| Commit message (Collapse) | Author | Age | Files | Lines |
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We want quad/pixel Z values to be interpolated exactly the same for
multi-pass algorithms. Because of how the optimized Z-test code is
written, we can't cull the first quad in a run even if it's totally
killed. See the comment for more info.
NOTE: This is a candidate for the 7.11 branch.
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We only want to generate the fragment shader variant that does
stippling if DO_PSTIPPLE_IN_HELPER_MODULE is being used.
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Instead of relying on the mirror in the Mesa IR assembly shader, just
use the variables actually stored in the GLSL IR. This will be a bit
slower, but nobody cares about the performance of glGetActiveAttrib.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This just folds get_active_attrib into _mesa_GetActiveAttribARB
and moves the resulting function function to the other source file.
More changes are coming soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This currently mirrors the state tracking
gl_shader_program::Attributes, but I'm working towards eliminating
that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This just folds bind_attrib_location into _mesa_BindAttribLocationARB
and moves the resulting function function to the other source file.
More changes are coming soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
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hash_table_replace doesn't use get_node to avoid having to hash the key twice.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows querying the linked shader itself rather than the Mesa IR.
This is the first step towards removing gl_program::Attributes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The symbol table in the linked shaders may contain references to
variables that were removed (e.g., unused uniforms). Since it may
contain junk, there is no possible valid use. Delete it and set the
pointer to NULL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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All drivers in Mesa have supported this extension for eons. This
extension is an optional features in desktop OpenGL (via
GL_ARB_draw_buffers) and OpenGL ES 2.x (via GL_NV_draw_buffers).
The extension is not usable in OpenGL ES 1.x. There is no
glDrawBuffers* entry point in OpenGL ES 1.x contexts, and glGet*v
generate errors when MAX_DRAW_BUFFERS or DRAW_BUFFERi is queried.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This also moves ATI_draw_buffers. This is to facilitate enabling
NV_draw_buffers in OpenGL ES 2.0.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Us poor souls who cross compile mesa want to be able to specify which pkg-config to pick, or at least just change one place.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Otherwise we'll be unable to use our pbuffers.
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NOTE: This is a candidate for the stable branches.
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Signed-off-by: Guillem Jover <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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It was a lucky coincidence that it worked.
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Commit 617cdcd4c7b1cffb584c829c35bdf9c9bf04627b delayed the texel
buffer allocation until texture_combine() is called. But the
texel buffer is needed sooner in _swrast_texture_span() at line 649.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=41433
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So easy to screw up with the crazy way GL manages them.
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With 1D array textures, we no longer agree between the GL information
about width/height/depth of a texture and how we lay out a miptree.
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This is just moving the code out with s/6/slices/.
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Reviewed-by: Brian Paul <[email protected]>
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This also fixes what was probably a bug in 1D arrays with border.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Until now, we've been treating 1D arrays as a single slice, and each
array slice is actually just a row of the 2D texture. While swrast
still stores them this way, hardware drivers think that 1D arrays have
actual separate slices not stored as contiguous rows.
Reviewed-by: Brian Paul <[email protected]>
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The path for ->Data was failing to be called for the FBO draw offset
fallback, and also had mismatched compressed texture support code.
This drops the intel_prepare_render() in the blit path. We aren't
copying to/from a GL_FRONT buffer, so it doesn't matter.
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Too many separate functions each called from one location (in
different files). This code should all die soon when swrast starts
using MapTextureImage.
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