| Commit message (Collapse) | Author | Age | Files | Lines |
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This diagram shows the rendering pipeline with an emphasis on
the inputs/outputs for each stage. Some stages emit new vertex
attributes and others consume some attributes.
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Implement the pipe_rasterizer_state::sprite_coord_enable field
in the draw module (and softpipe) according to what's specified
in the documentation.
The draw module can now add any number of extra vertex attributes
to a post-transformed vertex and generate texcoords for those
attributes per sprite_coord_enable. Auto-generated texcoords
for sprites only worked for one texcoord unit before.
The frag shader gl_PointCoord input is now implemented like any
other generic/texcoord attribute.
The draw module now needs to be informed about fragment shaders
since we need to look at the fragment shader's inputs to know
which ones need auto-generated texcoords.
Only softpipe has been updated so far.
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Winsys context build a list of register block a register block is
a set of consecutive register that will be emited together in the
same pm4 packet (the various r600_block* are there to provide basic
grouping that try to take advantage of states that are linked together)
Some consecutive register are emited each in a different block,
for instance the various cb[0-7]_base. At winsys context creation,
the list of block is created & an index into the list of block. So
to find into which block a register is in you simply use the register
offset and lookup the block index. Block are grouped together into
group which are the various pkt3 group of config, context, resource,
Pipe state build a list of register each state want to modify,
beside register value it also give a register mask so only subpart
of a register can be updated by a given pipe state (the oring is
in the winsys) There is no prebuild register list or define for
each pipe state. Once pipe state are built they are bound to
the winsys context.
Each of this functions will go through the list of register and
will find into which block each reg falls and will update the
value of the block with proper masking (vs/ps resource/constant
are specialized variant with somewhat limited capabilities).
Each block modified by r600_context_pipe_state_set* is marked as
dirty and we update a count of dwords needed to emit all dirty
state so far.
r600_context_pipe_state_set* should be call only when pipe context
change some of the state (thus when pipe bind state or set state)
Then to draw primitive you make a call to r600_context_draw
void r600_context_draw(struct r600_context *ctx, struct r600_draw *draw)
It will check if there is enough dwords in current cs buffer and
if not will flush. Once there is enough room it will copy packet
from dirty block and then add the draw packet3 to initiate the draw.
The flush will send the current cs, reset the count of dwords to
0 and remark all states that are enabled as dirty and recompute
the number of dwords needed to send the current context.
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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This is what xf86-video-ati and r600c do.
Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Currenly GLSL happily generates indirect addressing of any kind of
arrays.
Unfortunately DirectX 9 GPUs are not guaranteed to support any of them in
general.
This pass fixes that by lowering such constructs to a binary search on the
values, followed at the end by vectorized generation of equality masks, and
4 conditional assignments for each mask generation.
Note that this requires the ir_binop_equal change so that we can emit SEQ
to generate the boolean masks.
Unfortunately, ir_structure_splitting is too dumb to turn the resulting
constant array references to individual variables, so this will need to
be added too before this pass can actually be effective for temps.
Several patches in the glsl2-lower-variable-indexing were squashed
into this commit. These patches fix bugs in Luca's original
implementation, and the individual patches can be seen in that branch.
This was done to aid bisecting in the future.
Signed-off-by: Ian Romanick <[email protected]>
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this fixes evergreen gears again.
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since the reference code relies on these being NULL.
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long lived maps were getting removed when they shouldn't this
tries to avoid that problem by only adding to the flush list
on unmap.
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this add support for the upload manager for uploading user vbo/index buffers.
this provides a considerable speedup in q3 type games.
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this adds the bo caching layer and uses it for vertex/index/constant bos.
ctx needs to take references on hw bos so the flushing works okay, also
needs to flush the maps.
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this moves to using a pb bufmgr instead of kernel bos directly.
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this paves the way for moving to pb bufmgrs now.
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st/egl no longer relies on libGL for OpenGL support.
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Otherwise, applications compiled with C compiler might have trouble
using them.
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Basically, change the loop from:
do {...} while (--num_inputs != 0)
into:
while (num_inputs != 0) { ... --num_inputs; }
Fixes fd.o bug 29987.
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introduce an abstraction layer between kernel bos and the winsys BOs.
this is to allow plugging in pb manager with minimal disruption to pipe driver.
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no need for this info to be exported to pipe driver.
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Prevents crashes with bogus data, or bad shader translation.
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We're actually doing a double swizzling:
indirect_reg->Swizzle[indirect_reg->SwizzleX]
instead of simply
indirect_reg->SwizzleX
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This function is executed outside _mesa_meta_begin/end(), that means
that e.g. _mesa_meta_Bitmap() clobbers the texturing state because it
changes the currently active texture object.
There's no need to bind the new texture when it's created, it's done
again later anyway (from setup_drawpix/copypix_texture()).
Signed-off-by: Brian Paul <[email protected]>
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Otherwise, FEATURE_EXT_texture_sRGB was undefined.
This is (part of?) the fix for fd.o bug 30177.
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https://bugs.freedesktop.org/show_bug.cgi?id=29901
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Signed-off-by: Francisco Jerez <[email protected]>
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Signed-off-by: Francisco Jerez <[email protected]>
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Allows disabling various operations (mainly texture-related, but
will grow) to try & identify bottlenecks.
Unlike LP_DEBUG, this is active even in release builds - which is
necessary for performance investigation.
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