| Commit message (Collapse) | Author | Age | Files | Lines |
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NOTE: This is a candidate for the 7.11 branch.
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The interface was changed in 73df31eedd0f33c8a9907855cb247c8f87964c48.
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Thanks to José for pointing out.
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Add drm_fd_get_pci_id to get the PCI ID. Fix a leak with udev on error.
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It is triggered when --with-driver=xlib is specified.
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Move system libraries (usually .so) out of --start-group / --end-group
pair. Add possiblly missing archives, defines, and shared libraries.
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Blending and maybe even alpha-test don't work with those formats.
Only supporting RGBA, BGRA, RGBX, BGRX.
NOTE: This is a candidate for the 7.10 and 7.11 branches.
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This reverts commit c0c0bb6cb140825f5bab3c40c0c9c0ec575fbc76.
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EGL_MATCH_NATIVE_PIXMAP is valid for eglChooseConfig, but invalid for
eglGetConfigAttrib.
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And use it for EGL_MATCH_NATIVE_PIXMAP. Remove is_pixmap_supported
meanwhile.
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Add a new helper function, _eglFilterConfigArray, for drivers and hide
_eglSortConfigs.
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It brings in libraries that are not necessarily needed.
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Add copy_to_pixmap method to native_display and use it for
eglCopyBuffers.
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Remove set_event_handler() and pass the event handler with
native_get_XXX_platform(). Add init_screen() so that the pipe screen is
created later. This way we don't need to pass user_data to
create_display().
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This fixes a crash in llvm draw.
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If we happened to allocate a texture result (or other vector) to the
highest hardware register slot, and we were in 16-wide, we would
under-count the registers used and potentially wrap around to g0 if
that allocation crossed a 16-register block boundary. Bad rendering
and hangs ensued.
Tested-by: Ian Romanick <[email protected]>
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Those always return 0, but at least we don't crash when exposing GL 2.0.
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When the fill mode is PIPE_POLYGON_MODE_LINE we were basically
converting the polygon into triangles, then drawing the outline of all
the triangles. But we really only want to draw the lines around the
perimeter of the polygon, not the interior lines.
NOTE: This is a candidate for the 7.10 branch.
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In gen6 and above, clip distances 0-3 are written to message register
3's xyzw components, and 4-7 to message register 4's xyzw components.
Therefore when when writing the clip distances we need to examine the
lower 2 bits of the clip distance index to see which component to
write to.
emit_vertex_write() was examining the lower 3 bits, causing clip
distances 4-7 not to be written correctly.
Fixes piglit test vs-clip-vertex-01.shader_test
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Signed-off-by: Alex Deucher <[email protected]>
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Evergreen+ don't support multi-writes so we need to emulate
it in the shader. Fixes the following piglit tests:
fbo-drawbuffers-fragcolor
ati_draw_buffers-arbfp-no-option
Signed-off-by: Alex Deucher <[email protected]>
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In intel_draw_buffer, there exists a workaround to prevent
_mesa_update_framebuffer from creating a swrast depth wrapper when
using separate stencil. This commit fixes the workaround, which was
incomplete for s8z24 texture renderbuffers.
Fixes fbo-blit-d24s8 on gen5 with separate stencil manually enabled.
Signed-off-by: Chad Versace <[email protected]>
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Since all infrastructure is now in place to support packed
depth/stencil renderbuffers when using separate stencil, there is no
need for special cases when separate stencil is enabled.
Signed-off-by: Chad Versace <[email protected]>
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stencil
Also, in order to coerce intel_update_tex_wrapper_regions() to
allocate the hiz region, alter intel_update_tex_wrapper_regions() to
examine the renderbuffer format instead of the texture image format.
Signed-off-by: Chad Versace <[email protected]>
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... and into new function intel_update_tex_wrapper_regions.
This prevents code duplication in the next commit.
Also add a note explaining that the hiz region is broken for mipmapped
depth textures.
Signed-off-by: Chad Versace <[email protected]>
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... when using separate stencil.
Define function intel_tex_image_x8z24_create_renderbuffers and call it
in intelTexImage after the miptree has been created and filled with data.
Signed-off-by: Chad Versace <[email protected]>
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... because they will be needed by intel_tex_image_s8z24_create_renderbuffers.
Redeclared functions are:
intel_alloc_renderbuffer_storage
intel_renderbuffer_set_draw_offsets
Signed-off-by: Chad Versace <[email protected]>
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Redeclare as non-static because
intel_tex_image_s8z24_create_renderbuffers will use it.
Remove the 'wrapper' parameter, because there is no wrapper for
intel_texture_image.depth_rb and stencil_rb.
Signed-off-by: Chad Versace <[email protected]>
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Signed-off-by: Chad Versace <[email protected]>
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... which copy the stencil bits between intel_image->depth_rb and
intel_image->stencil_rb.
Signed-off-by: Chad Versace <[email protected]>
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Add the fields depth_rb and stencil_rb, and put hooks in place to
release the renderbuffers in intelFreeTextureImageData and
intelTexImage.
Signed-off-by: Chad Versace <[email protected]>
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Otherwise we can end up creating RGBA render targets (which are BGRA on the
hardware), and then we bind them as RGBA textures (which are RGBA on the
hardware). This generates software fallbacks every time we bind the frame as
a texture.
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Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the 7.10 branch.
Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the 7.10 branch.
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Reviewed-by: Brian Paul <[email protected]>
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Commit 1a339b6c71ebab6e1a64f05b2e133022d3bbcd15 caused us to take
a different path through the glCopyTexSubImage() code. The
pipe_get_transfer() call neglected to pass the texture's level, face
and slice info. So we were always transferring from the 0th mipmap
level even when the source renderbuffer was a non-zero mipmap level
in a texture.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=38649
NOTE: This is a candidate for the 7.10 branch.
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=38440
Signed-off-by: Vadim Girlin <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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Once again, assuming the compiler is clever works out so poorly. The
generated code initialized the structure on the stack, then did a
lookup into it. This was a performance regression from
70c6cd39bd9396b0d3f9e84df41fd8bef1f26cc4.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This was sucking up 1% of the CPU on 3DMMES.
Reviewed-by: Ian Romanick <[email protected]>
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It's common in applications just before the advent of
EXT_separate_shader_objects to have multiple linked shaders with the
same VS or FS. While we aren't detecting those at the Mesa level, we
can detect when our compiled output happens to match an existing
compiled program.
This patch was created after noting the incredible amount of compiled
program data generated by Heroes of Newerth. It reduces the program
data in use at the start menu (replayed by apitrace) from 828kb to
632kb, and reduces CACHE_NEW_WM_PROG state flagging by 3/4. It
doesn't impact our rate of hardware state changes yet, because things
depending on CACHE_NEW_WM_PROG also depend on BRW_NEW_FRAGMENT_PROGRAM
which is still being flagged.
Reviewed-by: Ian Romanick <[email protected]>
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