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* glsl: convervative_depth is not allowed in the vertex shaderMarek Olšák2011-11-221-2/+2
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: finish up ARB_conservative_depth (v2)Marek Olšák2011-11-223-4/+16
| | | | | | | v2: updated an error message Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: rename the AMD_conservative_depth extension flag to ARBMarek Olšák2011-11-224-6/+6
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* st/mesa: quick fix of CopyPixels with GL_DEPTH_STENCILMarek Olšák2011-11-221-0/+7
| | | | | | | | This fixes: - depthstencil-default_fb-copypixels - fbo-depthstencil-GL_DEPTH24_STENCIL8-copypixels Reviewed-by: Brian Paul <[email protected]>
* linker: Remove erroneous multiply by 4 in uniform usage calculationIan Romanick2011-11-221-5/+5
| | | | | | | | | | | | | | | The old count_uniform_size::num_shader_uniforms was actually calculating the number of components used. Multiplying by 4 when setting gl_shader::num_uniform_components caused us to count 4x as many uniform components as were actually used. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966 Acked-by: Marek Olšák <[email protected]> Tested-by: Vinson Lee <[email protected]> Tested-by: Pavel Ondračka <[email protected]> Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
* Merge branch 'hiz' of ssh://people.freedesktop.org/~chadversary/mesaChad Versace2011-11-2242-792/+2130
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| * i965/gen6: Enable HiZ by defaultChad Versace2011-11-221-6/+2
| | | | | | | | | | | | | | | | | | | | Regresses one Piglit test: bugs/fdo10370. I'm not enabling HiZ for gen7 yet because it causes a mysterious performance regression. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Use separate stencil whenever possibleChad Versace2011-11-222-2/+2
| | | | | | | | | | | | | | | | | | For depthstencil renderbuffers, we were using separate stencil only if the hardware required it. Since the performance gains from HiZ is so high, we should always use separate stencil if the hardware supports it. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965: Implement the actual tables for texture alignment units [v2]Kenneth Graunke2011-11-223-13/+105
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I implemented functions for horizontal/vertical alignment units separately because I find it easier to read that way...especially with all the corner-cases. [chad] Corrected the vertical alignment calculation by checking for depthstencil formats. v2: - Fix typos in intel_horizontal_texture_alignment_unit(): s/height/width/ and s/VALIGN/HALIGN. - Remove special case for compressed formats in intel_get_texture_alignment unit(). Compressed formats are already handled in the halign and valign functions. - Replace check ``_mesa_is_depth_format(...) || _mesa_is_depthstencil_format(...)`` with explcitit checks against GL_DEPTH_COMPONENT and GL_DEPTH_STENCIL. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965/gen6: Set vertical alignment in SURFACE_STATE batchChad Versace2011-11-222-6/+11
| | | | | | | | | | Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Store miptree alignment units in the miptreeChad Versace2011-11-224-32/+26
| | | | | | | | | | | | | | | | | | This allows us to replace all the calls to intel_get_texture_alignment_unit() with a single call at miptree creation. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Enable HiZ for texture renderbuffersChad Versace2011-11-221-0/+7
| | | | | | | | | | | | | | | | When a depth texture is first attached to framebuffer, allocate a HiZ miptree for it. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Resolve buffers in intel_map_renderbuffer()Chad Versace2011-11-221-0/+5
| | | | | | | | | | Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Resolve buffers in intel_map_texture_image()Chad Versace2011-11-221-0/+5
| | | | | | | | | | Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Mark needed resolves when first enabling HiZ on a miptreeChad Versace2011-11-221-1/+20
| | | | | | | | | | Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965: Mark that depth buffer needs depth resolve after drawingChad Versace2011-11-221-0/+23
| | | | | | | | | | | | | | | | | | After brw_try_draw_prims() emits a batch, mark that the depth buffer needs a depth resolve if the buffer was written to and if it has an accompanying HiZ buffer. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Resolve buffers in intelSpanRenderStartChad Versace2011-11-221-1/+39
| | | | | | | | | | | | | | | | | | Resolve all buffers that will be mapped by intelSpanRenderStart. This comprises resolving the depth buffer of each enabled texture and of the read and draw buffers. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Refactor intelSpanRenderStartChad Versace2011-11-221-16/+25
