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* glsl/build: Don't build glsl_compilerMatt Turner2013-01-221-9/+0
| | | | | | Use glslparsertest from piglit instead. Tested-by: Andreas Boll <[email protected]>
* draw: fix problem in screen-space interpolation clip codeBrian Paul2013-01-221-3/+3
| | | | | | | | | | | | | | | | | | I don't see how this could have ever worked right. The screen-space interpolation code uses the vertex->data[pos_attr] position which contain window coords. But window coords are only computed for the unclipped vertices; the clipped vertices have undefined window coords (see draw_cliptest_tmp.h). Use the vertex clip coords instead which are always defined. Fixes http://bugs.freedesktop.org/show_bug.cgi?id=55476 (piglit fbo-blit-stretch failure on softpipe) Note: This is a candidate for the 9.0 branch. Reviewed-by: José Fonseca <[email protected]>
* draw: improve the clipper debug/printf codeBrian Paul2013-01-221-1/+20
| | | | Reviewed-by: José Fonseca <[email protected]>
* draw: add new debug code and comments in clip code templateBrian Paul2013-01-221-0/+15
| | | | | | | | In debug builds, set clipped vertex window coordinates to NaN values to help debugging. Otherwise, we're just leaving the coordinate in clip space and it's invalid to use it later expecting it to be a window coord. Reviewed-by: José Fonseca <[email protected]>
* swrast: fix blit code's nearest/linear coordinate arithmeticBrian Paul2013-01-221-15/+8
| | | | | | Fixes piglit's fbo-blit-stretch test. Reviewed-by: José Fonseca <[email protected]>
* swrast: fix incorrect width for direct/nearest blitBrian Paul2013-01-221-1/+1
| | | | Reviewed-by: José Fonseca <[email protected]>
* swrast: move resampleRow setup code in blit_nearest()Brian Paul2013-01-221-23/+23
| | | | | | | | | | The resampleRow setup depends on pixelSize. For color buffers, we don't know the pixelSize until we're in the buffer loop. Move that code inside the loop. Fixes: http://bugs.freedesktop.org/show_bug.cgi?id=59541 Reviewed-by: José Fonseca <[email protected]>
* nouveau/build: Fix build failures when drm is not in /usr/include.José Fonseca2013-01-223-3/+6
| | | | | | | Fixes failures to include libdrm/nouveau.h when drm is not installed in /usr/include. Reviewed-by: Matt Turner <[email protected]>
* radeon/llvm: Handle LP_CHAN_ALL in emit_fetch_immediate().Michel Dänzer2013-01-221-1/+11
| | | | | | | | Fixes piglit spec/ARB_sampler_objects/sampler-incomplete and spec/EXT_texture_swizzle/depth_texture_mode_and_swizzle. Reviewed-by: Tom Stellard <[email protected]> Signed-off-by: Michel Dänzer <[email protected]>
* mesa/es3: Apply stricter multisample blit rules for ES3.Ian Romanick2013-01-221-13/+48
| | | | | | | | Fixes gles3conform framebuffer_blit_error_blitframebuffer_multisampled_read_buffer_different_origins. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa/es3: Disallow FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE query of ↵Ian Romanick2013-01-221-0/+16
| | | | | | | | | | DEPTH_STENCIL_ATTACHMENT This error was added in the 3.0.1 update to the OpenGL ES 3.0 spec. Fixes the updated gles3conform packed_depth_stencil_parameters test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Don't allow blits to / from the same buffer in OpenGL ES 3.0Ian Romanick2013-01-221-0/+31
| | | | | | | | | | Fixes gles3conform test CoverageES30. It temporarily regresses some framebuffer_blit tests, but the failing subcases have been determined to be invalid for OpenGL ES 3.0. v2: Fix typo in depth (and stencil) RB checking. Noticed by Ken. Signed-off-by: Ian Romanick <[email protected]>
* mesa: Remove exec thunks from the dlist.c module.Eric Anholt2013-01-211-870/+0
| | | | | | | | | | | | | | | | These were introduced in 2000 during a rework of the TNL module (commit cab974cf6c2dbfbf5dd5d291e1aae0f8eeb34290), though I'm having a hard time finding an instance there of one of these Exec functions being changed at runtime. Regardless, as far as I can tell now, these functions don't get changed, by grepping for calls to SET_* to change the dispatch table (we do change functions in GLvertexformat at runtime, but those don't overlap with this set of functions). Remove them and just let them be initialized to the same functions as are in the Exec table. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Initially populate the display list with the exec list.Eric Anholt2013-01-2111-284/+8
