1. 15 Mar, 2018 1 commit
  2. 13 Feb, 2018 3 commits
  3. 25 Dec, 2017 1 commit
  4. 17 Oct, 2017 2 commits
  5. 28 Sep, 2017 1 commit
  6. 23 Jun, 2017 2 commits
  7. 21 Jun, 2017 2 commits
  8. 14 Jun, 2017 2 commits
  9. 29 May, 2017 1 commit
  10. 10 May, 2017 1 commit
  11. 08 Apr, 2017 1 commit
  12. 05 Apr, 2017 1 commit
  13. 29 Mar, 2017 3 commits
  14. 23 Jan, 2017 1 commit
    • Timothy Arceri's avatar
      mesa: use gl_program for CurrentProgram rather than gl_shader_program · c505d6d8
      Timothy Arceri authored
      
      
      This makes much more sense and should be more performant in some
      critical paths such as SSO validation which is called at draw time.
      
      Previously the CurrentProgram array could have contained multiple
      pointers to the same struct which was confusing and we would often
      need to fish out the information we were really after from the
      gl_program anyway.
      
      Also it was error prone to depend on the _LinkedShader array for
      programs in current use because a failed linking attempt will lose
      the infomation about the current program in use which is still
      valid.
      
      V2: fix validate_io() to compare linked_stages rather than the
      consumer and producer to decide if we are looking at inward
      facing shader interfaces which don't need validation.
      Acked-by: Edward O'Callaghan's avatarEdward O'Callaghan <funfunctor@folklore1984.net>
      
      To avoid build regressions the following 2 patches were squashed in to
      this commit:
      
      mesa/meta: rewrite _mesa_shader_program_use() and _mesa_program_use()
      
      These are rewritten to do what the function name suggests, that is
      _mesa_shader_program_use() sets the use of all stage and
      _mesa_program_use() sets the use of a single stage.
      Reviewed-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Acked-by: Edward O'Callaghan's avatarEdward O'Callaghan <funfunctor@folklore1984.net>
      
      mesa: update active relinked program
      
      This likely fixes a subroutine bug were
      _mesa_shader_program_init_subroutine_defaults() would never have been
      called for the relinked program as we previously just set
      _NEW_PROGRAM as dirty and never called the _mesa_use* functions when
      linking.
      Acked-by: Edward O'Callaghan's avatarEdward O'Callaghan <funfunctor@folklore1984.net>
      c505d6d8
  15. 19 Nov, 2016 1 commit
  16. 26 Oct, 2016 2 commits
  17. 16 Jun, 2016 2 commits
  18. 12 Feb, 2016 1 commit
  19. 06 Nov, 2015 1 commit
  20. 09 Oct, 2015 1 commit
  21. 06 Aug, 2015 1 commit
  22. 20 Jul, 2015 1 commit
  23. 01 Apr, 2015 1 commit
  24. 05 Mar, 2015 1 commit
  25. 02 Mar, 2015 1 commit
  26. 24 Feb, 2015 1 commit
    • Iago Toral's avatar
      mesa: Fix ctx->Texture.CubeMapSeamless · 6148e3aa
      Iago Toral authored
      
      
      The intel driver code, and apparently all other Mesa drivers, call
      _mesa_initialize_context early in the CreateContext hook. That
      function will end up calling _mesa_init_texture which will do:
      
      ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
      
      But this won't work at this point, since _mesa_is_gles3 requires
      ctx->Version to be set and that will not happen until late
      in the CreateContext hook, when _mesa_compute_version is called.
      
      We can't just move the call to _mesa_compute_version before
      _mesa_initialize_context since it needs that available extensions
      have been computed, which again requires other things to be
      initialized, etc. Instead, we enable seamless cube maps since
      GLES2, which should work for most implementations, and expect
      drivers that don't support this to disable it manually as part
      of their context initialization setup.
      
      Fixes the following 192 dEQP tests:
      dEQP-GLES3.functional.texture.filtering.cube.formats.*
      dEQP-GLES3.functional.texture.filtering.cube.sizes.*
      dEQP-GLES3.functional.texture.filtering.cube.combinations.*
      dEQP-GLES3.functional.texture.mipmap.cube.*
      dEQP-GLES3.functional.texture.vertex.cube.filtering.*
      dEQP-GLES3.functional.texture.vertex.cube.wrap.*
      dEQP-GLES3.functional.shaders.texture_functions.texturelod.samplercube_fixed_*
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
      Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
      6148e3aa
  27. 23 Feb, 2015 1 commit
  28. 20 Feb, 2015 1 commit
  29. 08 Jan, 2015 2 commits
    • Laura Ekstrand's avatar
      main: Added entry point for BindTextureUnit. · 77aabd8b
      Laura Ekstrand authored
      
      
      The following preparations were made in texstate.c and texstate.h to
      better facilitate the BindTextureUnit function:
      
      Dylan Noblesmith:
      mesa: add _mesa_get_tex_unit()
      mesa: factor out _mesa_max_tex_unit()
      This is about to appear in a lot more places, so
      reduce boilerplate copy paste.
      add _mesa_get_tex_unit_err() checking getter function
      Reduce boilerplate across files.
      
      Laura Ekstrand:
      Made note of why BindTextureUnit should throw GL_INVALID_OPERATION if the unit is out of range.
      Added assert(unit > 0) to _mesa_get_tex_unit.
      Reviewed-by: Anuj Phogat's avatarAnuj Phogat <anuj.phogat@gmail.com>
      77aabd8b
    • Laura Ekstrand's avatar
      main: Removed trailing whitespaces in texture code. · 15ddc2d9
      Laura Ekstrand authored
      
      
      main: Removed trailing whitespace in texstate.c.
      main: Deleted trailing whitespaces in texobj.c.
      main: Fixed whitespace errors in teximage.h and teximage.c.
      Reviewed-by: Anuj Phogat's avatarAnuj Phogat <anuj.phogat@gmail.com>
      15ddc2d9