| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
There is little point in having a special TGSI token just to handle
predicate register updates. Remove tgsi_dst_register_ext_predicate token
and instead use a new PREDICATE register file to update predicates.
Actually, the contents of the obsolete token are being moved
to tgsi_instruction_ext_predicate, where they should be
from the very beginning.
Remove the NVIDIA-specific condition code tokens -- nobody uses them
and they can be emulated with predicates if needed.
Introduce PIPE_CAP_SM3 that indicates whether a driver supports
SM3-level instructions, and in particular predicates.
Add PIPE_CAP_MAX_PREDICATE_REGISTERS that can be used to query the driver
how many predicate registers it supports (currently it would be 1).
|
|
|
|
|
| |
Handle the remaining semantic names and indices.
Respect color interpolator when not flatshading.
|
| |
|
|
|
|
| |
Cleared out my git stash.
|
|
|
|
| |
PVS flush is needed before changing the vertex shader or vertex shader constants.
|
| |
|
|
|
|
| |
A fair amount more flexible and easier to maintain.
|
| |
|
|
|
|
|
| |
Don't assume that a SET that writes to IF's argument
directly precedes the IF.
|
|
|
|
|
| |
Will use AND for gl_FrontFacing, the face input
is either 0 or 0xffffffff.
|
|
|
|
|
|
|
|
|
|
|
| |
First, using width * block size as pitch is evidently
wrong if a block contains more than 1 texel.
For tiled textures, since a block occupies a contiguous
area of memory, y addressing in m2mf has to be done by
block index, not the y coordinate itself.
This should fix compressed textures.
|
| |
|
|
|
|
| |
Adds a more generic SIFC transfer function.
|
|
|
|
|
|
|
| |
We have to indicate to the hw whether the FP exports
multiple colour results.
Method 0x121c is used to specify the number of RTs.
Also deactivate zeta explicitly if there's no zsbuf.
|
| |
|
| |
|
|
|
|
|
| |
It's requires to get GL2.1, therefore, much more piglit tests can be used
for testing. Figure out later how to emulate this.
|
| |
|
| |
|
|
|
|
| |
Also, correct typos in comments.
|
|
|
|
| |
Also, a subtle fix in emitting a texture state
|
| |
|
| |
|
|
|
|
| |
These functions do sanity checks on the register file and index.
|
| |
|
|
|
|
|
|
|
| |
This improves piglit quick.tests runtime from 19:33 minutes to 6:06 on
my GM45. It should also hide most of the A17 swizzling issues, though
they'll still exist when swapping occurs (which is the kernel's problem
either way).
|
|
|
|
|
| |
There's a bunch of bogus looking stuff the count handling in this code, but
this fixes the testcases we have.
|
| |
|
|
|
|
| |
Signed-off-by: Brian Paul <[email protected]>
|
| |
|
|
|
|
| |
Part of fixing bug #24355.
|
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes a regression in piglit's tfp test as of
11caea687e3f10ae12d33e44edf84635f73047dd. Additionally, set the texture
format for the RGB textures to MESA_FORMAT_XRGB8888 and support it in the
hw paths so that hopefully sw fallbacks involving TFP get better alpha
behavior.
The radeon drivers appear to need the same fix.
Bug #24803
|
| |
|
|
|
|
|
|
|
|
|
| |
This improves shadowtex since the component ordering
is at least correct now, but I'm not sure how to
deal with texturing from a depth surface yet due to
differences in depth and color tile layouts.
Signed-off-by: Alex Deucher <[email protected]>
|
| |
|
|
|
|
| |
Signed-off-by: Brian Paul <[email protected]>
|
|
|
|
| |
also seems we can use INDX_OFFSET if start != 0
|
|
|
|
|
| |
We weren't choosing the right XRGB span functions for reading the
framebuffer. XRGB formats still aren't turned on yet though.
|
|
|
|
| |
Fixes bug 24799.
|
|
|
|
| |
Fixes bugs 24798 and 24801.
|
| |
|
|
|
|
|
|
|
|
| |
Pass a gl_format to intel_create_renderbuffer() instead of GLenum.
Add cases for MESA_FORMAT_XRGB8888 textures and renderbuffers.
However, we don't yet create any renderbuffers or textures with that
format. It seems the default alpha value is zero instead of one.
Need to investigate that first.
|
|
|
|
|
|
| |
If we hit the general path and call _mesa_make_temp_chan_image() we
always want to get a GL_RGBA texture. We were getting a 3-channel
GL_RGB texture before and that messed up the memory layout.
|
| |
|
| |
|
|
|
|
|
| |
This has been lifted into core Mesa where it can be used for all drivers
that use the _mesa_get_teximage() fallback for ctx->Driver.GetTexImage().
|
|
|
|
| |
The code should work for any driver.
|
|
|
|
| |
Break different formats into different functions to make it easier to read.
|