Age | Commit message (Collapse) | Author |
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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front_region may be null.
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It doesn't have to do anything. See comments for more details.
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We can't render into any texture format; only certain formats.
Check that render-to-texture's format is renderable in the
intel_validate_framebuffer()
There seems to be a bug somewhere that causes rendering to rgb565 textures
to be corrupted so disallow that for now. This will be revisted.
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I was lured into a false sense of security by the fact that the spans code was
already there, and a bunch of tests didn't catch the problem. oglconform's
mask.c did, though.
Bug #19970.
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This lets us avoid allocing new buffers for renderbuffers, finalized miptrees,
and PBO-uploaded textures when there's an unreferenced but still active one
cached, while also avoiding CPU waits for batchbuffers and CPU-uploaded
textures. The size of BOs allocated for a desktop running current GL
cairogears on i915 is cut in half with this.
Note that this means we require libdrm 2.4.5.
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This functionality is required by GL_ARB_framebuffer_object.
For now, implement it in terms of glCopyPixels(). This will need to be
revisted though.
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We only allow combined depth+stencil renderbuffers so the complicated code
for splitting and combining separate depth and stencil buffers is no longer
needed.
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The preceeding call to intel_draw_buffer() does that.
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Take advantage of the GL_FRAMEBUFFER_UNSUPPORTED feature to disallow separate
depth and stencil renderbuffers; only allow combined depth/stencil buffers.
Next up: remove/simplify a bunch of the depth/stencil renderbuffer code.
Also: restore the previously disabled GL_DEPTH_COMPONENT16 case
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It's been broken and deprecated for a while, so it's time to die. This has the
wonderful benefit of cleaning up the code a fair amount; making it marginally
less twisty.
I'm unsure if the for loops in IntelWindowMoved are still needed.
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OpenGL allows mixing and matching depth and stencil renderbuffers in
framebuffer objects while the hardware really only supports interleaved
depth/stencil buffers. This makes for some tricky buffer management.
An extra wrinkle is the situation where the user allocates a 16bpp depth
texture or renderbuffer then tries to render to it along with a stencil
buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and
mix in the stencil values to setup the depth/stencil renderbuffer.
There's no support for that now, so always allocate 32bpp depth textures/
renderbuffers for now.
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Fixes a segfault in oglconform fbo.c test.
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Broken by 0adfd1021035e90995a25ec5f20b736e55075d92, showed up as an assertion
failure in a software fallback in the shadowtex demo when we failed to
recognize the texture format.
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Makefile.template
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Otherwise, we would use the pitch as width of the texture, and compiz would
render the pitch padding on the right hand side.
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This reverts commit 7c81124d7c4a4d1da9f48cbf7e82ab1a3a970a7a.
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This reverts commit 53675e5c05c0598b7ea206d5c27dbcae786a2c03.
Conflicts:
src/mesa/drivers/dri/i965/brw_wm_surface_state.c
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Fixes oglconform rbGetterFuncs testcase. The span code for this mode hasn't
actually been tested.
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This will avoid clflushing entire buffers for small acesses, such as those
commonly used by regression tests.
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The boolean that the server gives us for whether the region is tiled was
getting used as the enum for what tiling mode. Instead, guess the correct
tiling in screen setup.
Also, fix the Y-tiling pitch setup. The pitch to the next tile in Y is
32 scanlines, not 8.
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Accessing tiled surfaces without using the fence registers requires that
software deal with the address swizzling itself.
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DEPTH_STENCIL texture. (bug#14952).
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Otherwise, we would go wildly out of bounds if passed -1 (no renderbuffer), such
as while doing LOCK_HARDWARE with glDrawBuffer(GL_NONE).
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Drop a bunch of unused arguments from intel_create_renderbuffer() and
introduce intel_renderbuffer_set_region() to set the region for
a renderbuffer.
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Each array element is now a BUFFER_x token rather than a BUFFER_BIT_x bitmask.
The number of active color buffers is specified by _NumColorDrawBuffers.
This builds on the previous DrawBuffer changes and will help with drivers
implementing GL_ARB_draw_buffers.
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To do so, merge the remainnig necessary code from the buffers, blit, span, and
screen code to shared, and replace it with those.
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Putting the bufmgr in the screen is not thread-safe since the emit_reloc
changes. It also led to a significant performance hit from pthread usage
for the attempted thread-safety (up to 12% of a cpu spent on refcounting
protection in single-threaded 965). The motivation had been to allow
multi-context bufmgr sharing in classic mode, but it wasn't worth the cost.
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