| Commit message (Collapse) | Author | Age | Files | Lines |
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Without that, people with buggy apps that looked at just the server
string for GLX_ARB_create_context would call this function that just
threw an error when you tried to make a context. Google shows plenty
of complaints about this.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This function assumes that lp_build_context::type is a vector type,
which is not true for r600 or radeonsi.
This fixes an assertion failure using glamor 2D accel.
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This way if the conversion fails, we know what the TGSI shader looks
like.
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It had many problems:
- The shadow comparison was done post-filtering.
- It required state-dependent recompiles whenever the comparison
function changed.
- It didn't even work: many cases hit assertion failures.
- I never implemented it for the VS.
The new lowering pass which converts textureGrad to textureLod by
computing the LOD value works much better.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Intel hardware doesn't natively support textureGrad with shadow
comparisons. So we need to generate code to handle it somehow.
Based on the equations of page 205 of the OpenGL 3.0 specification,
it's possible to compute the LOD value that would be selected given the
gradient values. Then, we can simply convert the TXD to a TXL.
Currently, this passes 34/46 of oglconform's shadow-grad subtests;
four cubemap tests are regressed. We should investigate this in the
future.
v2: Apply abs() to the scalar case (thanks to Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This swizzles away unwanted components, while preserving the order of
the ones that remain.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I needed to compute logs and square roots in a patch I was working on,
and wanted to use the convenient interface. We already have a similar
constructor for binops; adding one for unops seems reasonable.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I ran into this while trying to create a TXS query, which doesn't have a
coordinate. Since it didn't get initialized to NULL, a bunch of
visitors tried to access it and crashed.
Most of the time, this won't be a problem, but it's just a good idea.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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This fixes piglit/depth-level-clamp.
Reviewed-by: Alex Deucher <[email protected]>
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The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
Reviewed-by: Alex Deucher <[email protected]>
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A flush depth texture is never set as a depth buffer and never flushed.
Reviewed-by: Alex Deucher <[email protected]>
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This was missing/broken. There are also minor code cleanups.
Reviewed-by: Alex Deucher <[email protected]>
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- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Reviewed-by: Alex Deucher <[email protected]>
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we can just update the state when decompressing, there's no need to add
additional info into the DSA state
Reviewed-by: Alex Deucher <[email protected]>
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this will be useful for in-place DB decompression, otherwise should be harmless
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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to remove some overhead from draw_vbo. This is a derived state.
BTW, I've got no idea how compute interacts with 3D here, but it should
use cb_misc_state, so that 3D and compute don't conflict.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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the structure is calloc'd.
Reviewed-by: Alex Deucher <[email protected]>
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just rename it to util_blit_pixels
Reviewed-by: Alex Deucher <[email protected]>
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Because u_blit couldn't sample a 1D, 3D, CUBE and ARRAY texture, we created
a 2D texture holding a copy of one slice of the source texture (even for 1D).
Let's just do it right.
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This doesn't seem to be used by anything yet, but better safe than sorry.
Reviewed-by: Alex Deucher <[email protected]>
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This fixes stencil buffer write transfers on r600g.
Reviewed-by: Alex Deucher <[email protected]>
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used for stencil sampler views.
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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This patch updates the blorp engine to properly handle the case where
the surface being textured from uses Gen7's CMS MSAA layout. The
following changes were necessary:
- Before reading color values from the surface, we need to read from
the MCS buffer using the ld_mcs sampler message. This is done by
the mcs_fetch() function, and the result is stored in the mcs_data
register. This only needs to be done once per pixel, since the MCS
value is shared between all samples belonging to a pixel.
- When reading color values from the surface, we need to use the
ld2dms sampler message instead of the ld2dss message, and we need to
provide the value read from the MCS buffer as an argument.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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When a buffer using Gen7's CMS MSAA layout is bound to a texture or a
render target, the SURFACE_STATE structure needs to point to the MCS
buffer and to indicate its pitch. This patch updates the functions
that emit SURFACE_STATE to handle CMS layout properly.
Reviewed-by: Chad Versace <[email protected]>
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Previously the DWORD used to control the CMS MSAA layout was just a
pad value, because we didn't use it.
Reviewed-by: Chad Versace <[email protected]>
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To implement Gen7's CMS MSAA layout, we need an extra buffer, the MCS
(Multisample Control Surface) buffer. This patch introduces code for
allocating and deallocating the buffer, and storing a pointer to it in
the intel_mipmap_tree struct.
No functional change, since the CMS layout is not enabled yet.
Reviewed-by: Chad Versace <[email protected]>
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From the Ivy Bridge PRM, Vol 1 Part 1, p112:
There are three types of multisampled surface layouts designated
as follows:
- IMS Interleaved Multisampled Surface
- CMS Compressed Mulitsampled Surface
- UMS Uncompressed Multisampled Surface
Previously, the i965 driver only used IMS and UMS formats, and
distinguished beetween them using the boolean
intel_mipmap_tree::msaa_is_interleaved. To facilitate adding support
for the CMS format, this patch replaces that boolean (and other
booleans derived from it) with an enum
INTEL_MSAA_LAYOUT_{IMS,CMS,UMS}. It also updates the terminology used
in comments throughout the driver to match the IMS/CMS/UMS terminology
used in the PRM. CMS layout is not yet used.
The enum has a fourth possible value, INTEL_MSAA_LAYOUT_NONE, which is
used for non-multisampled surfaces.
Reviewed-by: Chad Versace <[email protected]>
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On Gen6, MSAA buffers always use an interleaved layout and non-MSAA
buffers always use a non-interleaved layout, so it is not strictly
necessary to keep track of the layout of the texture and render target
surfaces in the blorp program key. However, it is cleaner to do so,
since (a) it makes the blorp compiler less dependent on implicit
knowledge about how the GPU pipeline is configured, and (b) it paves
the way for implementing compressed multisampled surfaces in Gen7.
This patch won't cause any redundant compiles, because the layout of
the texture and render target surfaces depends on other parameters
that are already in the blorp program key.
Reviewed-by: Chad Versace <[email protected]>
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