| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Alex Deucher <[email protected]>
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This new interface could set up context for OpenGL,
OpenGL ES1 and OpenGL ES2. It will be used by egl_dri2
driver.
Signed-off-by: Haitao Feng <[email protected]>
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Leak was introduced when fixing strict aliasing violation in this code:
the reference counting was preserved, but the destructor call on zero
reference count was not.
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See comment for more details.
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Exactly one half would be the ideal, but this is a soft limit, and one
more byte over brings us to synchronous behavior.
Flushing when the referred GMR exceeds one third of the aperture gives us
statistically better performance.
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Only svga_context_flush should do it, to ensure upload commands are not
submitted to hardware in an inconsistent state.
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Certain mingw32 cross compilers (e.g. RedHat's) defaults to use DLL gcc
runtime.
Given the main deliverable from this project are self-contained drivers,
which are loaded by any application, this dependency can cause havoc.
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With the previous fixes we can now enabled hw depth copies
Signed-off-by: Dave Airlie <[email protected]>
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If we get a sw accessible buffer like the S8 texture we end up
doing depth tracking on it when there is no need since we won't
ever bind it to the hardware. This leads to a sw fallback in the
transfer destruction which leads to and endless recusion loop
of fail in transfer destroy.
Signed-off-by: Dave Airlie <[email protected]>
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this adds a flag to keep track of whether the depth texture structure
is the flushed texture or not, so we can avoid doing flushes when
we do a hw rendering from one to the other.
it also renames flushed to dirty_db which tracks if the DB copy
has been dirtied by being bound to the hw.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes zreaddraw in tiling mode
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To be consistant with vertex, geometry sampler fields.
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This consolidates the code duplicated between the fragment sampler
and vertex sampler functions. Plus, it'll make adding support for
geometry shader samplers trivial.
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To better distinguish from vertex sampler fields.
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Before we were looping to nr_samplers, which is the number of fragment
samplers, not vertex samplers.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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For example, this now raises an error:
#define XXX 1 / 0
Fixes bug: https://bugs.freedesktop.org//show_bug.cgi?id=33507
Fixes Piglit test: spec/glsl-1.10/preprocessor/modulus-by-zero.vert
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Avoid division-by-zero when constant-folding the following expression
types:
ir_unop_rsq
ir_binop_div
ir_binop_mod
Fixes bugs:
https://bugs.freedesktop.org//show_bug.cgi?id=33306
https://bugs.freedesktop.org//show_bug.cgi?id=33508
Fixes Piglit tests:
glslparsertest/glsl2/div-by-zero-01.frag
glslparsertest/glsl2/div-by-zero-02.frag
glslparsertest/glsl2/div-by-zero-03.frag
glslparsertest/glsl2/modulus-zero-01.frag
glslparsertest/glsl2/modulus-zero-02.frag
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Do not constant-fold a reciprocal if any component of the reciprocated
expression is 0. For example, do not constant-fold `1 / vec4(0, 1, 2, 3)`.
Incorrect, previous behavior
----------------------------
Reciprocals were constant-folded even when some component of the
reciprocated expression was 0. The incorrectly applied arithmetic was:
1 / 0 := 0
For example,
1 / vec4(0, 1, 2, 3) = vec4(0, 1, 1/2, 1/3)
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Based on work from Jakob Bornecrantz, Michel Dänzer, and Brian Paul.
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This has probably existed since e5e34ab18eeaffa465 or so.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This was my mistake when converting from talloc to ralloc. I was
confused because the other calls in the function are to asprintf_append
and the original code used str as the context rather than NULL.
Fixes bug #33823.
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Join multiple exports into just one instruction
instead of exporting each register separately.
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There's no such device. 0x4243 is a pci bridge id,
not a GPU.
Signed-off-by: Alex Deucher <[email protected]>
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Previously a register would be marked as available if any component
was written. This caused shaders such as this:
0: TEX TEMP[0].xyz, INPUT[14].xyyy, texture[0], 2D;
1: MUL TEMP[1], UNIFORM[0], TEMP[0].xxxx;
2: MAD TEMP[2], UNIFORM[1], TEMP[0].yyyy, TEMP[1];
3: MAD TEMP[1], UNIFORM[2], TEMP[0].zzzz, TEMP[2];
4: ADD TEMP[0].xyz, TEMP[1].xyzx, UNIFORM[3].xyzx;
5: TEX TEMP[1].w, INPUT[14].xyyy, texture[0], 2D;
6: MOV TEMP[0].w, TEMP[1].wwww;
7: MOV OUTPUT[2], TEMP[0];
8: END
to produce incorrect code such as this:
BEGIN
DCL S[0]
DCL T_TEX0
R[0] = MOV T_TEX0.xyyy
U[0] = TEXLD S[0],R[0]
R[0].xyz = MOV U[0]
R[1] = MUL CONST[0], R[0].xxxx
R[2] = MAD CONST[1], R[0].yyyy, R[1]
R[1] = MAD CONST[2], R[0].zzzz, R[2]
R[0].xyz = ADD R[1].xyzx, CONST[3].xyzx
R[0] = MOV T_TEX0.xyyy
U[0] = TEXLD S[0],R[0]
R[1].w = MOV U[0]
R[0].w = MOV R[1].wwww
oC = MOV R[0]
END
Note that T_TEX0 is copied to R[0], but the xyz components of R[0] are
still expected to hold a calculated value.
Fixes piglit tests draw-elements-vs-inputs, fp-kill, and
glsl-fs-color-matrix. It also fixes Meego bugzilla #13005.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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Also return it as the correct type. Previously the whole array would
be returned and each element would be expanded to a vec4.
Fixes piglit test getuniform-01 and bugzilla #29823.
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Passing ralloc_vasprintf_append a 0-byte allocation doesn't work. If
passed a non-NULL argument, ralloc calls strlen to find the end of the
string. Since there's no terminating '\0', it runs off the end.
Fixes a crash introduced in 14880a510a1a288df0778395097d5a52806abfb0.
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Not 100% sure on this one, but this is how it should work,
the question is whether it will uncover other bugs elsewhere.
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If we see a MACRO bit on r600g its 2D tiled,
if don't see a MACRO bit and we do see a MICRO bit then its 1D tiled.
Signed-off-by: Dave Airlie <[email protected]>
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If the tile type for the buffer is 1 then its been bound to the
DB at some point, we need to decompress it, otherwise its only
been bound as texture/cb so don't do anything.
This fixes 5 piglit tests here on r600g.
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this just adds the ioctl interface and sets the tile type
and array mode in the correct place.
This seems to bring eg 1D tiling to the same level, and issues
as on r600. No idea how to address 2D yet.
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sampler view on a depth texture.
R600/R700 was using incorrect tiling information from the (compressed) depth
buffer. Evergreen worked anyway because tiling doesn't work.
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For the previous commit.
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Previously we'd happily compile GLSL 1.30 shaders on any driver. We'd
also happily compile GLSL 1.10 and 1.20 shaders in an ES2 context.
This has been a long standing FINISHME in the compiler.
NOTE: This is a candidate for the 7.9 and 7.10 branches
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NOTE: This is a candidate for the 7.9 and 7.10 branches
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