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* nvc0: fix location of the PrimitiveID outputChristoph Bumiller2011-10-211-4/+6
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* nvc0: prevent VERTEXID/INSTANCEID from consuming input slotsChristoph Bumiller2011-10-211-3/+15
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* nvc0: fixes for program tessellation parametersChristoph Bumiller2011-10-212-17/+47
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* nv50,nvc0: reset per-instance state for inactive vertex elementsChristoph Bumiller2011-10-212-0/+6
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* nv50,nvc0: reset base element in draw_arraysChristoph Bumiller2011-10-212-0/+11
| | | | It affects VERTEX_BUFFER_FIRST,COUNT submission, too.
* nvc0: apply first_layer offset to all resources with array_sizeChristoph Bumiller2011-10-211-3/+1
| | | | Makes CUBE arrays work with d3d1x.
* nvc0: emit state to allow GP to select the RT layerChristoph Bumiller2011-10-211-1/+4
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* nvc0: validate GP samplers, texturesChristoph Bumiller2011-10-211-0/+2
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* nvc0: fix clear_render_target/depth_stencil regionChristoph Bumiller2011-10-211-19/+21
| | | | In all 3 dimensions (now clearing all layers too).
* nvc0: fix assertion that immediate array buffer fitsChristoph Bumiller2011-10-211-1/+1
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* nv50/ir: use RDSV to fetch FrontFacing before loweringChristoph Bumiller2011-10-214-13/+33
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* nv50/ir: fix textureGrad with offsets and in non-FPsChristoph Bumiller2011-10-214-3/+14
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* nv50/ir: add wrap mode for shift operationsChristoph Bumiller2011-10-213-2/+5
| | | | D3D1x specifies that only the low 5 bit of the shift are used.
* nv50/ir: initialize RelocInfo to 0Christoph Bumiller2011-10-211-0/+2
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* nvc0/ir: fix emission of cvt when register and type size differChristoph Bumiller2011-10-211-2/+3
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* nv50/ir: fix argument count for CUBE_ARRAY texture targetChristoph Bumiller2011-10-212-4/+4
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* nvc0/ir: GP emit address must end up in $r0Christoph Bumiller2011-10-211-0/+4
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* nvc0/ir: TXQ requires different lowering from normal TEXChristoph Bumiller2011-10-211-1/+10
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* nv50/ir: initialize default prog_info values for GP,TPChristoph Bumiller2011-10-211-0/+10
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* nv50/ir: fix memory value equality checkChristoph Bumiller2011-10-211-1/+1
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* nv50/ir: fix leak in removal of graph rootChristoph Bumiller2011-10-211-5/+5
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* d3d1x: fix/improve OMSetRenderTargetsChristoph Bumiller2011-10-211-19/+26
| | | | | Don't count trailing NULL RTVs. Don't skip update if only DSV has changed.
* d3d1x: avoid translating invalid blend, depth or stencil stateChristoph Bumiller2011-10-212-32/+56
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* d3d1x: add support for buffer viewsChristoph Bumiller2011-10-211-0/+6
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* d3d1x: improve CreateInputLayoutChristoph Bumiller2011-10-211-13/+50
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* d3d1x/context: fix IASetVertexBuffers stride comparisonChristoph Bumiller2011-10-211-1/+1
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* d3d1x: use ZS formats for TYPELESS resources with DS bindingChristoph Bumiller2011-10-211-0/+10
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* d3d1x: use resource format if view format is UNKNOWNChristoph Bumiller2011-10-211-6/+9
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* d3d1x: fix shadow comparison to gallium enum off by oneChristoph Bumiller2011-10-211-1/+1
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* d3d1x: improve CheckFormatSupportChristoph Bumiller2011-10-211-18/+48
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* d3d1x: update format mapping tableChristoph Bumiller2011-10-212-37/+55
| | | | | Use the proper integer formats. Fix mapping of some PIPE depth formats to DXGI.
