| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The computation was reversed.
Deduced by tests on windows.
Signed-off-by: Axel Davy <[email protected]>
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This behaviour has been partially tested on windows.
Signed-off-by: Axel Davy <[email protected]>
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Deduced by test on windows.
Signed-off-by: Axel Davy <[email protected]>
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We were (wrongly) adding specular to diffuse
in vertex shaders when SPECULARENABLE was set.
However the spec says specular has to be added
after texture processing (which is in ps).
Besides SPECULARENABLE is flagged as a pixel state.
There was unused support for SPECULARENABLE
in the ps ff code.
Remove the vs code, and use the ps code.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The formula is different from the one of the spec,
but otherwise nothing particular.
Signed-off-by: Axel Davy <[email protected]>
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Modern cards do advertise 8.
Signed-off-by: Axel Davy <[email protected]>
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There are several holes. This patch reduces
the holes a bit, which reduces the size of
the constant buffer uploaded.
Signed-off-by: Axel Davy <[email protected]>
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There was an multiplication by the world matrix 0
which had nothing to do there.
Signed-off-by: Axel Davy <[email protected]>
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The new order simplified the code a bit for
next patches.
Signed-off-by: Axel Davy <[email protected]>
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position_t disables fog computation.
Signed-off-by: Axel Davy <[email protected]>
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This has been a real mess up to now: the temporaries
were allocated once, and shared after that between
the different parts of the code.
To help maintaining the code, the temporaries are now
allocated and released on need.
As surprising as it could be, this patch, which was
supposed to introduce no behaviour change, actually
solved a visual bug observed on a sample program.
This was due to ureg_normalize3 polluting a temporary
variable.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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When this state is set, the normals computed
in the vs ff shader should be normalized.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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For now only VS 3 support is implemented.
This enables The Sims 2 to work.
Signed-off-by: Axel Davy <[email protected]>
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Software Vertex Processing allows:
. Less limitations for shaders (more loops, etc)
. Less limitations for ff (more enabled lights, 255
matrices for VertexBlend)
In particular shaders can get more constants.
This patch implements support for this (not using software
rendering, but hardware rendering, as llvmpipe and dx10+ hw
have the same limits...)
This is considered a second class path. Even apps asking for
"Mixed Vertex processing" (ie the ability to switch to swvp
on demand) do not use the feature much. Some just initialize
more constants than the normal limit at the start of the
application, but never use more than the normal limit.
When the apps do not need the software vertex processing
features, they do not seem to turn it on. This means it is
ok if that path is slow.
Thus no care has been made to make the path optimized.
Signed-off-by: Axel Davy <[email protected]>
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This will help to support swvp constants.
Signed-off-by: Axel Davy <[email protected]>
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This change makes easier to introduce tracking for
swvp constants.
Signed-off-by: Axel Davy <[email protected]>
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This path has been disabled for some time because
of some bugs with it. It hasn't been updated to the
new features, and is not faster.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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swvp has relaxed limits (more nested loops, etc).
In particular it enables more constants.
Signed-off-by: Axel Davy <[email protected]>
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In mixed vertex processing, the user can enable or disable
software vertex processing. It is on hardware by default.
This feature is not a state, and thus the setting doesn't
need to be recorded by stateblocks.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Buffers with this flag must be usable with both software
and hardware vertex processing. Use Staging for fast cpu access.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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ATIx are "unknown" formats that do not follow block format conventions.
Tests showed that pitch*height bytes are allocated.
apitrace used to depend on this behaviour.
It used to copy more bytes than it has to for the ATI1 block format,
but it didn't crash on Windows.
Increase buffersize for ATI1 to fix this crash.
The same issue was present in WINE but a patch has been sent by me.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Add missing break instruction.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To implement the feature we copy the ps inputs to a temp array.
This is not optimal for performance, but it is the simplest solution.
This is a feature that is very very rarely used.
Signed-off-by: Axel Davy <[email protected]>
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Fixes crash after Reset() when using thread_submit=true
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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d3d9 doesn't have seamless cubemap.