| | | | | | | | | | | | | | | | | | Factor the mapping loops from intelSpanRenderStart() into intel_span_map_buffers(). This in preparation for the next commit, which resolves the buffers before mapping. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965: Resolve buffers before drawing [v2]Chad Versace2011-11-221-0/+73
| | | | | | | | | | | | | | | | | | | | | | | | Before emitting primitives in brw_try_draw_prims(), resolve the depth buffer's HiZ buffer and resolve the depth buffer of each enabled depth texture. v2: [anholt] The driver no longer validates drm bo's, so update a comment to reflect that. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965: Prevent recursive calls to FLUSH_VERTICES [v2]Chad Versace2011-11-221-0/+66
| | | | | | | | | | | | | | | | | | | | | | | | | | To do so, we must resolve all buffers on entering a glBegin/glEnd block. For the detailed explanation, see the Doxygen comments in this patch. v2: - Fix typo: s/enusure/ensure/. - In brwPrepareExecBegin(), do the same resolves as done by brw_predraw_resolve_buffers(). Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965/gen6: Manipulate state batches for HiZ meta-ops [v4]Chad Versace2011-11-228-9/+74
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A lot of the state manipulation is handled by the meta-op state setup. However, some batches need manual intervention. v2: Do not special-case the 3DSTATE_DEPTH_STENCIL.Depth_Test_Enable bit for HiZ in gen6_upload_depth_stencil(). The HiZ meta-op sets ctx->Depth.Test, just read the value from that. v3: Add a new dirty flag, BRW_STATE_HIZ, for brw_tracked_state. Flag it immediately before and after executing the HiZ operation in gen6_resolve_slice(). Add the flag to the the dirty bits for the following state packets: gen6_clip_state gen6_depth_stencil_state gen6_sf_state gen6_wm_state v4: - Add BRW_NEW_STATE_HIZ to the dirty bit table in brw_state_upload.c. This is needed for INTEL_DEBUG=state. - Align brw dirty bit for gen6_depth_stencil_state. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965/gen6: Complete stubs for HiZ buffer resolvesChad Versace2011-11-221-2/+298
| | | | | | | | | | | | | | | | Some state batches also need to be manipulated. That's done in the next commit. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * i965: Add HiZ operation state to brw_contextChad Versace2011-11-221-0/+35
| | | | | | | | | | | | | | | | brw_context::hiz contains state needed to perform HiZ meta-ops and indicates if a HiZ operation is currently in progress. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Add resolve functions for renderbuffersChad Versace2011-11-222-0/+94
| | | | | | | | | | | | | | | | | | Add the following functions: intel_renderbuffer_resolve_hiz intel_renderbuffer_resolve_depth Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Add resolve functions for miptreesChad Versace2011-11-222-1/+174
| | | | | | | | | | | | | | | | | | | | Add functions that - set a miptree slice as needing a resolve - resolve a single slice of a miptree - resolve all slices of a miptree Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Add field intel_mipmap_tree::hiz_mapChad Versace2011-11-221-0/+13
| | | | | | | | | | | | | | This is a map of miptree slices to needed resolves. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Define struct intel_resolve_map [v2]Chad Versace2011-11-224-0/+196
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a map of miptree slices to needed resolves, implemented as a linked list. A future commit will embed such a list in intel_mipmap_tree. If you think I'm crazy to put a list in a miptree, read the Doxygen in this patch for intel_resolve_map. v2: [anholt] Move Doxygen from functin prototypes to definitions. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Change signature of HiZ resolve functionsChad Versace2011-11-224-19/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | Now that intel_renderbuffer::region has been replaced with a miptree, the HiZ functions region parameter must be replaced with a miptree parameter. Change the return type from bool to void. Rename the 'depth' parameter to 'layer', because it will correspond to irb->mt_layer. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Remove unused HiZ functionsChad Versace2011-11-223-27/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Remove the following functions: i830_hiz_resolve_noop i915_hiz_resolve_noop brw_hiz_resolve_noop My original strategy for how intel->vtbl.resolve_*buffer was used has substantially changed. The above functions are no longer called in the current strategy. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Replace intel_mipmap_tree::hiz_region with a miptree [v2]Chad Versace2011-11-225-30/+50