| | | | | | | | This cuts out a ton of code to make functions not set to a save_ variant match. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Delay display list save dispatch setup until Exec is set up.Eric Anholt2013-01-213-11/+8
| | | | | | | | This will let us copy from the Exec dispatch to deal with our commands that don't get compiled into display lists. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Make the drivers call a non-code-generated dispatch table setup.Eric Anholt2013-01-2114-12/+21
| | | | | | | I want to drive the Save dispatch table setup from this same function. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Remove the size argument from _mesa_alloc_dispatch_table().Eric Anholt2013-01-213-8/+5
| | | | | | | | All callers are in Mesa core and all use _gloffset_COUNT, so just rely on the already baked-in use of _gloffset_COUNT in the function. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Remove two of the now unused ASSERT_OUTSIDE_BEGIN_END macros.Eric Anholt2013-01-211-25/+0
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Drop manual checks for outside begin/end.Eric Anholt2013-01-2153-356/+92
| | | | | | | | | | | We now have a separate dispatch table for begin/end that prevent these functions from being entered during that time. The ASSERT_OUTSIDE_BEGIN_END_WITH_RETVALs are left because I don't want to change any return values or introduce new error-only stubs at this point. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Install a minimal dispatch table during glBegin()/glEnd().Eric Anholt2013-01-214-19/+133
| | | | | | | | | | This is a step toward getting rid of ASSERT_OUTSIDE_BEGIN_END() in Mesa. v2: Finish create_beginend_table() comment, move loopback API init into it, and add a const flag. (suggestions by Brian) Reviewed-by: Brian Paul <[email protected]> (v1) Reviewed-by: Ian Romanick <[email protected]> (v1)
* mesa: Remove the dead PrepareExecBegin() driver hook.Eric Anholt2013-01-213-12/+0
| | | | | | | This was used in i965 for a while, but no more. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Use an early return to unindent most of vbo_exec_Begin/End().Eric Anholt2013-01-211-55/+54
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Improve a glTexEnv error message by looking up the enum.Eric Anholt2013-01-211-1/+2
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Fix regression in dlist save primitive tracking.Eric Anholt2013-01-211-8/+1
| | | | | | | | | | | | | My change 7ca4f07b5b77ccac0a9b60dc5ac9082906b5947e caused errors to not be thrown when they should, because the new if statement for ExecuteFlag made the CurrentSavePrimitive not get set. And on further review, we shouldn't be validating our primitive in GL_COMPILE mode, since the command shouldn't be executed yet. Partially fixes piglit gl-1.0-beginend-coverage. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* vl: round next_msc to integer frame, and kill skew_mscMaarten Lankhorst2013-01-211-5/+2
| | | | | | | | This reduces jitter slightly in a cleaner way, without desynchronizing mplayer2 as badly when falling behind. Signed-off-by: Maarten Lankhorst <[email protected]> Reviewed-by: Christian König <[email protected]>
* scons: Fix dependencies of generated headers.José Fonseca2013-01-219-70/+34
| | | | | | | | | | | | | | It appears that scons implicit dependency scanners fail to chain dependencies of generated headers when these are outside the build tree. This patch ensures generated source files are _always_ put in the build tree. I'm not 100% this will fix all depency issues, but from my experiments it does seem to fix this. NOTE: For this to be effective it is necessary to clean the source tree from generated header/source files. Reviewed-by: Brian Paul <[email protected]>
* intel: Don't expose XRGB8888 visuals any moreIan Romanick2013-01-211-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | There really isn't any point. There is no resource savings, and we have to do gymnastics in the driver to make it work. There are also bad interactions with multisampling and OpenGL ES 3.0. In ES3, a multisample-to-singlesample blit must have identical source and destination format. This means a multisample RGBA8 to singlesample RGB8 (window) blit will generate an error. Also in ES3, RGB8 is not a renderable format. This means that the application CANNOT make an RGB8 multisample renderbuffer. As a result, if an application gets an RGB8 window and wants to do multisample FBO rendering, it will probably break. "Fixes" gles3conform framebuffer_blit_functionality_multisampled_to_singlesampled_blit test on RGB8 visuals. v2: Fix 'formats' array size. Suggested by Ken. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Acked-by: Eric Anholt <[email protected]>
