| Commit message (Collapse) | Author | Age | Files | Lines |
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These extensions allow an application to make a context current by
passing EGL_NO_SURFACE for the write and read surface in the call to
eglMakeCurrent. The motivation is that applications that only want to
render to client API targets (such as OpenGL framebuffer objects)
should not need to create a throw-away EGL surface just to get a
current context.
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Signed-off-by: Jerome Glisse <[email protected]>
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I am not sure how to properly handle flat shading regarding
non color parameter to fragment shader. It seems we should
still interpolate non color using linear interpolation and
flat shade only apply to color.
Signed-off-by: Jerome Glisse <[email protected]>
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Split hw vs pipe states creation handling as hw states group doesn't
match pipe state group exactly. Right now be dumb about that and
rebuild all hw states on each draw call. More optimization on that
side coming.
Signed-off-by: Jerome Glisse <[email protected]>
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Because double underscores in private type names is painful.
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We're an X client library, so we can use Xfuncproto.h.
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With this rename, we use 'config' consitently to refer to GLX configurations
instead of the modes/configs/visual mess before.
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We'd like to get rid of these header files.
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There is no assignment to the "ret" variable if X_DRI2SwapBuffers is
not defined. In this case, the earlier explicit "return 0" is likely
to be used, but the compiler can't be sure of that, (nor can I for
that matter).
We cover this case by explicitly initializing "ret" to 0.
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My earlier attempt to eliminate this warning (c0ca2bfb2ad8c) was
invalid as it removed the variable declaration. Jerome correctly
reverted that (600c85efdb0ff) since the variable is used when
X_DRI2SwapBuffers is defined.
Here, instead of removing the declaration, we move it to inside the
correct #ifdef.
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Use a common function, fix the mess it was before.
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Previous patch added literal emission to wrong place, we
want to emit literal before emitting a new alu group.
Signed-off-by: Jerome Glisse <[email protected]>
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For some reason gallium hands us something with lots of empty views, and
we are expected to deal with it, just do what r300g does for this bit.
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Add texture mapping support, redbook/texbind works if
you comment out glClear and second checkboard. Need to
fix :
- texture overwritting
- lod & mip/map handling
- unormalized coordinate handling
- texture view with first leve > 0
- and many other things
Signed-off-by: Jerome Glisse <[email protected]>
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Cube map faces and 3D texture slices are treated the same in llvmpipe
textures. Need to pass the sum of these fields to
llvmpipe_unswizzle_cbuf_tile() as we do elsewhere.
Fixes piglit fbo-3d test (fd.o bug 29135).
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Fixes SCons build.
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There seem to be a problem with this path and freeglut where
the window wont open if SWRAST_NO_PRESENT is set to true.
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Make sure we always fill in the literal after alu instruction.
Signed-off-by: Jerome Glisse <[email protected]>
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Fixes fdo 29269.
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When
(mask & a) | (~mask & b)
is meant instead of
mask ? a : b
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Also fix up comments, so that the difference between the two passes is
clarified.
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Several routines directly analyze the grf-to-mrf moves from the Gen
binary code. When it is possible, the mov is removed and the message
register is directly written in the arithmetic instruction
Also redundant mrf-to-grf moves are removed (frequently for example,
when sampling many textures with the same uv)
Code was tested with piglit, warsow and nexuiz on an Ironlake
machine. No regression was found there
Note that the optimizations are *deactivated* on Gen4 and Gen6 since I
did test them properly yet. No reason there are bugs but who knows
The optimizations are currently done in branch free programs *only*.
Considering branches is more complicated and there are actually two
paths: one for branch free programs and one for programs with branches
Also some other optimizations should be done during the emission
itself but considering that some code is shader between vertex shaders
(AOS) and pixel shaders (SOA) and that we may have branches or not, it
is pretty hard to both factorize the code and have one good set of
strategies
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