* d3d1x: fix translation of subresource to layerChristoph Bumiller2011-10-211-16/+15
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* d3d1x: fix initial data upload for 3D texturesChristoph Bumiller2011-10-211-1/+1
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* d3d1x: MipLevels -1 in resource view desc means allChristoph Bumiller2011-10-211-1/+5
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* d3d1x/dxgi: fix initialization of pipe_box for Present copyChristoph Bumiller2011-10-211-2/+2
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* d3d1x: implement array texturesChristoph Bumiller2011-10-213-18/+70
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* nvc0/ir: handle levelZero modifier in TEX emissionChristoph Bumiller2011-10-211-1/+9
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* nvc0/ir: fix lowering of DIV F32Christoph Bumiller2011-10-211-0/+1
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* d3d1x: fix refcounting of GalliumD3D11DeviceChild objectsChristoph Bumiller2011-10-211-2/+6
| | | | | | An external Release would have lowered the device reference count, but an internal reference in the context does not raise it (by design).
* nvc0/ir: fix xy confusion typo in readTessCoordChristoph Bumiller2011-10-211-1/+1
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* d3d1x/sm4: save CUSTOMDATAChristoph Bumiller2011-10-211-0/+11
| | | | This is the data for the immediate constant buffer.
* d3d1x: add FORK/JOIN phase opcodes to declarationsChristoph Bumiller2011-10-211-0/+9
| | | | | | The phase instance counts are not necessarily redeclared so with the separation of declarations and instructions we wouldn't know which instance count applies to which phase.
* d3d1x: add shader signature to sm4_programChristoph Bumiller2011-10-215-7/+52
| | | | | | Correct linkage requires examining the signature itself, it cannot be reconstructed from declarations only since unused registers may have been omitted from them.
* d3d1x: attempt to detect D3D10 feature levelChristoph Bumiller2011-10-211-13/+31
| | | | | Virtually all applications refuse to use the D3D10 backend if this level is not supported, which makes testing annoying.
* d3d1x: switch to TGSI SAMPLE opcodesChristoph Bumiller2011-10-216-222/+61
| | | | | | We don't want to clutter the code or handicap new hardware for the sake of ancient GPUs on which d3d1x won't ever be used, much less be fully compliant, anyway.
* st/mesa: fix a bug in and re-org setup_interleaved_attribs()Brian Paul2011-10-211-31/+76
| | | | | | | | | | | | | | | | | | | | | | | | | We were mis-computing the size of the user-space vertex buffer in some circumstances. This led to a failed assertion at u_inlines.h:222 when using the VMware svga driver. For example, if we had arrays such as: array[0]: element_offset = 12, stride = 24 array[1]: element_offset = 0, stride = 24 We'd mistakenly compute 'bytes' to be 12 bytes too small. I've reorganized the function too. By time it's called, we know that we've got interleaved arrays either all in one VBO or all in user memory and the stride is equal for all arrays. Move the code that lived inside the attr==0 test after the loop. In the loop we compute the true vertex size. That size factors into the pipe->redefine_user_buffer() call later. Using the vertex size instead of array[0]'s element_offset fixes the failed assertion. Reviewed-by: José Fonseca <[email protected]>
* glsl: Short-circuit lower_if_to_cond_assign when MaxIfDepth is UINT_MAX.Kenneth Graunke2011-10-211-0/+3
| | | | | | | | | | Setting MaxIfDepth to UINT_MAX effectively means "don't lower anything." Explicitly checking for this common case allows us to avoid walking the IR, computing nesting levels, and so on. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Bryan Cain <[email protected]>
* i965: Set MaxIfDepth to UINT_MAX on Gen6+ and 16 on prior generations.Kenneth Graunke2011-10-211-0/+1
| | | | | | | | | | | | | Commit 488fe51cf823ccd137c667f1e92dd86f8323b723 converted the EmitNoIfs flag to MaxIfDepth, an unsigned integer saying "flatten if-statements nested beyond this depth." Unfortunately, i965 left this initialized to 0, which made ir_to_mesa attempt to flatten all if-statements. We didn't notice right away because we usually throw away ir_to_mesa's code in favor of the native VS and FS backends...but this still creates a lot of unnecessary work. Signed-off-by: Kenneth Graunke <[email protected]>
* apple: Use the correct (OpenGL.framework) glViewport and glScissor during initJeremy Huddleston2011-10-215-10/+15
| | | | Signed-off-by: Jeremy Huddleston <[email protected]>
* apple: Silence some debug spewJeremy Huddleston2011-10-211-3/+3
| | | | Signed-off-by: Jeremy Huddleston <[email protected]>