These functions update the gl_framebuffer::_DepthBuffer and _StencilBuffer
fields, possibly creating renderbuffer wrappers that make a shared
depth+stencil accessible as depth-only or stencil only.
This stuff is only used by swrast now and will be moved there next.
Reviewed-by: Eric Anholt <eric@anholt.net>
We're just looking at the depth/stencil renderbuffers to do error
checking. We don't need to look at the depth/stencil wrappers to do
that. Also, remove pointless readRb = depthRb = NULL assignments.
Reviewed-by: Eric Anholt <eric@anholt.net>
We never want to use the depth/stencil buffer wrappers so always just
use the attachment renderbuffers. This is a step toward removing the
_DepthBuffer, _StencilBuffer fields.
Reviewed-by: Eric Anholt <eric@anholt.net>
GLfloat doesn't have enough precision to exactly represent 0xffffff
and 0xffffffff. (and a reciprocal of those, if I am not mistaken)
If -ffast-math is enabled, using GLfloat causes assertion failures in:
- fbo-blit-d24s8
- fbo-depth-sample-compare
- fbo-readpixels-depth-formats
- glean/depthStencil
For example:
fbo-depth-sample-compare: main/format_unpack.c:1769:
unpack_float_z_Z24_X8: Assertion `dst[i] <= 1.0F' failed.
Reviewed-by: Brian Paul <brianp@vmware.com>
fixes the following build error since
c83fb4d45f:
/usr/include/strings.h:46:13: error: expected declaration specifiers or
‘...’ before numeric constant
/usr/include/strings.h:46:13: error: conflicting types for ‘memset’
In file included from
../../../../src/gallium/winsys/g3dvl/xlib/xsp_winsys.c:34:0:
../../../../src/gallium/auxiliary/util/u_inlines.h: In function
‘pipe_buffer_create’:
../../../../src/gallium/auxiliary/util/u_inlines.h:189:4: error: too
many arguments to function ‘memset’
/usr/include/strings.h:46:13: note: declared here
bzero is defined in X11 as: #define bzero(b,len) memset(b,0,len)
including strings.h after the X11 header results in preprocessor
replacing 'bzero' in strings.h and generating unbuildable code.
Signed-off-by: Tobias Droste <tdroste@gmx.de>
This fixes the segfault, and seems to put this closer to where other
properties are being set. Hopefully it still conforms.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just adds the correct checks and asserts in the right places. This doesn't
fix all the tests that I've sent to piglit, need to add int paths to go alongside the uint paths that don't go via float to fix it up properly.
I'm not sure how much of that could be templated/shared will have a look
once I write it the long way.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
It sets the wrong values (GL_XXX_LEFT instead of GL_XXX), and no other
Mesa driver does this, given that Mesa sets the right draw/read buffers
provided the Mesa visual has the doublebuffer flag filled correctly
which is the case.
Reviewed-by: Brian Paul <brianp@vmware.com>
This avoids forming invalid pointers needlessly, which even if
never dereferenced is undefined behavior. It also makes
_mesa_validate_pbo_access() more comprehensible.
Reviewed-by: Brian Paul <brianp@vmware.com>
NULL as an error indicator is meaningless, since it will return NULL
on success anyway if the caller passes in zero as the image's address
and asks to calculate the offset of the first pixel. For example,
_mesa_validate_pbo_access() does this.
This also matches the code in the non-GL_BITMAP codepath, which
already has an assert like this.
v2: Per Brian Paul's review, remove the function call entirely
and tighten the assert to only accept the two formats compatible with
GL_BITMAP. They always have one component per pixel.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The bug, reported to me by Vadim Girlin on IRC, was causing overzealous
elimination of code in parallel if statements such as the following:
if (x) {
r = false;
}
if (y) {
r = true;
}
Before this commit, the assignment inside the first if block would be
misdetected as dead code and removed.
Number of fragment shader variants is not very representative of the
memory used by LLVM, neither is number of shader instructions, as often
texture sampling constitutes most of the generated code.
This change adds an additional trim criteria: least recently used
fragment shader variants will be freed until the total number of LLVM IR
instruction falls below a specified threshold.
Reviewed-by: Brian Paul <brianp@vmware.com>
u_simple_list.h uses a sentinel element, and not a NULL element. So
ensure list is not empty when reducing the list of shader variants.
Something I noticed while trying to free variants more aggressively.
Reviewed-by: Brian Paul <brianp@vmware.com>
In a few places we need to allocate space for some number of generic
pixels. Use this new define instead of a magic number like 16 or
4 * sizeof(GLuint).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Copying these files is the first step in moving the software buffer
code from main/renderbuffer.c to swrast/s_renderbuffer.c
Reviewed-by: Eric Anholt <eric@anholt.net>
Implemented in terms of renderbuffer mapping/unmapping and format
packing/unpacking functions.
The swrast and state tracker code for implementing accumulation are
unused and will be removed in the next commit.
v2: don't use memcpy() in _mesa_clear_accum_buffer()
v3: don't allocate MAX_WIDTH arrays, be more careful with mapping flags
Reviewed-by: Eric Anholt <eric@anholt.net>
Change and document the interpretation of the color conversion matrix
in order to make the function more versatile and to simplify the
generated shader.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
In Gen6, transform feedback is accomplished by having the geometry
shader send vertex data to the data port using "Streamed Vertex Buffer
Write" messages, while simultaneously passing vertices through to the
rest of the graphics pipeline (if rendering is enabled).
This patch adds a geometry shader program that simply passes vertices
through to the rest of the graphics pipeline. The rest of transform
feedback functionality will be added in future patches.
To make the new geometry shader easier to test, I've added an
environment variable "INTEL_FORCE_GS". If this environment variable
is enabled, then the pass-through geometry shader will always be used,
regardless of whether transform feedback is in effect.
On my Sandy Bridge laptop, I'm able to enable INTEL_FORCE_GS with no
Piglit regressions.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
R02_PRIM_END and R02_PRIM_START don't actually refer to bits in DWORD
2 of R0 (as the name, and comments in the code, would seem to
indicate). Actually they refer to bits in DWORD 2 of the header for
URB_WRITE messages.
This patch renames the defines to reflect what they actually mean. It
also addes a define URB_WRITE_PRIM_TYPE_SHIFT, which previously was
just hardcoded in .c files.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>