| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Since support for swrast version 2 was added (f55d027a), it has also been
required. In swrast_driver_extensions, version 2 is set for __DRI_SWRAST
extension. Remove the spurious version checks sprinked through the code.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Previously an error would be generated if any attributes were specified when
creating a non-desktop OpenGL context. This was a mistake, and it will
prevent old drivers from working with new EGL libraries that add support for
the createContextAttribs interface. Instead, match the behavior of
EGL_KHR_create_context: allow versions that make sense, reject non-zero flags.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Commit f0cecd43d6b6d moved the VUE map computation to be only once, at
VS compile time. However, it did so in slightly the wrong place: it
made the one call to brw_vue_compute_map happen right before the
allocation of dummy slots for replaced point sprite coordinates, causing
a different VUE map to be generated (at least on Ironlake).
Fixes a regression in Piglit's point-sprite test on Ironlake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46489
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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See the preceding commit for a description of the problem.
NOTE: This is a candidate for stable release branches.
v2: Use a separate dPdx variable rather than reusing the lod src_reg.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52129
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Consider a texture call such as:
textureLod(s, coordinate, log2(...))
First, we begin setting up the sampler message by loading the texture
coordinates into MRFs, starting with m2. Then, we realize we need the
LOD, and go to compute it with:
ir->lod_info.lod->accept(this);
On Gen4-5, this will generate a SEND instruction to compute log2(),
loading the operand into m2, and clobbering our texcoord.
Similar issues exist on Gen6+. For example, nested texture calls:
textureLod(s1, c1, texture(s2, c2).x)
Any texturing call where evaluating the subexpression trees for LOD or
shadow comparitor would generate SEND instructions could potentially
break. In some cases (like register spilling), we get lucky and avoid
the issue by using non-overlapping MRF regions. But we shouldn't count
on that.
Fixes four Piglit test regressions on Gen4-5:
- glsl-fs-shadow2DGradARB-{01,04,07,cumulative}
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52129
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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With the textureRect support and GL_CLAMP workarounds, it's grown
sufficiently that it deserves its own function. Separating it out
makes the original function much more readable.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Setting the texture offset bits in the message header involves very
specific hardware register descriptions. As such, I feel it's better
suited for the lower level "generate" layer that has direct access to
the weird register layouts, rather than at the fs_inst abstraction layer.
This also parallels the approach I took in the VS backend.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Use atom for sampler state. Does not provide new functionality
or fix any bug. Just a step toward full atom base r600g.
v2: Split seamless on r6xx/r7xx into it's own atom. Make sure it's
emited after sampler and with a pipeline flush before otherwise
it does not take effect.
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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Note: this is a candidate for the stable branches.
Signed-off-by: Alex Deucher <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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...to look like update_fragment_samplers() code, as with the previous
commit. The next step would be to merge the two functions.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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...to look like update_fragment_textures() code. The next step would
be to merge the two functions.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Less code. And as with softpipe, if/when we consolidate the pipe_context
functions for binding sampler state, this will make the llvmpipe changes
trivial.
Reviewed-by: José Fonseca <[email protected]>
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This will allow code consolidation in the next patch.
Reviewed-by: José Fonseca <[email protected]>
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The functions for setting samplers and sampler views for vertex,
fragment and geometry shaders were nearly identical. Now they
use shared code.
In the future, if the pipe_context functions for setting samplers
and sampler views for vert/frag/geom/compute are combined, this
will make updating the softpipe driver a snap.
Reviewed-by: José Fonseca <[email protected]>
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Combine separate arrays for vertex/fragment/geometry samplers, etc into
one array indexed by PIPE_SHADER_x.
This allows us to collapse separate code for vertex/fragment/geometry
state into loops over the shader stage. More to come.
Reviewed-by: José Fonseca <[email protected]>
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This lets us consolidate some code now, and more in subsequent patches.
Reviewed-by: José Fonseca <[email protected]>
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Fixes out-of-bounds write defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is done on-demand, because we don't know in advance if a zbuffer
will be bound as depth or color.
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Made obsolete by the libdrm surface allocator.
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v2: add comments
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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I need this and it seems like it could be useful.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The sample mask affects single-sampled rendering too (it's orthogonal
to the color mask).
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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Fixes uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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