| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Page 407 (page 423 of the PDF) of the OpenGL 3.0 spec says (in the list
of deprecated functionality):
"Separate polygon draw mode - PolygonMode face values of FRONT and
BACK; polygons are always drawn in the same mode, no matter which
face is being rasterized."
Also modify meta to not use FRONT or BACK in a core context.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Paul Berry <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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We were calling through a dispatch table entry that was NULL, since the apple
variant is only on legacy desktop. Just call the function we mean instead of
indirecting through the dispatch.
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NOTE: maybe I enabled too many?
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v2: Use API_OPENGL_CORE.
v3: Only require desktop GL. If a driver can't support TexBOs in a non-core
context, it should not enable them.
Signed-off-by: Eric Anholt <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are part of the GL_EXT_unpack_subimage extension and ES 3.0.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Fix completely broken condition around ClearColorIiEXT and
ClearColorIuiEXT.
v3: Add special VertexAttrib handling for ES2.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile filtering.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The comment in the code even says this is the right thing to do.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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All drivers in Mesa do. This allows a lot of extension checking code to be
gutted from the function.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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wrapper
Signed-off-by: Ian Romanick <[email protected]>
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Fixes a bug that glGetMaterial[fx]v in ES1 contexts would (try to) allow
queries of GL_AMBIENT_AND_DIFFUSE. This enum can only be used in glMaterial,
not in the get.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile, GLES1, and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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ES wrapper
v2: Add proper GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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Also handle glDisable, glIsEnabled, glEnableClientState, and
glDisableClientState.
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
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wrapper
v2: Add proper core-profile and GLES3 filtering.
v3: Allow glGetVertexAttribfv(0, GL_CURRENT_VERTEX_ATTRIB_ARB, param) in
OpenGL 3.1, just like OpenGL ES 2.0.
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile filtering.
Signed-off-by: Ian Romanick <[email protected]>
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This makes the next change a bit easier.
Signed-off-by: Ian Romanick <[email protected]>
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v2: Add proper core-profile filtering.
v3: Allow GL_SRC_ALPHA_SATURATE as a destination factor in GLES3. Based
on review feedback from Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
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than the ES wrapper
v2: Add proper core-profile and GLES3 filtering.
v3: Allow GL_RGB10_A2UI in GLES3 based on review feedback from Eric
Anholt.
v4: Arg. Reject unsized RED and RG enums on GLES. More feedback from
Eric.
Signed-off-by: Ian Romanick <[email protected]>
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the ES wrapper
v2: Add proper core-profile and GLES3 filtering.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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rather than the ES wrapper
v2: Add proper core-profile, GLES1, and GLES3 filtering.
v3: Fix the GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME query when the
attachment type is GL_NONE on GLES3. Other cleanups. Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
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wrapper
v2: Add proper core-profile and GLES3 filtering.
v3: Fix a typo in GL_TEXTURE_2D_ARRAY checking.
v4: Change !_mesa_is_desktop_gl tests to _mesa_is_gles test. The test
around GL_TEXTURE_2D_ARRAY got some other changes because that enum is
also available with GLES3 (which uses API_OPENGLES2). Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
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the ES wrapper
v2: Add proper core-profile and GLES3 filtering.
v3: Change !_mesa_is_desktop_gl tests to _mesa_is_gles test. The test
around GL_TEXTURE_2D_ARRAY got some other changes because that enum is
also available with GLES3 (which uses API_OPENGLES2). Based on review
feedback from Eric Anholt.
Signed-off-by: Ian Romanick <[email protected]>
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The Common Subexpression Elimination pass will not operate on
instructions with physical register defs, so we end up with
several redundant copies to M0 when using interpolation.
Adding a register class that only contains the M0 register allows
use to use a virtual register to represent M0, and makes it possible
for the Common Subexpression Elimination pass to remove the extra
copies.
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This flag makes these instructions candidates for the dead code
elimination and common subexpression elimination.
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This signals to the Dead Code Elimination pass that it is safe to
remove these instructions when they are dead.
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This reduces the overhead of using the fixed function internally
in the driver.
V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap()
functions to avoid code duplication.
Use glsl version when ARB_{vertex, fragmet}_shader are present.
Remove redundant code.
V3: Remove redundant border related code leaving the assertion.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To silence an MSVC compiler warning about class vs. struct.
Reviewed-by: Kenneth Graunke <[email protected]>
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Only used in one place, and not really needed.
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