| Commit message (Collapse) | Author | Age | Files | Lines |
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The GL_RGB32F, GL_RGB32UI and GL_RGB32I texture buffer formats are
only supposed to be allowed if the GL_ARB_texture_buffer_object_rgb32
extension is supported. Note that the texture buffer extensions
require a core profile. This patch adds those checks.
Fixes the soon-to-be-added
arb_clear_buffer_object-negative-bad-internalformat piglit test.
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Column wrapping and space between lines.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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In particular, this plugs in the new ClearBufferSubData() fallback
driver function.
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Add function to test if the buffer is already mapped and if so,
if the mapped range overlaps the given range.
Modify the _mesa_InvalidateBufferSubData function to use
the new function.
Enable buffer_object_subdata_range_good() to use bufferobj_range_mapped
Reviewed-by: Brian Paul <[email protected]>
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alpha, lumincance and intensity formats are illegal in a core context.
Add a check to return MESA_FORMAT_NONE if one of those is requested within
a core context.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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- change storage class from static to extern
- rename validate_texbuffer_format to _mesa_validate_texbuffer_format
Reviewed-by: Brian Paul <[email protected]>
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- add xml file for extension
- add reference in gl_API.xml
- add pointer to device driver function table (dd.h)
- update dispatch_sanity.cpp
Reviewed-by: Brian Paul <[email protected]>
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Specs say it's legal for implementations to use internal copies, and
the write synchronization seems to work. Fixes clCreateBuffer
(together with previous patches) and buffer-flags piglits.
Signed-off-by: Jan Vesely <[email protected]>
Acked-by: Francisco Jerez <[email protected]>
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v2: Use fewer if statements and functional tricks instead of single-use method,
suggested by Francisco Jerez.
Squash two small patches into one.
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The dri2 state tracker is checking for driver support before enabling
dri2ImageExtension version 7. This commit adds a check that also the
kernel driver supports fd sharing through prime.
Note that this adds a libdrm dependency on dri2.c.
v2: Removed unnecessary clamping of bool expression
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Christopher James Halse Rogers <[email protected]>
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Also needed for the DB in-place decompression according to hw docs.
Reviewed-by: Alex Deucher <[email protected]>
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This may fix the GPU crashes.
Reviewed-by: Alex Deucher <[email protected]>
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These enums were redundant.
Reviewed-by: Brian Paul <[email protected]>
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This will avoid spurious compiler warnings in the patch that follows.
Reviewed-by: Brian Paul <[email protected]>
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This will avoid compiler warnings in the patch that follows. There
should be no user-visible effect because the change only affects the
behaviour when an invalid enum is passed to
_mesa_shader_type_to_index(), and that can only happen if there is a
bug elsewhere in Mesa.
Reviewed-by: Brian Paul <[email protected]>
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r600g needs this too.
Reviewed-by: Michel Dänzer <[email protected]>
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All this cruft was ported from r600g and isn't needed on SI and later
according to hw docs. If we implemented HiS, we would set it to 0.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Replicate some of the gallium pipe transfer functionality.
Also bump minor to signal availability of this feature.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Fixes gpu lockups in supertuxkart.
Signed-off-by: Rob Clark <[email protected]>
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This advertises GL_ARB_texture_buffer_object_rgb32.
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Reviewed-by: Michel Dänzer <[email protected]>
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This fixes some MSAA integer tests.
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This fixes MSAA resolving for 32-bit integer colorbuffers, which isn't
implemented by the hardware.
It also fixes VM protection faults when resolving MSAA 2D array textures.
This may be a CB bug, because shader-based resolving works fine.
It may also be faster for upside-down and scaled blits.
Reviewed-by: Michel Dänzer <[email protected]>
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For scaled resolve. The filter is only good for magnification.
If somebody has an idea how to implement a good filter for minification,
I'm all ears. I'd have to use derivatives probably.
Reviewed-by: Brian Paul <[email protected]>
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We need this for integer formats and upside-down blits, which Radeons don't
support for MSAA resolving.
It can be used by calling util_blitter_blit.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The argument is a i8 pointer not a i32 pointer (even though the value actually
stored/loaded IS i32). Older llvm versions didn't care but 3.2 and newer do
leading to crashes.
Reviewed-by: Zack Rusin <[email protected]>
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Didn't really work as well as hoped (in particular it was not generally
more accurate), will solve this differently.
Reviewed-by: Jose Fonseca <[email protected]>
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This code was always problematic, and with 64bit rasterization we no longer
need it at all.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Much like we do for G45.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The target parameter to _mesa_get_tex_image() is a target enum, not an index.
When we're setting up faces for a cubemap, it should be
CUBE_MAP_POSITIVE_X .. CUBE_MAP_NEGATIVE_Z; for all other targets it
should be the same as the texobj's target.
Fixes broken cubemaps [had only +X face but claimed to have all] produced by
glTextureView, which then caused various crashes in the driver when we
tried to use them.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: - add assert so we don't run into trouble on Gen6.
- adjust for Tapani's rearrangement of ir_variable
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The GL_ARB_shadow spec says the shadow compare mode should have no
effect when sampling a color texture. As it was, it was up to
drivers to check for that (softpipe, llvmpipe, svga and probably
the rest don't do that). Note: it looks like DX10 allows shadow
compare with some non-depth formats, so this case really should be
handled in the state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Just use the gl_texture_object::_IsInteger field instead of
computing it from scratch.
Reviewed-by: Roland Scheidegger <[email protected]>
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Depending on the depth texture format, we may or may not have to
emit explicit fs code to do the shadow comparison. Before, we
were emitting it more often than needed.
v2: check the actual texture format rather than the screen->depth.z16
field. The screen->depth.z16, x8z24, s8z24 fields may not all be set
to a consistent set of depth formats.
Reviewed-by: José Fonseca <[email protected]>
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