Age | Commit message (Collapse) | Author |
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As the case with _mesa_DrawPixels, the driver may install its vertex
shader and the vp override flag should be set.
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The framebuffer uses
PIXEL_FORMAT_BGRA_8888 -> MESA_FORMAT_ARGB8888
while applications use
PIXEL_FORMAT_RGBA_8888 -> MESA_FORMAT_RGBA8888_REV
PIXEL_FORMAT_RGB_565 -> MESA_FORMAT_RGB565
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It maps to DisplayHardware::NPOT_EXTENSION in SurfaceFlinger.
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make -C src/glsl builtin_function.cpp
make -C src/es1api
make -C src/es2api
make -C src/shared-glapi
make -C src/mesa/mai/api_exec_es{12}.c
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Quick and dirty..
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This fixes C++ warnings where BITFIELD64_BIT() is used.
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We were alpha testing against an unwritten value, resulting in garbage.
(part of) Bug #35073.
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The optimization loop won't reinsert noise instructions or quadop
vectors, so we were traversing the tree for nothing. Lowering vector
indexing was in the loop after do_common_optimization() to avoid the
work if it ended up that the index was actually constant, but that has
been called already in the core.
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v2: change the gallium entry point to texture_barrier.
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Be sure to type "make clean" after this commit, otherwise your binaries
will segfault.
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In memory mapping buffer objects make use of
PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE and PIPE_TRANSFER_DISCARD_RANGE
when appropriate.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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This enables the new shadow texture functions in GLSL 1.30.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@intel.com>
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Change swizzle from (x000) to (x001).
Signed-off-by: Chad Versace <chad.versace@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The assignment on line 368, `tex_swizzles[i] = SWIZZLE_NOOP`, is rendered
dead by the reassignment on line 392.
Signed-off-by: Chad Versace <chad.versace@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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It's a generic function capable of storing A8, L8, I8, R8.
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This was probably missed when implementing luminance and luminance alpha
render targets.
_mesa_get_format_bits checks for both GL_*_BITS and GL_TEXTURE_*_SIZE.
This fixes:
main/framebuffer.c:892: _mesa_source_buffer_exists: Assertion `....' failed.
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The r300 compiler can eliminate unused uniforms and remap uniform locations
if their number surpasses hardware limits, so the limit is actually
NumParameters + NumUnusedParameters. This is important for some apps
under Wine to run.
Wine sometimes declares a uniform array of 256 vec4's and some Wine-specific
constants on top of that, so in total there is more uniforms than r300 can
handle. This was the main motivation for implementing the elimination
of unused constants.
We should allow drivers to implement fail & recovery paths where it makes
sense, so giving up too early especially when comes to uniforms is not
so good idea, though I agree there should be some hard limit for all drivers.
This patch fixes:
- glsl-fs-uniform-array-5
- glsl-vs-large-uniform-array
on drivers which can eliminate unused uniforms.
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This reverts commit 7cb87dffce2c7a37f960f3a865cf92fd193dd8c5.
There were regressions (Bug #35244) and more review has been requested.
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gl_shader_program"
This reverts commit b4452c3baad6e0379eeb7f22f2e51d13999e1323.
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This reverts commit 81b34a4e3a7aec9cdf2781757408dc5e9eec79cb. There
were regressions in the core change that this depends on.
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Blits between sRGB and linear formats should happen in linear color space.
This fixes piglit fbo/fbo-srgb-blit.
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The docs say it can be set for direct texture lookups, but even that
causes problems.
This fixes the wireframe bug:
https://bugs.freedesktop.org/show_bug.cgi?id=32688
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This fixes piglit:
- glsl-fs-texture2d-dependent-4
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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NOTE: This is a candidate for the 7.9 and 7.10 branches.
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(1, -_, ...) was converted to (-1, ...) because of the negation
in the second component.
Masking out the unused bits fixes this.
Piglit:
- glsl-fs-texture2d-branching
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This finishes the implementation of the fragment color clamp control
for ARB_color_buffer_float. I don't wanna keep this stuff in a branch...
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This bug can only be triggered if the source texture is either signed or float.
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nouveau_vieux_dri.so.tmp: undefined reference to `_mesa_need_secondary_color'
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r600_dri.so.tmp: undefined reference to `_mesa_rgba_logicop_enabled'
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This gets one more piece of the pipeline onto the new codegen backend.
Once ARB_fragment_program can generate GLSL programs, we can nuke the
old backend.
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This is like how we track FragmentProgram._Current for the computed
ARB fragment program for fixed function texenv, but this gives direct
access to the gl_shader_program for drivers to codegen from, skipping
ARB_fp.
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This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen. Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization. Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
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It would be nice if we handled optimized uniform math like this in
some generic way, since people often end up doing uniform expressions
in shaders, but for now keep this hard-coded like it was in the
texenvprogram code.
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