...i.e. formats in which the first listed component is in the least
significant byte of the integer. The corresponding UNORM aliases already exist.
Signed-off-by: Richard Sandiford <rsandifo@linux.vnet.ibm.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This means that each RnGnBnxn format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
The associated UNORM and SRGB formats already exist.
Signed-off-by: Richard Sandiford <rsandifo@linux.vnet.ibm.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
...i.e. formats in which the first listed component is in the least
significant half of the integer.
Signed-off-by: Richard Sandiford <rsandifo@linux.vnet.ibm.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
...i.e. formats in which the alpha or green channel is first in memory.
This means that each LnAn and RnGn format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
Signed-off-by: Richard Sandiford <rsandifo@linux.vnet.ibm.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This allows a sampler view to have a different texture target than the
underlying resource. This will be used to implement the type casting
between 2d arrays and cube maps as specified in ARB_texture_view.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Namely vendor/device id, accelerated and UMA, which will be used to describe
the underlying renderer.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1)
Reviewed-by: Roland Scheidegger <sroland@vmware.com> (v1)
v2: Reuse opcode gaps as suggested by Marek
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This new name isn't so confusing.
I also changed the gallivm limit, because it looked wrong.
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: use sizeof(float[4])
The new location field can be either center, centroid, or sample, which
indicates the location that the shader should interpolate at.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Now that this cap is used to determine the availability of both, adjust
its name to reflect the new reality.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Previously the implication was that queries should be disabled during
blits. However glBlitFramebuffer() is supposed to obey the current
query, and this new bit will indicate that to the driver.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "10.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Defaults to providing the same offsets as MIN/MAX_TEXEL_OFFSET. For
nvc0, the offset can be -32/31.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This opcode provide support for GL_ARB_texture_query_lod,
Signed-off-by: Dave Airlie <airlied@redhat.com>
[imirkin: rebase, docs update]
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This adds a gallium cap that allows us to fake GL3.0 by
not exposing MSAA on sw rendering.
It also forces the extra extensions needed for GL3.2.
Signed-off-by: Dave Airlie <airlied@redhat.com>
GL generally doesn't seem to allow srgb formats with less (or more) than 8 bit
for the rgb channels, though some hw could easily do it (typically for formats
with up to 10 bits for the rgb channels, at least for formats with less than 8
bits support is likely widespread even). While it may be true there aren't
really any benefits for such formats, we need for it for d3d, though luckily
only for b5g6r5_srgb it seems.
So add this format along with the util code for conversion - since that util
code is heavily tuned for 8bit srgb this isn't really all that well optimized
and rounding doesn't seem right but at least it should give some halfway
meaningful results.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
D3D10 allows setting of the internal offset of a buffer, which is
in general only incremented via actual stream output writes. By
allowing setting of the internal offset draw_auto is capable
of rendering from buffers which have not been actually streamed
out to. Our interface didn't allow. This change functionally
shouldn't make any difference to OpenGL where instead of an
append_bitmask you just get a real array where -1 means append
(like in D3D) and 0 means do not append.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This adds support to gallium for a TG4 instruction,
and two CAPs. The first CAP is required for GL_ARB_texture_gather.
The second CAP is required to expose GL_ARB_gpu_shader5.
However so far we haven't found any hardware that natively
exposes the textureGatherOffsets feature from GL, so just
lower it for now. If hardware appears for this we can add
another CAP to allow TG4 to take 4 offsets.
v2: add component selection src and a cap to say
hw can do it. (st can use to help control
GL_ARB_gpu_shader5/GLSL 4.00). Add docs.
v3: rename to SM5, add docs.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The offsets will be stored in the handles parameter. This makes
it possible to use sub-buffers.
v2:
- Style fixes
- Add support for constant sub-buffers
- Store handles in device byte order
v3:
- Use endian helpers
Reviewed-by: Francisco Jerez <currojerez@riseup.net>