| | | | | | | | | | | | | | | | | | | | | | | | This is required to correctly implement HiZ for mipmapped and multi-layered textures. v2: Accomodate refcount fixes in intel_process_dri2_buffer_*() that were introduced in v2 of commit intel: Replace intel_renderbuffer::region with a miptree [v2] Reviewed-by: Eric Anholt <eric@anholt> Signed-off-by: Chad Versace <[email protected]>
| * intel: Replace intel_texture_image::stencil_irb with ↵Chad Versace2011-11-226-236/+252
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | intel_mipmap_tree::stencil_mt [v3] For depthstencil textures using separate stencil, we embedded a stencil buffer in intel_texture_image. The intention was that the embedded stencil buffer would be the golden copy of the texture's stencil bits. When necessary, we scattered/gathered the stencil bits between the texture miptree and the embedded stencil buffer. This approach had a serious deficiency for mipmapped or multi-layer textures. Any given moment the embedded stencil buffer was consistent with exactly one miptree slice, the most recent one to be scattered. This permitted tests of type A to pass, but broke tests of type B. Test A: 1. Create a depthstencil texture. 2. Upload data into (level=x1,layer=y1). 3. Read and test stencil data at (level=x1, layer=y1). 4. Upload data into (level=x2,layer=y2). 5. Read and test stencil data at (level=x2, layer=y2). Test B: 1. Create a depthstencil texture. 2. Upload data into (level=x1,layer=y1). 3. Upload data into (level=x2,layer=y2). 4. Read and test stencil data at (level=x1, layer=y1). 5. Read and test stencil data at (level=x2, layer=y2). v2: Only allocate stencil miptree if intel->must_use_separate_stencil, because we don't make the conversion from must_use_separate_stencil to has_separate_stencil until commit intel: Use separate stencil whenever possible v3: Don't call ChooseNewTexture in intel_renderbuffer_wrap_miptree() in order to determine the renderbuffer format. Instead, pass the format as a param to that function. CC: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Refactor intel_render_texture() [v2]Chad Versace2011-11-221-33/+88
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is in preparation for properly implementing glFramebufferTexture*() for mipmapped depthstencil textures. The FIXME comments deleted by this patch give a rough explanation of what was broken. This refactor does the following: - In intel_update_wrapper() and intel_wrap_texture(), change the parameters to prepare to remove functions' dependency on gl_texture_image. - Move the call to intel_renderbuffer_set_draw_offsets() from intel_render_texture() into intel_udpate_wrapper(). Each time I encounter those functions, I dislike their vague names. (Update which wrapper? What is wrapped? What is the wrapper?). So, while I was mucking around, I also renamed the functions. v2: In addition to the ``GLenum internal_format`` parameter to intel_wrap_miptree(), add a ``gl_format format`` parameter. This removes the need to recalculate for the true format from internal_format with ChooseNewTextureFormat, which was just weird. Signed-off-by: Chad Versace <[email protected]>
| * intel: Define intel_miptree_check_level_layer()Chad Versace2011-11-221-0/+13
| | | | | | | | | | | | | | | | | | This is a small helper function that asserts that a given level and layer are valid for a miptree. I will be extensively using it in the future miptree HiZ functions. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Remove unneeded params from intel_renderbuffer_set_draw_offset()Chad Versace2011-11-223-14/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Since the renderbuffer tracks the miptree level and layer that it wraps, the 'tex_image' and 'zoffset' params are no longer needed to calculate the draw offsets. Not only are they no longer needed, but their presence would prevent calculating the renderbuffer draw offsets in situations where there were no texture image. Such situations will occur during the HiZ meta-op and during scatter/gather of separate stencil textures. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Track the miptree layer wrapped by a renderbuffer [v2]Chad Versace2011-11-222-5/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | TODO: Make v2 for kwg. Add two fields to intel_renderbuffer: mt_level mt_layer Multiple renderbuffers may simultaneously wrap a single texture and each provide a different view into that texture. [Consider glFramebufferTextureLayer()]. The new fields indicate which slice of the miptree is wrapped by the renderbuffer. The buffer resolve operations, to be introduced in the future, require these fields in order to resolve the correct slice in the miptree. To add the fields, it was necessary to replace the type of some function parameters from gl_texture_image to gl_renderbuffer_attachment. v2: [kwg] Replace confusing condition `CubeMapFace > 0` with the more sensible `Target == GL_TEXTURE_CUBE_MAP`. