| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes point-line-no-cull.
Bug #30532
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We sensibly only provide it if the FS asks for it. We could actually
skip WPOS unless the FS needed WPOS.zw, but that's something for
later.
Fixes: glsl-texture2d and probably many others.
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Fixes glsl1-gl_FrontFacing var (2) with new FS.
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This should fix texturing in the new FS backend.
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Not needed now that we're doing barycentric.
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I only set it on the color_regions == 0 case, missing the important
case, causing GPU hangs on pre-gen6.
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Only cosmetic changes. No actual practical difference.
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- Handle PIPE_FORMAT_Z32_FLOAT packing correctly.
- In the integer version z shouldn't be passed as as double.
- Make it clear that the integer versions should only be used for masks.
- Make integer type sizes explicit (uint32_t for now, although
uint64_t will be necessary later to encode f32_s8_x24).
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More accurate/faster results for PIPE_TEX_MIPFILTER_NEAREST. Less
FP <-> SI conversion overall.
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The only way to ensure we don't do redundant FP <-> SI conversions.
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Not tested yet, but should be correct.
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The jump delta is now in the part of the instruction where the
destination fields used to be, and the src args are ignored (or not,
for the new non-predicated IF that we don't use yet).
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It's not that hard to detect when we need the header.
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Avoid having object ending up in dead list of dirty object.
Signed-off-by: Jerome Glisse <[email protected]>
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We could do the first operand as well by flipping the comparison, but
this covered several CMPs in code I was looking at.
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A debug disable had slipped in.
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Signed-off-by: Jerome Glisse <[email protected]>
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Q coordinate's coefficients also need to be multiplied by w, otherwise
it will have 1/w, causing problems with TXP.
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Once a fragment is generated with LP_INTERP_PERSPECTIVE set for an input,
it will do a divide by w for that input. Therefore it's not OK to treat LP_INTERP_PERSPECTIVE as
LP_INTERP_LINEAR or vice-versa, even if the attribute is known to not
vary.
A better strategy would be to take the primitive in consideration when
generating the fragment shader key, and therefore avoid the per-fragment
perspective divide.
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this sets the stencil up for evergreen properly.
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Signed-off-by: Jerome Glisse <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=30632
NOTE: this is a candidate for the 7.9 branch.
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Since flush rework there could be only one relocation per
register in a block.
Signed-off-by: Jerome Glisse <[email protected]>
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Got a speed up by tracking the dirty blocks in a seperate list instead of looping through all blocks. This version should work with block that get their dirty state disabled again and I added a dirty check during the flush as some blocks were already dirty.
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Also fix link to release notes in 7.9-rc1 news item.
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Partially cherry-picked from commit 61653b488da76ee1ca4f77363e222d3b717dd865
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(cherry picked from commit c19bc5de961fe5e1f8a17131bcfae3dbcccaca29)
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(cherry picked from commit 41e371e351cc4c77b2b20a545af2dfa2dab253d7)
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Flush read cache before writting register. Track flushing inside
of a same cs and avoid reflushing same bo if not necessary. Allmost
properly force flush if bo rendered too and then use as a texture
in same cs (missing pipeline flush dunno if it's needed or not).
Signed-off-by: Jerome Glisse <[email protected]>
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Allow fast lookup of relocation information & id which
was a CPU time consumming operation.
Signed-off-by: Jerome Glisse <[email protected]>
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we weren't decreasing when removing from the list.
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if we know the bo has gone not busy, no need to add another bo wait
thanks to Andre (taiu) on irc for pointing this out.
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since we plan on using dx10 constant buffers everywhere.
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we don't use this since constant buffers are now being used on all gpus.
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When we go to do a lot of bos in one draw like constant bufs we need
to avoid bouncing off the busy ioctl, this mitigates by backing off
on busy bos for a short amount of times.
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If we assume busy buffers are added to the list in order its unlikely
we'd fine one after the first busy one that isn't busy.
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this just keeps a list of bos submitted together, and uses them to decide
bo busy state for the whole group.
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