This also currently fix the installation of libOSmesa.
v2: Remove old Makefile, libOSmesa is now versioned, fix typos
v3: Keep config substitution alphabetized
v4: Update .gitignore
v5: Libraries will be in the builddir, not the srcdir.
Reviewed-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Matt Turner <mattst88@gmail.com>
This was not implemented, because the spec was changed just recently.
Everything has been in place already.
Gallium has PIPE_FORMAT_B5G6R5_UNORM, while Mesa has MESA_FORMAT_RGB565.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The whole reason I avoided this was because it might operate on a
brw_vertex_program or a brw_fragment_program. However, that isn't a
problem: all we need is the gl_program base type.
This avoids awkwardly passing the loop counter 'i' as a parameter,
simplifies both callers, and also plumbs prog in place for future use.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
If alpha-testing is enabled, we need to send alpha down the pipeline
even if nr_color_buffers == 0. However, tracking whether alpha-testing
is enabled in the WM program key is expensive: it causes us to compile
multiple specializations of the same shader, using program cache space.
This patch removes the check for alpha-testing, and simply emits alpha
whenever nr_color_buffers == 0. We believe this will also be necessary
for alpha-to-coverage, and it should add minimal overhead to an uncommon
case. Saving the recompiles should more than make up the difference.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Previously we only did this pre-Gen6, and used pwrite on Gen6+.
In one workload, this cuts significant amount of overhead.
v2: Simplify the function based on Eric's suggestions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
We rely on proper IEEE 754 behavior in too many places for this.
See also commit 2fdbbeca43 with equivalent
change for autoconf.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Without that, people with buggy apps that looked at just the server
string for GLX_ARB_create_context would call this function that just
threw an error when you tried to make a context. Google shows plenty
of complaints about this.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This function assumes that lp_build_context::type is a vector type,
which is not true for r600 or radeonsi.
This fixes an assertion failure using glamor 2D accel.
It had many problems:
- The shadow comparison was done post-filtering.
- It required state-dependent recompiles whenever the comparison
function changed.
- It didn't even work: many cases hit assertion failures.
- I never implemented it for the VS.
The new lowering pass which converts textureGrad to textureLod by
computing the LOD value works much better.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Intel hardware doesn't natively support textureGrad with shadow
comparisons. So we need to generate code to handle it somehow.
Based on the equations of page 205 of the OpenGL 3.0 specification,
it's possible to compute the LOD value that would be selected given the
gradient values. Then, we can simply convert the TXD to a TXL.
Currently, this passes 34/46 of oglconform's shadow-grad subtests;
four cubemap tests are regressed. We should investigate this in the
future.
v2: Apply abs() to the scalar case (thanks to Eric).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This swizzles away unwanted components, while preserving the order of
the ones that remain.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
I needed to compute logs and square roots in a patch I was working on,
and wanted to use the convenient interface. We already have a similar
constructor for binops; adding one for unops seems reasonable.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
I ran into this while trying to create a TXS query, which doesn't have a
coordinate. Since it didn't get initialized to NULL, a bunch of
visitors tried to access it and crashed.
Most of the time, this won't be a problem, but it's just a good idea.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
we can just update the state when decompressing, there's no need to add
additional info into the DSA state
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
to remove some overhead from draw_vbo. This is a derived state.
BTW, I've got no idea how compute interacts with 3D here, but it should
use cb_misc_state, so that 3D and compute don't conflict.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Because u_blit couldn't sample a 1D, 3D, CUBE and ARRAY texture, we created
a 2D texture holding a copy of one slice of the source texture (even for 1D).
Let's just do it right.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>