* i965: Enable floating-point textures alwaysIan Romanick2013-01-212-20/+5
| | | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Acked-by: Eric Anholt <[email protected]>
* r300g: add a workaround for the AA colorbuffer addressing bug on R500Marek Olšák2013-01-212-7/+42
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* r300g: allow resolutions up to 1280x1024 with AA optimizations on 1-pipe cardsMarek Olšák2013-01-212-3/+6
| | | | because single-pipe cards have bigger CMASK RAM
* r300g: enable AA optimizations for the RGBA16F formatMarek Olšák2013-01-213-1/+11
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* radeonsi: More assorted depth/stencil changes ported from r600g.Marek Olšák2013-01-217-136/+251
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [ Squashed port of the following r600g commits: - Michel Dänzer ] commit 428e37c2da420f7dc14a2ea265f2387270f9bee1 Author: Marek Olšák <[email protected]> Date: Tue Oct 2 22:02:54 2012 +0200 r600g: add in-place DB decompression and texturing with DB tiling The decompression is done in-place and only the compressed tiles are decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F. The texture unit is programmed to use non-displayable tiling and depth ordering of samples, so that it can fetch the texture in the native DB format. The latest version of the libdrm surface allocator is required for stencil texturing to work. The old one didn't create the mipmap tree correctly. We need a separate mipmap tree for stencil, because the stencil mipmap offsets are not really depth offsets/4. There are still some known bugs, but this should save some memory and it also improves performance a little bit in Lightsmark (especially with low resolutions; tested with Radeon HD 5000). The DB->CB copy is still used for transfers. commit e2f623f1d6da9bc987582ff68d0471061ae44030 Author: Marek Olšák <[email protected]> Date: Sat Jul 28 13:55:59 2012 +0200 r600g: don't decompress depth or stencil if there isn't any commit 43e226b6efb77db2247741cc2057d9625a2cfa05 Author: Marek Olšák <[email protected]> Date: Wed Jul 18 00:32:50 2012 +0200 r600g: optimize uploading depth textures Make it only copy the portion of a depth texture being uploaded and not the whole 2D layer. There is also a little code cleanup. commit b242adbe5cfa165b252064a1ea36f802d8251ef1 Author: Marek Olšák <[email protected]> Date: Wed Jul 18 00:17:46 2012 +0200 r600g: remove needless wrapper r600_texture_depth_flush commit 611dd529425281d73f1f0ad2000362d4a5525a25 Author: Marek Olšák <[email protected]> Date: Wed Jul 18 00:05:14 2012 +0200 r600g: init_flushed_depth_texture should be able to report errors commit 80755ff56317446a8c89e611edc1fdf320d6779b Author: Marek Olšák <[email protected]> Date: Sat Jul 14 17:06:27 2012 +0200 r600g: properly track which textures are depth This fixes the issue with have_depth_texture never being set to false. commit fe1fd675565231b49d3ac53d0b4bec39d8bc6781 Author: Marek Olšák <[email protected]> Date: Sun Jul 8 03:10:37 2012 +0200 r600g: don't flush depth textures set as colorbuffers The only case a depth buffer can be set as a color buffer is when flushing. That wasn't always the case, but now this code isn't required anymore. commit 5a17d8318ec2c20bf86275044dc8f715105a88e7 Author: Marek Olšák <[email protected]> Date: Sun Jul 8 02:14:18 2012 +0200 r600g: flush depth textures bound to vertex shaders This was missing/broken. There are also minor code cleanups. commit dee58f94af833906863b0ff2955b20f3ab407e63 Author: Marek Olšák <[email protected]> Date: Sun Jul 8 01:54:24 2012 +0200 r600g: do fine-grained depth texture flushing - maintain a mask of which mipmap levels are dirty (instead of one big flag) - only flush what was requested at a given point and not the whole resource (most often only one level and one layer has to be flushed) Signed-off-by: Michel Dänzer <[email protected]>
* radeonsi: improve flushed depth texture handlingVadim Girlin2013-01-215-81/+100