Signed-off-by: Axel Davy <[email protected]>
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Uses the new defines introduced in previous commit.
See comment in the commit for more explanation.
Signed-off-by: Axel Davy <[email protected]>
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The new defines will be reused in a later patch.
Signed-off-by: Axel Davy <[email protected]>
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Gallium nine relies on aliasing to work with this function.
Without this patch, dirty region tracking was incorrect, which
could lead to incorrect textures or vertex buffers.
Fixes several game bugs with nine.
Fixes https://github.com/iXit/Mesa-3D/issues/234
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Cc: "12.0" <[email protected]>
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On 32 bits system, application memory is quite limited.
softpipe uses application memory. To help prevent memory
exhaustion, limit reported memory availability to 2GB.
Some gallium nine apps do check reported memory by allocating
resources until memory is full. Gallium nine refuses allocations
when 80% of the reported memory limit is used. This change
helps some apps to start.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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On 32 bits system, application memory is quite limited.
llvmpipe uses application memory. To help prevent memory
exhaustion, limit reported memory availability to 2GB.
Some gallium nine apps do check reported memory by allocating
resources until memory is full. Gallium nine refuses allocations
when 80% of the reported memory limit is used. This change
helps some apps to start.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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On systems with more than 4GB of ram,
os_get_total_physical_memory was triggering an integer
overflow for the linux and haiku path, when on
32 bits.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94561
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes regression introduced by
ecd6fce2611e88ff8468a354cff8eda39f260a31
and is more future proof than just clearing the next
field.
Other nine usages did already zero out the templates.
Signed-off-by: Axel Davy <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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When offset != 0, the valid range was wrong because the second
argument of util_range_add() is end, not size.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Normally the value is an immediate, which is moved to some temporary, so
there's no problem. In the case of a non-constant offset (as allowed by
ARB_gpu_shader5), we have to take care to copy it first before using it
to build up the bits.
This fixes a compilation error observed in F1 2015.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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CC glsl/tests/cache_test.o
glsl/tests/cache_test.c: In function ‘test_cache_create’:
glsl/tests/cache_test.c:160:4: error: implicit declaration of function ‘cache_destroy’ [-Werror=implicit-function-declaration]
cache_destroy(cache);
^
Fixes: 87ab26b2ab35 ("glsl: Add initial functions to implement an on-disk cache")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Pre-patch, there were two code paths for parsing EGLSync attribute
lists: one path for old-style EGLint lists, used by eglCreateSyncKHR,
and another for new-style EGLAttrib lists, used by eglCreateSync (1.5)
and eglCreateSync64 (EGL_KHR_cl_event2).
There were two attrib_list parsing functions,
_eglParseSyncAttribList(_EGLSync *sync, const EGLint *attrib_list)
_eglParseSyncAttribList64(_EGLSync *sync, const EGLattrib *attrib_list)
This patch unifies the two attrib_list parsing functions into one,
_eglParseSyncAttribList(_EGLSync *sync, const EGLattrib *attrib_list)
Many internal EGLSync function signatures had *two* attrib_list
parameters to accomodate both code paths: one parameter was an EGLint
list and other an EGLAttrib list. At most one of the parameters was
allowed to be non-null. This patch removes the `EGLint *attrib_list`
parameter, leaving only the `EGLAttrib *attrib_list` parameter, for all
internal EGLSync functions.
v2:
- Consistently use condition (sizeof(int_list[0]) ==
sizeof(attrib_list[0])). [for emil]
v3:
- Don't double-unlock the display in eglCreateSyncKHR.
Reviewed-by: Emil Velikov <[email protected]> (v2)
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Debian uses dash by default, which doesn't do '+='. Fixes servo's
osmesa-based headless testing system, which was looking for libOSMesa in
the lib/ directory.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: [email protected]
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A function with multiple returns would have had multiple preret settings
at the top of the function. While this is unlikely to have caused issues
since we don't use functions in earnest, it could have in some cases
overflowed the call stack, in case a function had a lot of early
returns.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This can be helpful with R600_DEBUG=preoptir.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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