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* r600g: properly handle cayman in is_alu_vec_unit_inst()Alex Deucher2011-11-131-7/+15
| | | | Signed-off-by: Alex Deucher <[email protected]>
* r600g: fix cb offset for flushed_depth_textureVadim Girlin2011-11-131-1/+1
| | | | Signed-off-by: Vadim Girlin <[email protected]>
* r600g: fix stencil buffer ref counting on evergreenVadim Girlin2011-11-131-1/+4
| | | | Signed-off-by: Vadim Girlin <[email protected]>
* r600g: lazy load for AR registerVadim Girlin2011-11-133-46/+61
| | | | | | Emit MOVA* instruction only when AR is used. Signed-off-by: Vadim Girlin <[email protected]>
* r600g: include INTERP_[XY|ZW] in is_alu_vec_unit_instVadim Girlin2011-11-131-1/+3
| | | | | | This will disallow moving them to the trans slot in merge_inst_groups Signed-off-by: Vadim Girlin <[email protected]>
* glcpp: Add GL_ARB_draw_instanced #define.Morgan Armand2011-11-121-0/+3
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* i965: Don't try to normalize cubemap coordinates for textureSize.Kenneth Graunke2011-11-121-0/+3
| | | | | | | | | | Although textureSize is represented as an ir_texture with op == ir_txs, it doesn't have a coordinate, so normalizing it doesn't make sense. Fixes crashes in oglconform glsl-bif-tex-size basic.samplerCube.* tests. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Fix glFramebufferTexture*() for depth and stencil attachmentsChad Versace2011-11-111-3/+55
| | | | | | | | | | | | | | | | | | | | | | | This patch solves three bugs. 1. When a texture was attached to the GL_DEPTH_STENCIL_ATTACHMENT point, Mesa attached the texture only to the depth attachment point gl_framebuffer::Attachment[BUFFER_DEPTH] and failed to attach it to the stencil attachment point gl_framebuffer::Attachment[BUFFER_STENCIL] 2. When a texture was attached to the GL_DEPTH_ATTACHMENT point and then later attached to the GL_STENCIL_ATTACHMENT point, Mesa created two separate renderbuffer wrappers. This caused a GL error in glGetFramebufferAttachmentParameteriv(). 3. Same as 2, but with depth and stencil juxtaposed. Fixes Piglit test ARB_framebuffer_object/same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL Note: This is a candidate for the stable branches. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* i965: Expose GLSL 1.30 on gen6+.Eric Anholt2011-11-111-1/+4
| | | | | | | With the gl_VertexID support, everything required should now be supported. Reviewed-by: Ian Romanick <[email protected]>
* i965: Add support for gl_VertexID and gl_InstanceID.Eric Anholt2011-11-114-6/+63
| | | | | | | | | | | | | The compiler setup for these VF-uploaded attributes looks a little cheesy with mixing system values and real VBO-sourced attributes. It would be nice if we could just compute the ATTR[] map to GRF index up front and use it at visit time instead of using ir->location in the ATTR file. However, we don't know the reg_offset at visit(ir_variable *) time, so we can't do the mapping that early. Fixes piglit vertexid test. Reviewed-by: Ian Romanick <[email protected]>
* i965: Replace a should-never-happen fallback with asserts where it matters.Eric Anholt2011-11-112-13/+15
| | | | | | | | | | | | We only allow 16 vec4s of attributes in our GLSL/ARB_vp programs, and 1 more element will get used for gl_VertexID/gl_InstanceID. So it should never have been possible to hit this fallback, unless there was another bug. If you do hit this, you're probably using gl_VertexID and falling back to swrast won't work for you anyway. This also updates the limits for gen6+. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Make gl_VertexID be a system value like gl_InstanceID.Eric Anholt2011-11-112-1/+2
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: Move builtin_variables.h into .cpp.Eric Anholt2011-11-112-111/+86
| | | | | | | This used to be script-generated, but now it's just a bunch of static variables in a .h file for no good reason. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Move ir_variable.cpp to builtin_variables.cpp.Eric Anholt2011-11-112-1/+1
| | | | | | It's only about builtins, not variables in general. Reviewed-by: Ian Romanick <[email protected]>
* state_tracker: remove written but never used variable.Mathias Fröhlich2011-11-111-2/+0
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* radeon: fix build.Dave Airlie2011-11-111-1/+1
| | | | | | I had a later patch remove this code, but cherry-picked across it. Signed-off-by: Dave Airlie <[email protected]>
* radeon: drop unused constant_cliprect fieldDave Airlie2011-11-112-2/+0
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* radeon: disable texobj state for 3d textureDave Airlie2011-11-111-0/+1
| | | | | | for 3d texture fallback, disable the texobj state. Signed-off-by : Dave Airlie <[email protected]>
* radeon: use meta bitmapDave Airlie2011-11-111-0/+1
| | | | | | Now that the stride bug is fixed, enable Bitmap via meta mode. Signed-off-by: Dave Airlie <[email protected]>
* radeon: fix bug with wrong stride being used for rectangluar textures.Dave Airlie2011-11-114-6/+6
| | | | | | This broke the meta bitmap code when it was enabled. Signed-off-by: Dave Airlie <[email protected]>
* i965: remove #include of api_noop.hBrian Paul2011-11-111-1/+0
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* xlib: set alpha to 0xff when mapping RGB pixmapsBrian Paul2011-11-111-0/+11
| | | | Fixes a bunch of conform regressions.