| | | | | | | | | | | | | Use r600_resource_texture::flished_depth_texture for GPU access, and allocate it in the VRAM. For transfers we'll allocate texture in the GTT and store it in the r600_transfer::staging. Improves performance when flushed depth texture is frequently used by the GPU, e.g. in Lightsmark [ Ported from r600g commit 37708479608af877986b76302a9c92611d1e23d0 ] Signed-off-by: Michel Dänzer <[email protected]>
* radeonsi: Assorted depth/stencil changes ported from r600g.Marek Olšák2013-01-215-56/+48
| | | | | | | | | | | | | | | | | | | | | | | | | | | [ Squashed port of the following r600g commits: - Michel Dänzer ] commit c1e8c845ea9c6f843cc5bba5974668c007799bbc Author: Marek Olšák <[email protected]> Date: Sat Jul 7 19:10:00 2012 +0200 r600g: inline r600_hw_copy_region commit 4891c5dc64ccd8cf2bf8a8550ae23e1a61806a7d Author: Marek Olšák <[email protected]> Date: Mon Jun 25 22:53:21 2012 +0200 r600g: inline r600_blit_push_depth and use resource_copy_region We are going to have a separate resource for depth texturing and transfers and this is just a transfer thing. commit da98bb6fc105e1a2f688a1713ca9e50f0ac8fbed Author: Marek Olšák <[email protected]> Date: Mon Jun 25 12:45:32 2012 +0200 r600g: split flushed depth texture creation and flushing Signed-off-by: Michel Dänzer <[email protected]>
* radeonsi: Enable 1D tiling for non-depth resources as well.Michel Dänzer2013-01-211-2/+1
| | | | | | | No piglit regressions anymore thanks to fixes in libdrm_radeon and here. Reviewed-by: Christian König <[email protected]> Signed-off-by: Michel Dänzer <[email protected]>
* radeonsi: Fix 1D tiling mode index for non-scanout resources.Michel Dänzer2013-01-211-1/+4
| | | | | Reviewed-by: Christian König <[email protected]> Signed-off-by: Michel Dänzer <[email protected]>
* build: Remove dead SHARED_GLAPI variableMatt Turner2013-01-201-1/+0
| | | | | | | The static Makefiles used it. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Andreas Boll <[email protected]>
* glsl/build: Build glsl_test only on make checkMatt Turner2013-01-201-1/+2
| | | | Reviewed-by: Andreas Boll <[email protected]>
* glsl/build: Remove dead LIBRARY_* variablesMatt Turner2013-01-202-4/+0
| | | | Reviewed-by: Andreas Boll <[email protected]>
* xmlpool/build: generate options.h via BUILT_SOURCESMatt Turner2013-01-201-1/+1
| | | | | | | Fixes missing options.h when doing 'make check' in dri/common before 'make' has been run. Reviewed-by: Andreas Boll <[email protected]>
* fbobject: add additional fbo completeness checks for GLESJordan Justen2013-01-201-1/+45
| | | | | Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* framebuffer: update allowed implementation format/typeJordan Justen2013-01-201-3/+23
| | | | | | | | Allow additional format/type combinations based on the color render buffer to fix failures with gles3-gtf. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* readpix: allow implementation format/typeJordan Justen2013-01-201-1/+6
| | | | | | | | | For GLES2/3 allow reading of pixels with format/type based on: * GL_IMPLEMENTATION_COLOR_READ_FORMAT * GL_IMPLEMENTATION_COLOR_READ_TYPE Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* extensions: enable EXT_color_buffer_float for ES3Jordan Justen2013-01-203-9/+20
| | | | | | | | | [mattst88] v2: Enable only for ES3 per spec. [mattst88] v3: Use _mesa_is_gles3 since EXT_color_buffer_float is ES3-only. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* extensions: Add ES3-only extension supportMatt Turner2013-01-201-5/+15
| | | | Reviewed-by: Ian Romanick <[email protected]>
* readpix: check FBO completeness before trying to access the read-bufferJordan Justen2013-01-201-9/+9
| | | | | Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* readpix: add error checking for GLES3Jordan Justen2013-01-201-0/+56
| | | | | Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* copyteximage: update error checking for GLES3Jordan Justen2013-01-201-1/+36
| | | | | | | Changes based on GTF/gles3 conformance test suite. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* copyteximage: check that sRGB usage is valid for GLES3 / GLJordan Justen2013-01-201-0/+39
| | | | | Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Jordan Justen <[email protected]>
* intel: Enable GL_OES_depth_texture_cube_mapIan Romanick2013-01-201-0/+1
| | | | | | | | | | For now I'm just enabling this on the same subset of hardware that has OpenGL 3.0 enabled. This same functionality is part of OpenGL 3.0, and there is no matching desktop extension. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>