| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Move the buffer resource extraction code out into its own function.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This will be re-used for shader buffers.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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It is incorrect to assume that pixel format is always in BGR byte order.
We need to check bitmask parameters (such as |redMask|) to determine whether
the RGB or BGR byte order is requested.
v2: reformat code to stay within 80 character per line limit.
v3: just fix the byte order problem first and investigate SRGB later.
v4: rebased on top of the GLES3 sRGB workaround fix.
v5: rebased on top of the GLES3 sRGB workaround fix v2.
Signed-off-by: Haixia Shi <[email protected]>
Reviewed-by: Stéphane Marchesin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes
dEQP-GLES31.functional.uniform_location.negative.atomic_fragment
dEQP-GLES31.functional.uniform_location.negative.atomic_vertex
Both of which have lines like
layout(location = 3, binding = 0, offset = 0) uniform atomic_uint uni0;
The ARB_explicit_uniform_location spec makes a very tangential mention
regarding atomic counters, but location isn't something that makes sense
with them.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Suggested by Timothy Arceri a while back on mesa-dev:
https://lists.freedesktop.org/archives/mesa-dev/2016-February/107735.html
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Acked-by: Matt Turner <[email protected]>
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The XMesaVisual instances freed in the visuals table on display close
are being freed with a free() call, instead of XMesaDestroyVisual(),
causing a memory leak.
Signed-off-by: John Sheu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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GLvoid was used before in OpenGL but it has changed to just using void.
All GLvoids in mesa's state tracker has been changed to void in this patch.
Tested this with piglit and no problems were found. No compiler warnings.
Signed-off-by: Jakob Sinclair <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Now it follows the compatibility criteria listed in section 2.1 of
the GLX 1.4 specification.
This is needed for post-process effects in SW:KotOR.
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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allocator
- Check for unused blocks every few frames or every 64K draws
- Delete data unused since the last check if total unused data is > 20MB
Doesn't seem to cause a perf degridation
Acked-by: Brian Paul <[email protected]>
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No need for 256 pointers per DC.
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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non-consecutive NUMA topology.
Acked-by: Brian Paul <[email protected]>
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/ OSALIGNLINE
Future proofing
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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depth test/write.
Fixes z-fighting issues.
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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No perf loss detected
Acked-by: Brian Paul <[email protected]>
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If the glDrawPixels size changed, we leaked the previously cached
texture, if there was one. This patch fixes the reference counting,
adds a refcount assertion check, and better handles potential malloc()
failures.
Tested with a modified version of the drawpix Mesa demo which changed
the image size for each glDrawPixels call.
Cc: "11.2" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's the same as radeonsi. This adds guard band support to r600g.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Guard band clipping speeds up rasterization for primitives that are
partially off-screen. This change in particular results in small
framerate improvements in a wide range of games.
Started by Grigori Goronzy <[email protected]>.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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and clamp it right before emitting. This is a prerequisite for computing
the guard band.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Just for consistency. This should have no effect, because OpenGL textures
always go to VRAM.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This makes Tonga with vramlimit=128 2x faster in Heaven.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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A better solution will be used.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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this is the default behavior of the closed driver when running on VI
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The closed driver does this, but it looks at base_level and last_level
and uses a conditional assignment, which LLVM can't generate on SGPRs.
That led me to invent this solution that abuses the image descriptor.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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copied from the Vulkan driver
Reviewed-by: Nicolai Hähnle <[email protected]>
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We were overdoing it for non-power-of-two values.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Just for consistency. This is actually not a problem, because both addrlib
and radeon check and fix this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a remnant of the times when the DDX was allocating depth-stencil
buffers for windows. Now, st/dri allocates them and doesn't share them.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only CMASK and DCC clears can use this, because only textures can be so
large.
Reviewed-by: Nicolai Hähnle <[email protected]>
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