* swrast: avoid calling _mesa_get_srgb_format_linear() inside a loopBrian Paul2011-11-111-3/+3
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* swrast: remove bogus assertionBrian Paul2011-11-111-1/+0
| | | | | It would fail for images that were never allocated (and wouldn't be used during rendering).
* svga: don't crash/assert if we fail to allocate a vertex bufferBrian Paul2011-11-111-9/+20
| | | | | | | v2: check if pipe_buffer_map() returns NULL, and return NULL from svga_vbuf_render_map_vertices(). Per Jose's suggestion. Reviewed-by: José Fonseca <[email protected]>
* draw: handle out of memory conditionsBrian Paul2011-11-111-3/+5
| | | | | If the vbuf backend fails to allocate a vertex buffer, don't crash or assert.
* util: check for null vertex buffer object in blit codeBrian Paul2011-11-111-6/+10
| | | | Don't crash if we fail to allocate a vertex buffer.
* st/mesa: fix OOM failure in bitmap codeBrian Paul2011-11-111-5/+10
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* vbo: better handling of VBO allocation failuresBrian Paul2011-11-115-39/+125
| | | | | | | | | | | Previously, if we failed to allocate a VBO (either for display list compilation or immediate mode rendering) we'd eventually segfault when trying to map the non-existant buffer or in a glVertex/Color/etc call when we hit a null pointer. Now we don't try to map non-existant buffers and if we do fail to allocate a VBO we plug in no-op functions for glVertex/Color/etc so we don't segfault.
* mesa: replace api_noop.[ch] with vbo_noop.[ch]Brian Paul2011-11-115-1116/+530
| | | | | | None of the code in api_noop.c was used anymore. The new vbo_noop.c functions are true no-ops. They'll be used to no-op glBegin/End functions when we run out of VBO memory.
* vbo: pull some code from api_noop.c into vbo moduleBrian Paul2011-11-112-16/+208
| | | | | | Only a handful of functions from api_noop.c are actually used by the VBO module. Move them to the VBO module. With this change, none of the code in api_noop.c is actually used anymore.
* mesa: remove ancient, unused gl_free_control_points prototoypeBrian Paul2011-11-111-4/+0
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* docs: add another viewperf issueBrian Paul2011-11-111-0/+13
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* i965: Make Gen6+ renderbuffer surface updates not depend on NEW_COLOR.Kenneth Graunke2011-11-103-2/+12
| | | | | | | | | | NEW_COLOR is only needed on Gen4-5 as brw_update_renderbuffer_surfaces only uses ctx->Color when intel->gen < 6. This should reduce unnecessary state updates. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Reorder state atom lists so all the surface state is together.Kenneth Graunke2011-11-101-16/+19
| | | | | | | Not strictly necessary, but seems like a good idea. Suggested-by: Eric Anholt <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: Handle constant expressions involving ir_binop_equal/nequal.Kenneth Graunke2011-11-101-0/+6
| | | | | | | | | | | Constant expressions which called GLSL's equal() and notEqual() built-ins on bvecs would hit an assertion failure; we simply forgot to implement them for booleans. NOTE: This is a candidate for stable release branches. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* glsl: Remove textureGradOffset built-ins taking samplerCube parameters.Kenneth Graunke2011-11-103-9/+0
| | | | | | | | | These simply don't exist in the 1.30 specification---none of the Offset variants allow samplerCube. This must have been a cut and paste error from textureGrad, which /does/ allow cubemaps. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Fix misnamed textureProjOffset prototypes in built-in profiles.Kenneth Graunke2011-11-102-62/+62
| | | | | | | | Due to a cut and paste error, these were accidentally misnamed textureProj() rather than textureProjOffset(). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.Kenneth Graunke2011-11-101-118/+4
| | | | | | | | | | | From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions": "In all functions below, the bias parameter is optional for fragment shaders. The bias parameter is not accepted in a vertex shader." This was a cut and paste mistake. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Put a proper sampler count in 3DSTATE_VS.Kenneth Graunke2011-11-102-3/+5
| | | | | | | See similar code for 3DSTATE_WM. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Upload SAMPLER_STATE pointers for the VS on Ivybridge.Kenneth Graunke2011-11-101-1/+7
| | | | | | | See similar code in gen7_wm_state.c. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Move and rename "wm sampler" fields to just "sampler".Kenneth Graunke2011-11-109-33/+37