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Kill intel_mipmap_level::nr_images [v4]Chad Versace2011-11-226-43/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For all texture targets except GL_TEXTURE_CUBE_MAP, the 'nr_images' and 'depth' fields of intel_mipmap_level were identical. In the exceptional case, nr_images == 6 and depth == 1. It is simple to determine if a texture is a cube or not, so the presence of two fields here was not helpful. Worse, it was confusing. When we eventually implement GL_ARB_texture_cube_map_array, this mess would have become even more confusing. This patch removes 'nr_images' and assigns to 'depth' a consistent meaning: depth is the number of 2D slices at each miplevel. The exact semantics of depth varies according to the texture target: - For GL_TEXTURE_CUBE_MAP, depth is 6. - For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is identical for all miplevels in the texture. - For GL_TEXTURE_3D, it is the texture's depth at each miplevel. Its value, like width and height, varies with miplevel. - For other texture types, depth is 1. As a consequence, parameters were removed from the following function signatures: intel_miptree_set_level_info Remove 'nr_images'. i945_miptree_layout brw_miptree_layout_texture brw_miptree_layout_texture_array Remove 'slices'. v2: - Replace "It's" with "Its". - Remove all hunks in intel_fbo.c. The hunks were spurious and sneaked in during a rebase. - Remove unneeded hunk in intel_tex_map_image_for_swrast(). It was a little refactor of the for-loop's upper bound. v4: In intel_miptree_get_image_offset(), document the conditions under which different if-branches are taken. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Refactor intel_miptree_copy_teximage()Chad Versace2011-11-211-56/+66
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Extract the body of the inner loop into a new function, intel_miptree_copy_slice(). This is in preparation for adding support for separate stencil and HiZ to intel_miptree_copy_teximage(). When copying a slice of a depthstencil miptree that uses separate stencil, we will also need to copy the corresponding slice of the stencil miptree. The easiest way to do this will be to call intel_miptree_copy_slice() recursively. Analogous reasoning applies to copying a slice of a depth miptree with HiZ. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Refactor intel_mipmap_level offsetsChad Versace2011-11-212-25/+37
| | | | | | | | | | | | | | | | | | | | | | | | Add a new field, intel_mipmap_level::slice, and move the offset fields into it. Also add some much needed documentation for these fields. Before this patch, a separate array was allocated for the intel_mipmap_level::{x,y}_offsets. This was just silly; it incurred an extra call to malloc and diminished memory locality. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Replace intel_renderbuffer::region with a miptree [v3]Chad Versace2011-11-2116-140/+203
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Essentially, this patch just globally substitutes `irb->region` with `irb->mt->region` and then does some minor cleanups to avoid segfaults and other problems. This is in preparation for 1. Fixing scatter/gather for mipmapped separate stencil textures. 2. Supporting HiZ for mipmapped depth textures. As a nice benefit, this lays down some preliminary groundwork for easily texturing from any renderbuffer, even those of the window system. A future commit will replace intel_mipmap_tree::hiz_region with a miptree. v2: - Return early in intel_process_dri2_buffer_*() if region allocation fails. - Fix double semicolon. - Fix miptree reference leaks in the following functions: intel_process_dri2_buffer_with_separate_stencil() intel_image_target_renderbuffer_storage() v3: - [anholt] Fix check for hiz allocation failure. Replace ``if (!irb->mt)` with ``if(!irb->mt->hiz_region)``. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Define intel_miptree_create_for_renderbuffer()Chad Versace2011-11-212-0/+36
| | | | | | | | | | | | | | | | | | This function creates a miptree that is suitable as storage for a non-texture renderbuffer. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Move inline functions from intel_fbo.h to .cChad Versace2011-11-212-17/+23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Move the following inline functions: intel_get_rb_region intel_framebuffer_has_hiz A future commit will replace the renderbuffer's region with a miptree. This small refactor will eliminate the need for intel_fbo.h to include intel_mipmap_tree.h on that commit. I'd like to avoid the situation where each header transitively includes every other header. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Kill intel_framebuffer_get_hiz_region()Chad Versace2011-11-211-17/+3
