| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
and add a test for it
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GCC 4.8 now warns about typedefs that are local to a scope and not
used anywhere within that scope. This produced spurious warnings with
the STATIC_ASSERT() macro (which used a typedef to provoke a compile
error in the event of an assertion failure).
This patch switches to a simpler technique that avoids the warning.
v2: Avoid GCC-specific syntax. Also update p_compiler.h.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Erik Faye-Lund <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
v2: fix a few minor issues spotted by Jose.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The former just checks that the given block is valid by checking
the header and footer.
The later sets the memory block's tag. With extra debug code, we
can use that for monitoring/checking particular allocations.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
| |
To match the FREE() called used later. Fixes things on Windows.
Reviewed-by: Marek Olšák <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is trivial now, though need to make sure we pass all the necessary
derivative values (which is 3 each for ddx/ddy not 2).
Passes piglit arb_shader_texture_lod-texgradcube test.
v2: add the forgotten abs() for all incoming derivatives (discovered
by new piglit arb_shader_texture_lod-texgradcube test, though more by
luck as it was failing only for exactly one pixel...).
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This proved to be tricky, the problem is that after selection/mirroring
we cannot calculate reasonable derivatives (if not all pixels in a quad
end up on the same face the derivatives could get "randomly" exceedingly
large).
However, it is actually quite easy to simply calculate the derivatives
before selection/mirroring and then transform them similar to
the cube coordinates (they only need selection/projection, but not
mirroring as we're not interested in the sign bit, of course). While
there is a tiny bit more work to do (need to calculate derivs for 3
coords instead of 2, and additional selects) it also simplifies things
somewhat for the coord selection itself (as we save some broadcast aos
shuffles, and we don't need to calculate the average vector) - hence if
derivatives aren't needed this should actually be faster.
Also, this has the benefit that this will (trivially) work for explicit
derivatives too, which we completely ignored before that (will be in a
separate commit for better trackability).
Note that while the way for getting rho looks very different, it should
result in "nearly" the same values as before (the "nearly" is only because
before the code would choose the face based on an "average" vector and hence
the derivatives calculated according to this face, where now (for implicit
derivatives) the derivatives are projected on the face selected for the
first (top-left) pixel in a quad, so not necessarly the same face).
The transformation done might not quite be state-of-the-art, calculating
length(dx,dy) as max(dx,dy) certainly isn't neither but this stays the
same as before (that is I think a better transform would _somehow_ take
the "derivative major axis" into account so that derivative changes in
the major axis wouldn't get ignored).
Should solve some accuracy problems with cubemaps (can easily be seen with
the cubemap demo when switching wrapping/filtering), though we still don't
do seamless filtering to fix it completely (so not per-sample but per-pixel
is certainly better than per-quad and already sufficient for accurate
results with nearest tex filter).
As for performance, it seems to be a tiny bit faster too (maybe 3% or so
with cubemap demo). Which I'd have expected with nearest/nearest filtering
where this will be less instructions, but the difference seems to actually
be larger with linear/linear_mipmap_linear where it is slightly more
instructions, probably the code appears less serialized allowing better
scheduling (on a sandy bridge cpu). It actually seems to be now at least
as fast as the old path using a conditional when using 128bit vectors too
(that is probably more a result of testing with a newer cpu though), for now
that old path is still there but unused.
No piglit regressions.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
Using a different packing for the single coord case should save a shuffle.
Plus some minor style fixes.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
Should be way faster of course on cpus supporting this (includes AMD
Bulldozer and Jaguar cores, Intel Ivy Bridge and up (except budget models)).
Passes piglit fbo-blending-formats GL_ARB_texture_float -auto on Ivy Bridge.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When geometry shaders are present, one needs to be able to create
an empty geometry shader with stream output that needs to be
resolved later and attached to the currently bound vertex shader.
Lets add support for it to llvmpipe and draw. draw allows attaching
independent stream output info to any vertex shader and llvmpipe
resolves at draw time which vertex shader the given empty geometry
shader should be linked to.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We need to reset the internal state of the so buffers or we'll
keep appending even though we're not supposed to.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
we use draw_set_mapped_so_targets nowadays
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
I think this was there before and got accidently
removed during a merge. Same code as for the GS
context, which is also using an enum instead of
hardcoded numbers.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
It's quite helpful during the rendering when we know
exactly the count of the vertices available in the
buffer.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
We were largely ignoring primitive id.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
We do support so with multiple primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We were flushing with incorrect number of primitives. TGSI exec
can only work with a single primitive at a time. Plus the fetching
with multiple primitives on llvm paths wasn't copying the last
element.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
Instead of void pointers use a base interface.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
To track the amount of memory used by all pipe_resources (textures
and buffers).
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The functions are prototyped in u_transfer.h and are related to the
other functions in u_transfer.c.
The next patch will re-use the u_resource.c file for new code.
Reviewed-by: Jose Fonseca <[email protected]>
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Ported from r600g commit:
8891b2f9c91b2f6c8625184c23a10b8e55875dc0
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
|
|
|
|
|
|
|
| |
The fallbacks count is the number of drawing calls that use a "draw"
module fallback, such as polygon stipple.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
| |
This is in preparation for adding new query types for the HUD.
Reviewed-by: Jose Fonseca <[email protected]>
|
| |
|
| |
|
| |
|
|
|
|
| |
Mesa now allows BlitFramebuffer resolve between RGBA and BGRA.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
We send position.z == 0, DEPTH_RANGE may be some arbitrary range
not including 0 (for exmaple in piglit's hiz tests).
|
|
|
|
|
|
|
| |
NOTE: Changed the semantic index for the drawtex coordinate to
be the texture unit index instead of always 0.
Not sure if this is correct but since the value seems to depend
on the unit it would make sense to use different varying slots.
|
| |
|
|
|
|
| |
It's actually the same as P2MF.
|
| |
|
| |
|
| |
|
|
|
|
| |
Single-sample color compression doesn't seem that useful anyway.
|
|
|
|
| |
It was the same as SO_STATISTICS[1] before.
|
|
|
|
|
|
| |
This still isn't optimal, since the fence will signal a bit late,
but better than checking on the bo, which may never be ready if it
is shared (which is likely).
|
|
|
|
|
|
|
| |
Also, renamed "pixels-rendered" to "samples-passed" because the
occlusion counter increments even if colour and depth writes are
disabled, or (on some implementations) for killed fragments that
passed the depth test when PS early_fragment_tests is set.
|