| Commit message (Collapse) | Author | Age | Files | Lines |
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It's only 2 bit per input, centroid is set in the instruction.
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Well, not sure what exactly it is, but it certainly doesn't contain
the control flow stack, but vertex data.
Not sure about size, I've only seen the first few KiB written, but
the binary driver seems to allocate more.
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Depth values are also written before the shader is executed, so if
early tests are enabled, fragments that failed the alpha test were
modifying the depth buffer, but they shouldn't.
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It's not dependent on any other state anymore now.
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This reverts commit 7cb87dffce2c7a37f960f3a865cf92fd193dd8c5.
There were regressions (Bug #35244) and more review has been requested.
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gl_shader_program"
This reverts commit b4452c3baad6e0379eeb7f22f2e51d13999e1323.
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This reverts commit 81b34a4e3a7aec9cdf2781757408dc5e9eec79cb. There
were regressions in the core change that this depends on.
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The kernel drm takes care of all coherency as long as we don't forget
to submit all outstanding commands in the batchbuffer ...
Also move batchbuffer initialization up because otherwise transfers
for some helper textures fail with a segmentation fault.
And kill the dead code, flushes should now be correct everywhere.
Signed-off-by: Daniel Vetter <[email protected]>
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The statetracker should do this for us correctly.
Signed-off-by: Daniel Vetter <[email protected]>
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The blitter is broken. Who'd have guessed?
Signed-off-by: Daniel Vetter <[email protected]>
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Signed-off-by: Daniel Vetter <[email protected]>works
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Pipe templates should be copied if still needed after the create
call completes.
Signed-off-by: Daniel Vetter <[email protected]>
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077c448d184799e0d9ec962013ec784c6a5c1807 missed this.
Signed-off-by: Henri Verbeet <[email protected]>
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Blits between sRGB and linear formats should happen in linear color space.
This fixes piglit fbo/fbo-srgb-blit.
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The docs say it can be set for direct texture lookups, but even that
causes problems.
This fixes the wireframe bug:
https://bugs.freedesktop.org/show_bug.cgi?id=32688
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This fixes piglit:
- glsl-fs-texture2d-dependent-4
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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NOTE: This is a candidate for the 7.9 and 7.10 branches.
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(1, -_, ...) was converted to (-1, ...) because of the negation
in the second component.
Masking out the unused bits fixes this.
Piglit:
- glsl-fs-texture2d-branching
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This finishes the implementation of the fragment color clamp control
for ARB_color_buffer_float. I don't wanna keep this stuff in a branch...
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This bug can only be triggered if the source texture is either signed or float.
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nouveau_vieux_dri.so.tmp: undefined reference to `_mesa_need_secondary_color'
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r600_dri.so.tmp: undefined reference to `_mesa_rgba_logicop_enabled'
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This gets one more piece of the pipeline onto the new codegen backend.
Once ARB_fragment_program can generate GLSL programs, we can nuke the
old backend.
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This is like how we track FragmentProgram._Current for the computed
ARB fragment program for fixed function texenv, but this gives direct
access to the gl_shader_program for drivers to codegen from, skipping
ARB_fp.
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This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen. Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization. Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
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It would be nice if we handled optimized uniform math like this in
some generic way, since people often end up doing uniform expressions
in shaders, but for now keep this hard-coded like it was in the
texenvprogram code.
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For fixed function fragment processing in GLSL IR, we want to be able
to reference this state value. gl_* not explicitly permitted is
reserved, so using this variable name internally shouldn't be any
issue.
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This file is about to change to generating a shader program instead of
a fragment program.
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This is used in the upcoming fixed function shader_program generation,
and shader_program and ARB programs are together in this code until
both fragment and vertex ff get converted.
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It fails on assertions if the key isn't actually present.
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The drivers have been changed so that they behave as if all of the flags
were set. This is already implicit in most hardware drivers and required
for multiple contexts.
Some state trackers were also abusing the PIPE_FLUSH_RENDER_CACHE flag
to decide whether flush_frontbuffer should be called.
New flag ST_FLUSH_FRONT has been added to st_api.h as a replacement.
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So that they don't have the driver-specific param and return type.
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Only st/xorg used it and even incorrectly with regards to pipelined transfers.
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Without this, EXT_texture_from_pixmap is trivially broken. With it,
it's merely subtly broken.
Signed-off-by: Adam Jackson <[email protected]>
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Since we're compiling/linking GLSL shaders we should check against
the shader uniform limits, not the legacy vertex/fragment program
parameter limits which are usually lower.
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