| | | | | | | | | | | | | brw_wm_samplers actually enables any active samplers regardless of what pipeline stage is using them, so it doesn't make much sense for it to be WM-specific. So, rename it to "brw_samplers." To properly generalize it, move sampler_count and sampler_offset from brw_context::wm to a new brw_context::sampler that can be shared without looking strange. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Clean up code for VS pull constant surface creation.Kenneth Graunke2011-11-103-64/+20
| | | | | | | | | | Like for the WM pull constants, we can merge the former prepare/emit stages into one tracked state atom. Furthermore, the code that used to handle the binding table was removed in the last commit, leaving some rather silly looking short functions that can easily be folded in. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965: Use a single binding table for all pipeline stages.Kenneth Graunke2011-11-109-85/+80
| | | | | | | | | | | | | | | | | | | | | | | Although the hardware supports separate binding tables for each pipeline stage, we don't see much advantage over a single shared table. Consider the contents of the binding table: - Textures (16) - Draw buffers (8) - Pull constant buffers (1 for VS, 1 for WM) OpenGL's texture bindings are global: the same set of textures is available to all shader targets. So our binding table entries for textures would be exactly the same in every table. There are only two pull constant buffers (not many), and although draw buffers aren't interesting to the VS, it shouldn't hurt to have them in the table. The hardware supports up to 254 binding table entries, and we currently only use 26. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Split brw_wm_surfaces state into renderbuffer and texture atoms.Kenneth Graunke2011-11-103-15/+35
| | | | | | | | | | | | | First, the texturing setup code is relevant for all pipeline stages, while renderbuffer surfaces are only used by the WM. Secondly, renderbuffer and texture setup depends on a different set of dirty bits. There's no reason to walk the array of textures when changing draw buffers, or vice-versa. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Combine the two WM pull constant tracked state atoms.Kenneth Graunke2011-11-104-59/+16
| | | | | | | | | | | | | | | | These were only split for historical reasons: brw_wm_constants used to be the "prepare" step, while brw_wm_constant_surface was "emit". Now that both happen at emit time, it makes sense to combine them. Call the newly combined state atom "brw_wm_pull_constants" to indicate help distinguish it from the Gen6+ atoms that handle push constants. Finally, remove the BRW_NEW_WM_CONSTBUF dirty bit entirely now that it's never flagged nor used. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Rename gen6_*_constants tracked state atoms to "push_constants".Kenneth Graunke2011-11-104-8/+8
| | | | | | | | | | | | | | | When reading the "brw_wm_constants" and "gen6_wm_constants" atoms side-by-side, I initially failed to notice the crucial difference: the Gen6 atoms are for Push Constants, while brw_wm_constants handles Pull Constants. (Gen4/5 Push Constants are handled by "brw_curbe.") Renaming these should clarify the code and save me from constant confusion over the fact that "gen6_wm_constants" isn't just a newer version of "brw_wm_constants." Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Remove nr_surfaces computation from brw_update_wm_surfaces.Kenneth Graunke2011-11-101-11/+1
| | | | | | | | | | | | This code is fairly fragile, as it depends on the ordering of the entries in the binding table, which will change soon. Also, stop listening on the BRW_NEW_WM_CONSTBUF dirty bit as it's no longer required. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Use 0 for the number of binding table entries in 3DSTATE_(VS|WM).Kenneth Graunke2011-11-1010-50/+6
| | | | | | | | | | | | | | | | | | | | | | These fields control how many entries the hardware prefetches into the state cache, so they only impact performance, not correctness. However, it's not clear how to use this in a way that's beneficial. According to the documentation, kernels "using a large number" of entries may wish to program this to zero to avoid thrashing the cache; it's unclear how many is too many. Also, Ironlake's WM was missing this feature entirely---the count had to be zero. The dirty bit tracking to handle this complicates the surface state and binding table setup; removing it should simplify things and make future refactoring easier. So just set 0 for the number of entries rather than trying to compute and track it. Appears to have no impact on Nexuiz and OpenArena on Sandybridge. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Remove outdated comment about CACHE_NEW_SURF_BIND dirty bit.Kenneth Graunke2011-11-101-2/+1
| | | | | | | | | | The comment states that brw_update_vs_constant_surface produces a CACHE_NEW_SURF_BIND dirty bit, but it doesn't. In fact, that bit no longer even exists. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>