
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Replace the parameters of native_surface::present by a struct,
native_present_control. Using a struct allows us to add more control
options without having to update each backend every time.
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Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The opcodes and strings were reversed. Quotient means division, and
modulus means remainder.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Follow a subset of changes in 7b1d94e5d1f53ac5f59000176aea1d02fc9a1181.
There are known issues, but it works to a certain degree. Non-working
demos also fail gracefully. More importantly, it fixes the build.
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Follow changes in c661ecce1089000c3fca9a543713f8264221be50.
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Follow the changes in 6602bda23ba6c4351eb7f04d34803103a68ac2db.
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In particular, S3TC compressed textures need align_h == 4.
Fixes skybox errors in Quake 4 and FEAR.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34628
Signed-off-by: Kenneth Graunke <[email protected]>
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The list of numbers in (constant type (<numbers>)) needs to contain
exactly type->components() numbers (16 for a mat4, 3 for a vec3, etc.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Throwing away the extra numbers ought to match the existing behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Each of these vecN constants only provided one component, which is
illegal. The printed IR is meant to contain exactly as many components
as are necessary; the IR reader does not splat single values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I introduced a regression in here, I've just split the logic ot now, so
its easier to read/understand.
Should fix: https://bugs.freedesktop.org/show_bug.cgi?id=40664
Signed-off-by: Dave Airlie <[email protected]>
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MSVC does not support inline keyword.
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Fixes glsl-vs-point-size.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is required to ensure ordering between reads and writes within a
thread.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were failing to relocate, so on the first draw run our scratch
would tend to get written to 0x0.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were passing an MRF as the source argument, instead of using the
implied move and putting the MRF number in the proper place in the
instruction encoding.
Reviewed-by: Kenneth Graunke <[email protected]>
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The second vertex was getting a garbage index.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes a giant pile of VS tests on gen4.
Reviewed-by: Kenneth Graunke <[email protected]>
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On the old backend, we used scalar mode because Mesa IR math is
result.xyzw = math(op0.xxxx), which matched up well. However, in GLSL
IR we do things like result.xy = math(op0.xy), so we want vector mode.
For the common case of result.x = math(op0.x), performance will be the
same (no cost for un-executed channels), though result.xyzw =
math(op0.xxxx) would be worse.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes vs-pow-float-float and friends.
Reviewed-by: Kenneth Graunke <[email protected]>
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When we tried to retype a brw_null_reg() in CMP(), the retyping didn't
take effect because HW_REG just ignores the type field.
Reviewed-by: Kenneth Graunke <[email protected]>
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If you get your total GRF count wrong, you write over some other
shader's g0, and the GPU fails shortly thereafter.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Stuart Abercrombie <[email protected]>
Signed-off-by: Stéphane Marchesin <[email protected]>
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We need this for the upcoming fix for sw texture_from_pixmap.
Signed-off-by: Stuart Abercrombie <[email protected]>
Signed-off-by: Stéphane Marchesin <[email protected]>
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Signed-off-by: nobled <[email protected]>
Signed-off-by: Stuart Abercrombie <[email protected]>
Signed-off-by: Stéphane Marchesin <[email protected]>
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Apparently the x11 driver had a hack for glide passthrough. Who knew?
Signed-off-by: Adam Jackson <[email protected]>
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Signed-off-by: Adam Jackson <[email protected]>
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Causes crash and stack corruption.
Needs more investigation. Disable for now.
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Mesa hasn't supported color-index rendering for a long time.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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GL_COLOR_INDEX produced the same result (because GL_BITMAP is always
used for stencil glDrawPixels), but it was confusing to read. I spent
about 15 minutes wondering, "WTF?"
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Mesa hasn't supported color-index rendering for a long time.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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_mesa_make_temp_float_image can't work on color-index textures, but
there is no such thing as a color-index texture anymore.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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