| Commit message (Collapse) | Author | Age | Files | Lines |
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Improves nexuiz performance 0.65% +/- .10% (n=5) on my gen6, and .39%
+/- .11% (n=10) on gen7. No statistically significant performance
difference on warsow (n=5, but only one shader has MADs).
v2: Add support for MADs in 16-wide by using compression control.
v3: Don't generate MADs when it will force an immediate to be moved to a temp.
(it's not clear whether this is a win or not, but it should result in less
questionable change to codegen compared to v2).
Reviewed-by: Kenneth Graunke <[email protected]> (v2)
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Our only instruction with a 3rd source so far was linterp, and that
value was never register-allocated.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Fix MRF handling on gen7.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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Noticed by taiu on IRC.
Signed-off-by: Alex Deucher <[email protected]>
Note: this is a candidate for the stable branches.
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Noticed by taiu on IRC.
Signed-off-by: Alex Deucher <[email protected]>
Note: this is a candidate for the stable branches.
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Replace duplicated code with add_color_format_variants() helper.
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pixelformats as as one.
WGL_ARB_pixel_format establishes the existence of pixel formats which
are invisible to GDI.
However we still need to pass a valid pixelformat to GDI, so that
context creation/binding works.
The actual WGL_TYPE_RGBA_FLOAT_ARB implementation is from Brian Paul.
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Avoids the likely error of forgetting to subtract one.
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stw_pixelformat_get_info takes zero based index, not a 1 based pixel
format number.
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The page is terribly out of date.
(cherry picked from commit 65526d54aa2599b069bd443d3e6e9762e613042d)
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(cherry picked from commit 6aa9ce2687637ee678fa4258eb9efa695fca8690)
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Add link to Intel's Linux graphics page, etc.
(cherry picked from commit 14cf3dd826938f0a8a6f32a81c634ecc835f7319)
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(cherry picked from commit 7aef839760d5216ec2a413092cae35fd223678a4)
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Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit fb56b0972dad8921bc43e1eeb4eebf5e3550e213)
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The mapping from TEXTURE_x_INDEX to GL_TEXTURE_x was broken in
alloc_proxy_textures() because the elements in the targets[] array
were in the wrong order.
This didn't actually cause any failures since we never really use the
proxy texture's Target field. But let's get it right.
NOTE: This is a candidate for the 8.0 branch.
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Reviewed-by: Jose Fonseca <[email protected]>
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Use the float tables instead. Pixel maps are seldom used so this
shouldn't be a big deal. Next, we can get rid of the gl_pixelmap::Map8
array.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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There's a mismatch in row strides for compressed textures between
what Driver.MapTextureImage() returns and what the software fetch-texel
functions use. Move it down a layer. The next step would be to fix
this in the fetch-texel functions.
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Just use pow() instead. Spot lights aren't too common and fixed-function
lighting isn't as important as it used to me.
This saves 32KB per context. Each table was 4KB and there's 8 lights.
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Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Can be used for gaussian, mean, laplacian, emboss, sharpness...
Signed-off-by: Christian König <[email protected]>
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And while at it implement the rest of the feature
querying also.
Signed-off-by: Christian König <[email protected]>
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This is a shader based median filter, generally
used for noise reduction, it could still need some
improvements, but should usually work out of the box.
Signed-off-by: Christian König <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The wm max threads is in the same dword as the dispatch enable. The
hardware gets super angry if you set max threads to 0, even if you
aren't dispatching threads.
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Avoid unrollong loops that are either nested loops or
where the loop body times the unroll count is huge.
The change is far from being perfect but it extends the
loop unrolling decision heuristic by some additional
safeguard. In particular this cuts down compilation of
a shader precomputing atmospheric scattering integral
tables containing two nesting levels in a loop from
something way beyond some minutes (I never waited for
it to finish) to some fractions of a second.
This fixes piglit tests glsl-fs-unroll-explosion and
glsl-vs-unroll-explosion on r600g.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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width, height parameter in glTexImage2D() includes: texture image
width + 2 * border (if any). So when doing the texture size check
in _mesa_test_proxy_teximage() width and height should not exceed
maximum supported size for target texture type + 2 * border.
i.e. 1 << (ctx->Const.MaxTextureLevels - 1) + 2 * border
Texture border is anyway stripped out before it is given to intel
or gallium drivers.
This patch fixes Intel oglconform test case:
max_values negative.textureSize.textureCube
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44970
Note: This is a candidate for mesa 8.0 branch.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If we have no more enabled samplers and we've reset all the previously
used ones, no need to keep going around this loop.
(just moved some stuff around to clean it up a bit).
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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From what I can see we were taking the debug path all the time,
when we probably only want it for enable debug path.
Signed-off-by: Dave Airlie <[email protected]>
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As libGL will use libglapi for function lookups, we need to enable the remap
table.
Tested-by: Brian Paul <[email protected]>
Tested-by: Matt Turner <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=45660
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We don't want our VBOs mapped when we're drawing. This change checks
if the vertex store VBO is mapped before we execute a list, unmaps it,
then remaps it after drawing. This situation pops up when building a
nested display list in GL_COMPILE_AND_EXECUTE mode.
Reviewed-by: Eric Anholt <[email protected]>
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Just let the hardware do it if it can and avoid drivers having to
check for the special case on each draw call.
v2: update the draw module
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Something has gone wrong if swrast is requested but cannot be
loaded. The user really should be made aware of this, (and instructed
to set LIBGL_DEBUG for more details).
The wording of this error message is updated from "reverting to
indirect rendering" to the more objectively descriptive "failed to
load driver: swrast". The former wording makes assumptions about what
the calling code will decide to do next, rather than simply describing
what went wrong within the current function. The new wording is
consistent with the critical errors recently added for hardware
drivers that fail to load.
Reviewed-by: Eugeni Dodonov <[email protected]>
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Something has gone wrong if we were asked to load a driver of a
specific name, but it failed to load for some reason. The user really
should be made aware of this, (and instructed to set LIBGL_DEBUG for
more details).
Reviewed-by: Eugeni Dodonov <[email protected]>
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Sometimes an error is so sever that we want to print it even when the
user hasn't specifically requested debugging by setting LIBGL_DEBUG.
Add a CriticalErrorMessageF macro to be used for this case. (The error
message can still be slienced with the existing LIBGL_DEBUG=quiet).
For critical error messages we also direct the user to set the
LIBGL_DEBUG environment variable for more details.
Reviewed-by: Eugeni Dodonov <[email protected]>
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The description of ErrorMessageF was misleading in the case of
LIBGL_DEBUG being unset, (the previous comment could be understood to
mean the error should be printed, but the code does not print in this
case).
InfoMessageF previously had no comment at all.
Reviewed-by: Eugeni Dodonov <[email protected]>
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The build was broken by the line below, added in commit 4f82fed4.
s_expression.cpp:26: #include <limits>
Mesa's half of the fix is to add 'external/astl/include' to the include
path. The other half of the fix requires implementing
numeric_limits<float>::infinity() in astl, for which I have patches
submitted upstream for review.
Signed-off-by: Chad Versace <[email protected]>
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Outputs should be treated in the same way as
inputs and temporaries here.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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