| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Alex Deucher <[email protected]>
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eea1d8199b376f37027c14669e0bdf991a22872d
Although CUBE is a reduction inst, it writes to more than just PV.X
so we need to keep the dst channel.
Signed-off-by: Dave Airlie <[email protected]>
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This only works on r600/r700 so far, evergreen doesn't appear
to have the multiwrite enable bit in the color control, so we
may have to actually do a shader rewrite on EG hardware.
remove some duplicate code reg defines also.
Signed-off-by: Dave Airlie <[email protected]>
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texture.
I know Jerome will probably rewrite the way depth textures work sometime
soon. For the time being this should at least make common depth texture usage
for shadowing work properly though.
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When the paint is opaque (currently, solid color with alpha 1.0f), no
blending is needed for VG_BLEND_SRC_OVER. This eliminates the serious
performance hit introduced by 859106f196ade77f59f8787b071739901cd1a843
for a common scenario.
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Before create_handle returns, obj->handle is 0. Calling
handle_to_object will fail.
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Prevents missing symbols in libGL.so when LLVM is disabled.
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Fixes SCons build.
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should be no need to unset this ptr here and if we don't end up using the
blitter we've just broken the state.
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Swizzles are now defined everywhere as a field with 12 bits that contains
4 channels worth of meaningful information. Any channel that is unused is
set to RC_SWIZZLE_UNUSED. This change is necessary because rgb instructions
and alpha instructions were initializing channels that would never be used
(channel 3 for rgb and channels 1-3 for alpha) with 0 (aka RC_SWIZZLE_X).
This made it impossible to use generic helper functions for swizzles,
because sometimes a channel value of 0 meant unused and other times it
meant RC_SWIZZLE_X.
All hacks that tried to guess how many channels were relevant have
also been removed.
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1) Only translate the [min_index, max_index] range.
2) Upload translated vertices via the uploader.
3) Rename valid_vertex_buffer[] to real_vertex_buffer[]
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1) Only translate the [min_index, max_index] range.
2) Upload translated vertices via the uploader.
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This fixes:
- piglit/draw-vertices
- piglit/draw-vertices-half-float
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Only upload the [min_index, max_index] range instead of [0, userbuf_size].
This an important optimization.
Framerate in Lightsmark:
Before: 22 fps
After: 75 fps
The same optimization is already in r300g.
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Added a conditional to spi_update per Dave's comment.
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I can't see a performance difference with this code, which means all
the driver-specific code removed in this commit was unnecessary.
Now we use u_upload_mgr in a slightly different way than we did before it got
dropped. I am not restoring the original code "as is" due to latest
u_upload_mgr changes that r300g performance benefits from.
This also fixes:
- piglit/fp-kil
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When an app loads libEGL.so dynamically with RTLD_LOCAL, loading DRI
drivers would fail because of missing glapi symbols. This commit makes
egl_dri2 load libglapi.so with RTLD_GLOBAL to export glapi symbols for
future symbol resolutions.
The same trick can be found in GLX. However, egl_dri2 can only do so
when --enable-shared-glapi is given. Because, otherwise, both libGL.so
and libglapi.so define glapi symbols and egl_dri2 cannot tell which
library to load.
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When the user sets EGL_DRIVER to egl_dri2 (or egl_glx), make sure the
built-in driver is used. The user might leave the outdated egl_dri2.so
(or egl_glx.so) on the filesystem and we do not want to load it.
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makedepend would crash when a source includes a header indirectly, such
as
#define HEADER "some-header.h"
#include HEADER
Do not define HEADER (makedepend would detects this as an incomplete
include) and add the dependency manually in the Makefile.
This should hopefully fix bug #33374.
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User buffers may be the fastest way to upload data.
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For 1D/2D texture arrays use the pipe_resource::array_size field.
In OpenGL 1D arrays texture use the height dimension as the array
size and 2D array textures use the depth dimension as the array size.
Gallium uses a special array_size field instead. When setting up
gallium textures or comparing Mesa textures to gallium textures we
need to be extra careful that we're comparing the right fields.
The new st_gl_texture_dims_to_pipe_dims() function maps OpenGL
texture dimensions to gallium texture dimensions and simplifies
this quite a bit.
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Don't use height for 1D array textures or depth for 2D array textures.
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This reverts commit d3df641f0aba99b0b65ecd4d9b06798bca090a29.
The original commit had sat unpushed on my machine for months. By the
time I found it again, I had forgotten that we had decided not to use
this change after all, (the relevant test was removed long ago).
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Signed-off-by: Kenneth Graunke <[email protected]>
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Remove ES2, since AMD_conservative_depth is not listed in the OpenGL ES
extension registry.
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The same number of shaders is now printed regardless of optimizations being
enabled or not, so that we can compare shader stats side by side easily.
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The GLSL specification is vague here, (just says "as is standard for
C++"), though the C specifications seem quite clear that this should
be an error.
However, an existing piglit test (CorrectPreprocess11.frag) expects
this to be a warning, not an error, so we change this, and document in
README the deviation from the specification.
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This is needed to build the X server GLX_EXT_framebuffer_sRGB bits.
Signed-off-by: Dave Airlie <[email protected]>
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=33440
This replaces commit 731ec60da3ccb92f5bfb4d6f1bc3c8e712751376
NOTE: This is a candidate for the 7.9 and 7.10 branches
Signed-off-by: Brian Paul <[email protected]>
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Also cleanup the whole thing.
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