| Commit message (Collapse) | Author | Age | Files | Lines |
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The glClear, glBitmap and glDrawPixels code now use a new st_draw_quad()
helper function.
Reviewed-by: Jose Fonseca <[email protected]>
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Define a new st_util_vertex structure which is a bit smaller (9 floats
versus the previous 12 floats per vertex). Clean up the glClear,
glDrawPixels and glBitmap code that sets up the vertex data and does the
drawing so it's all very similar. This can lead to more consolidation.
v2: add assertion that vertex buffer slot == 0 to catch possible future
change in cso_get_aux_vertex_buffer_slot() behavior.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVM removed LLVMAddTargetData for the 3.9 release in r260919. For the two
places in mesa where this is called, only enable the lines when compiling
for less then 3.9.
For the radeon driver, I'm not sure how to check if any other LLVM calls need
to be adjusted. I think since the target data used is extracted from the
LLVMModule, it isn't necessary to pass it back to LLVM again.
The code does compile, and at least for radeonsi does run OpenGL games.
[ Michel Dänzer: Move #if closer to LLVMAddTargetData in lp_bld_init.c,
and add HAVE_LLVM < 0x0309 guards around now unused occurrences of TD
and data_layout ]
Signed-off-by: Matthew Dawson <[email protected]>
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
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Alos use the opportunity to mark inputs constant. (Context has to be
given as read-write to intel_miptree_supports_non_msrt_fast_clear()
to support debug output).
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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This will be re-used to initialize auxiliary buffers in lossless
compression case.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression.
v3 (Ben): Squash with "i965: Resolve color buffer also in
lossless compression case" and clarify simple
non-compressed fast clear case.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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This got pushed accidentally in the first place but wasn't reverted
as it didn't regress piglit but instead fixed one newly introduced
test exercising a corner in case in i965 driver. However, saving and
restoring vertex buffer context is complicated and requires more
thought.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94150
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Tapani Palli <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Adds support for the new TIC layout that's present on Maxwell GPUs,
heavily based on the code for the existing layout.
This code is required for GM20x support. While GM10x supports the older
layout still, this commit switches it to use the updated version instead.
Piglit testing shows zero regressions on GM107.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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We previously stored texture format information as it would appear in
the TIC.
We're about to support the new TIC layout that appeared with Maxwell,
so it makes more sense to store the data in a split-out format.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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We've previously had identical naming between vertex and texture
formats, so it mostly made sense to define these together.
However, upcoming patches are going to transition the driver over to
using updated texture header definitions using NVIDIA's naming, and this
will no longer be the case.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Verified (binary diff) to produce identical code.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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This enables ARB_shader_image_load_store and ARB_shader_image_size when
the backend claims support for these. It will also implicitly enable the
image component of ARB_shader_texture_image_samples.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Make them akin to shader buffers, with no refcounting/etc. Just used to
pass data about the bound image in ->set_shader_images.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This can happen with 0-sized buffers.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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Silences the following GCC warning:
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c: In function 'qir_schedule_instructions':
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c:578:16: warning: missing braces around initializer [-Wmissing-braces]
struct schedule_state state = { 0 };
^
Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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