Age | Commit message (Collapse) | Author |
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Fixes piglit tex1d-2dborder test.
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Previously, S8_Z24 depth textures would always be treated as intensity.
Fixes piglit depth-tex-modes.
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If the fragment shader doesn't use FRAG_ATTRIB_WPOS (gl_FragCoord) we
don't need to worry about the window size and origin in
brw_wm_populate_key().
This avoids re-generating the i965 shader code when a window is resized.
Issue spotted by Keith Whitwell.
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i965 might support more than 4 color draw buffers. But if not, this protects
from breakage if the Mesa limit is raised.
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Put the state that we care about in the hash key.
Issue spotted by Keith Whitwell.
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This makes things a bit easier to remember/understand.
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This gets us expected behavior for clamping between mipmap levels, and
avoids relayout of textures for doing clamping.
Fixes piglit lodclamp-between.
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If a backwards glDepthRange was supplied (as with the old Quake no-z-clearing
hack), the hardware would have always clamped because we weren't clamping to
the min of near/far and the max of near/far. Also, we shouldn't be clamping
to near/far at all when not in depth clamp mode (this usually didn't matter
since near/far are usually the same as the 0.0, 1.0 clamping you do for
fixed-point depth).
This should fix funny depth issues in PlaneShift, and fixes piglit
depth-clamp-range
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I'd written a testcase for the hard part of the extension enablement, so
naturally the easy stuff was completely broken. There are still issues,
as I'm seeing FLOAT_TO_UINT(max_f) == 0x0 when max_f == 1.0, but it gets
piglit depth-clamp-range closer to success.
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We only need it when drawing to the front buffer, which we never do for
DRI2. No significant performance difference, but the flush is definitely
gone from the end of every batchbuffer.
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Don't use hard-coded compressed block sizes.
Update comments and error strings.
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Use _mesa_get_format_color_encoding() function instead.
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Signed-off-by: David Heidelberger <d.okias@gmail.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Fix glxgears and openarena for Nouveau (no more asserts and crash).
Signed-off-by: David Heidelberger <d.okias@gmail.com
Signed-off-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: David Heidelberger <d.okias@gmail.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Some of the fixes are cherry-picked from opengl-es branch.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Also remove the unused initialization and GLchan fetch functions.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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And update error message.
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These were removed from master but a few files came back from the
texformat-rework branch.
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Conflicts:
src/mesa/drivers/dri/radeon/radeon_fbo.c
src/mesa/drivers/dri/s3v/s3v_tex.c
src/mesa/drivers/dri/s3v/s3v_xmesa.c
src/mesa/drivers/dri/trident/trident_context.c
src/mesa/main/debug.c
src/mesa/main/mipmap.c
src/mesa/main/texformat.c
src/mesa/main/texgetimage.c
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Fix backward component ordering for RGB textures.
Only optimize RGBA texture case if running little endian. This restriction
could be lifted with a little work.
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Signed-off-by: Brian Paul <brianp@vmware.com>
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Based on initial patch from Stephan Schmid <stephan_2303@gmx.de>.
Basic idea is to dump the zpass count at the start and end of the query
and subtract to get the total number of visible fragments. HW writes
alternating qwords for up to 4 DBs. On the first pass, we start at
buffer address + 0; on the second pass, we start at buffer address + 8
(bytes). The resulting buffer at the end of the query looks like:
qw[0]: db0 start
qw[1]: db0 end
...
qw[6]: db3 start
qw[7]: db3 end
The MSB of each qword is the valid bit and the lower 63 bits are
the zpass count for that DB.
OQ on RV740 is disabled at the moment as it only seems to report
results for half of its DBs. This needs further investigation.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Signed-off-by: Brian Paul <brianp@vmware.com>
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