| Commit message (Collapse) | Author | Age | Files | Lines |
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We don't want to set the pixmap bit in the EGL config if the DRI
config we're adding is a double buffered config. However, don't clear
any other bits the platform might pass in in the surface_type
argument.
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Using multiply and reciprocal for integer division involves potentially
lossy floating point conversions. This is okay for older GPUs that
represent integers as floating point, but undesirable for GPUs with
native integer division instructions.
TGSI, for example, has UDIV/IDIV instructions for integer division,
so it makes sense to handle this directly. Likewise for i965.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Bryan Cain <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Some driver support more than 1024.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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v2: Add generator instructions for the scratch opcodes.
Add emit_before() for handling ->ir and ->annotation inheritance.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Don't bother with the no-dst-reg version of CMP()
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This DP4 had one of its operands missing, so we were generating
garbage clip distances. Using the per-opcode instruction generators
made it obvious.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Fixed gen6 IF().
Reviewed-by: Kenneth Graunke <[email protected]>
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Was only used in platform_wayland, and the remaining egl stack
uses _EGLSurface::Type with one of EGL_{WINDOW,PIXMAP,PBUFFER}_BIT.
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This is a simple change thanks to allocateBuffer.
Reviewed-by: Chad Versace <[email protected]>
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Check the surface type is EGL_WINDOW_BIT before doing anything, in
preparation for pbuffer support.
Reviewed-by: Chad Versace <[email protected]>
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Move the loop to parse attachments to its own function.
Reviewed-by: Chad Versace <[email protected]>
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Set ctx->WindowRenderBuffer to EGL_BACK_BUFFER. As EGL_WINDOW_BIT of a
config is set only when there is dri_double_buffer, that makes sure
window surfaces are always double-buffered and contexts will render to
the back buffer.
Reviewed-by: Chad Versace <[email protected]>
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Advertising different format support based on sample count was a
bad idea, it made resolve to window work, but resolve to anything
else would fail.
See 9f4998639c3c47f0b7ee3e2a29b7f3609d3f7796.
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Fixes a segfault in piglit copyteximage where I accidentally removed
the dst_bo setup in the previous cleanup.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40474
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Sean McNamara <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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All we need for these is _mesa_store_texsubimage[13]d(), since we
don't do the blit path.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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By emitting code before generate_code(), we ended up in align1 mode
where writemasks don't exist, so we rescaled gl_Vertex.w and things
went badly. By moving GL_FIXED support to the visitor, we end up with
normal codegen, and as a bonus the GL_FIXED setup ends up getting
printed appropriately in debug output.
Fixes gtf/GL2Tests/fixed_data_type
Reviewed-by: Kenneth Graunke <[email protected]>
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At some point we need to also move uniform accesses out to pull
constants when there are just too many in use, but we lack tests for
that at the moment.
Fixes glsl-vs-large-uniform-array.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will make it easier to figure out which elements are totally
unused and not upload them.
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids the massive conditional move array access, and brings code
generation quality for the new VS backend into the realm of efficiency
of the old backend (roughly 20% more instructions generated than
before across shader-db, instead of assertion failing for generating
over 10,000 instructions on many shaders!).
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: reworked the instruction emit and made use of gen6_resolve_implied_move,
from Ken's review
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We sometimes want to put an instruction somewhere besides the end of
the instruction stream, and we also want per-opcode instruction
generation to enable compile-time checking of operands.
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We'll be using that to track things for the new VS backend, and this will
avoid cluttering brw_vs_surface_state.c for it.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were primarily failing to convert in the NativeIntegers case, which
this fixes. However, we were also just truncating float uniforms when
converting to integer, which does not appear to be the correct
behavior. Note, however, that the NVIDIA drivers also truncate
instead of rounding.
GL_DOUBLE return type is dropped because it was never used and
completely broken. It can be added when there's test code.
Fixes piglit ARB_shader_objects/getuniform
v2: This is a rewrite of my previous glGetUniform patch, which Ken
pointed out missed storage_type-based conversions to integer,
which was totally broken still thanks to a typo in the testcase.
v3: Quote the spec justifying the rounding behavior.
Acked-by: Kenneth Graunke <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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At least for Intel, all our uniform components are of uint32_t size, either
float or signed or unsigned int. For uploading uniform data in the driver,
it's much easier to upload a full dword per uniform element instead of trying
to pick out the bool byte and then fill in the top 3 bytes of pad with 0.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Compile tested only.
Reviewed-by: Chia-I Wu <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Replace each occurence of
#include "../glsl/*.h"
with
#include "glsl/*.h"
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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libmesa_dri_common is a static library that contains the sources in
src/mesa/drivers/dri/common. Each DRI driver should link to it.
Reviewed-by: Chia-I Wu <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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In src/mesa/Android.mk, it is non-trivial to determine which variables are
imported by `include sources.mak`. So document them.
Reviewed-by: Chia-I Wu <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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libmesa_dricore.a is analogous to the libmesa.a built by the Autoconf
build.
Reviewed-by: Chia-I Wu <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Commit 2ea1ff38164d95f8291ef2e5dfe2cb13936a60f2 caused the regression.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40413
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In order that the Autoconf and Android build can share the same source
lists, move the lists from
src/mesa/drivers/dri/Makefile.defines
into
src/mesa/drivers/dri/common/Makefile.sources
I would like for Android to just reuse Makefile.defines, but the file is
unsuitable for reuse.
Reviewed-by: Chia-I Wu <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off: Chad Versace <[email protected]>
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driverfuncs.o is already contained in libmesa.a, so remove it from the
following source lists:
src/mesa/drivers/dri/Makefiles.defines:COMMON_SOURCES.
src/mesa/drivers/dri/swrast/Makefile:SWRAST_COMMON_SOURCES
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Remove defintion of COMMON_SOURCES from {r300,r660}/Makefile. The
defintion is a duplicate of that found in
src/mesa/drivers/dri/Makefile.defines.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The layersize calculation is slightly different on +evergreen.
This makes mpeg2 video decoding and piglits texture-packed-formats
test work correctly on this hardware.
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Should get rid of "destroying GPU memory cache with some buffers
still in use" message.
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I noticed that a thread was created for every time async flush was called, so I moved it and used some semaphores to synch.
Signed-off-by: Maarten Lankhorst <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Christian König <[email protected]>
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Will round to nearest-even.
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