| | | | | | | | | | | | | | | | | | | | The only user of intel_framebuffer_get_hiz_region() was intel_framebuffer_has_hiz(). So I folded the body of the former into the latter. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Temporarily disable HiZ for texturesChad Versace2011-11-211-59/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A great refactor thrashing begins after this commit for HiZ and separate stencil. Removing code for texture HiZ will make that refactoring easier, because then we don't have to maintain that code during the refactor. To disable HiZ for textures, I've removed the hook in intel_update_wrapper() that allocates a HiZ buffer when attaching a depth texture to a framebuffer. HiZ was broken for textures anyway, so there's no regression here. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Always gather stencil buffer in intel_map_renderbuffer_separate_s8z24()Chad Versace2011-11-211-32/+20
| | | | | | | | | | | | | | | | | | | | | | | | The function gathered the stencil buffer into the depth buffer only when the map mode contained the read bit. But we must do the gather even if the map mode is write-only. If we do not, then, when the depth buffer's stencil bits are scattered into the stencil buffer by intel_unmap_renderbuffer(), some of the scattered stencil bits would be invalid. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Fix swrast_render_start() for depthstencil buffers with separate stencilChad Versace2011-11-212-29/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1. Don't map the depthstencil buffer twice Place a guard in intel_renderbuffer_map() to prevent a renderbuffer from being mapped twice. This happened if a single buffer was attached to the framebuffer's depth and stencil attachment points. (Interestingly, because intel_map_renderbuffer_gtt() is idempotent, the double mapping did not cause bugs for depthstencil buffers *without* separate stencil). 2. Stop overriding gl_framebuffer::_DepthBuffer,_StencilBuffer Normally, if a depthstencil buffer is attached to the framebuffer's depth attachment point, then _mesa_update_framebuffer() installs a wrapper depth renderbuffer at gl_framebuffer::_DepthBuffer. Ditto for the stencil attachment point and gl_framebuffer::_StencilBuffer A depthstencil intel_renderbuffer with separate stencil contains hidden depth and stencil renderbuffers, which are the *real* renderbuffers. In order to force swrast to work, we were installing, in brw_update_draw_buffer(), the hidden renderbuffers at gl_framebuffer::_DepthBuffer and _StencilBuffer, thus overriding the behavior of _mesa_update_framebuffer(). However, now that intel_renderbuffer_map() is implemented with MapRenderbuffer(), overriding _mesa_update_framebuffer's introduces bugs. This patch removes the override code. Fixes several Piglit tests on gen7. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * intel: Don't use special stencil span accessorsChad Versace2011-11-211-42/+1
| | | | | | | | | | | | | | | | | | | | | | | | The special stencil span accessors, as set by intel_span_init_funcs. perform software W detiling. Since intel_renderbuffer_map() now uses MapRenderbuffer, rb->Data points to an *untiled* stencil buffer. Fixes several Piglit tests on gen7. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
| * nvc0: add support for GF119 (NVD9)Ben Skeggs2011-11-182-0/+2
| | | | | | | | Signed-off-by: Ben Skeggs <[email protected]>
* | i915g: implement RGBX and BGRX render targetsVasily Khoruzhick2011-11-222-2/+7
| | | | | | | | | | | | | | | | | | | | They're not supported by hw directly, but it's easy to emulate them with a shader swizzling fixup. Signed-off-by: Vasily Khoruzhick <[email protected]> [danvet: The important thing is to write a 1 to the unused alpha channel, the ddx is relying on this for render accel.] Signed-off-by: Daniel Vetter <[email protected]>
* | st/mesa: fix accum buffer allocation in st_renderbuffer_alloc_storage()Brian Paul2011-11-221-2/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | If the gallium driver doesn't support PIPE_FORMAT_R16G16B16A16_SNORM the call to st_choose_renderbuffer_format() would fail and we'd generate an GL_OUT_OF_MEMORY error. We'd never get to the subsequent code that handles software/malloc-based renderbuffers. Add a special-case check for PIPE_FORMAT_R16G16B16A16_SNORM which is used for software-based accum buffers. This could be fixed in other ways but it would be a much larger patch. st_renderbuffer_alloc_storage() could be reorganized in the future. This fixes accum buffer allocation for the svga driver. Note: This is a candidate for the 7.11 branch. Reviewed-by: José Fonseca <[email protected]>
* | r600g: handle PIPE_SHADER_CAP_OUTPUT_READVadim Girlin2011-11-211-0/+2
| | | | | | | | Signed-off-by: Vadim Girlin <[email protected]>