| Commit message (Collapse) | Author | Age | Files | Lines |
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We need this later to fixup fragment programs properly.
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Marek: this fixes a firefox crash and maybe even:
https://bugs.freedesktop.org/show_bug.cgi?id=45943
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Fixes a regression from commit 660ed923ded3552e023ef8c3dd9f92e6792f1bd2.
The basic idea is to look at the format of the dest renderbuffer and
choose either GLubyte or GLfloat for colors. The previous code used
_mesa_format_to_type_and_comps() which could return a bunch types other
than ubyte/float.
Determine the datatype at renderbuffer mapping time to avoid frequent
calls to the format query functions.
NOTE: This is a candidate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45578
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45577
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Comparing an unsigned to < 0 is pointless.
Signed-off-by: Dave Airlie <[email protected]>
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no idea where these came from, drop them.
Signed-off-by: Dave Airlie <[email protected]>
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Just to be safe.
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And reset the dest pointer to NULL after it.
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Fixes:
https://bugs.freedesktop.org/show_bug.cgi?id=45907
Signed-off-by: Alex Deucher <[email protected]>
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Fix build with llvm-3.1svn.
llvm-3.1svn r149918 changed BufferMemoryObject::getExtent and
BufferMemoryObject::readByte from const member functions to non-const
member functions in include/llvm/Support/MemoryObject.h.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Ironlake appears to check our pointer against the General State Base
Address upper bound, rather than ignoring the zero bound as it ought.
Unfortunately, since we leave GSBA set to zero, there is no logical
upper bound. Set it to the maximum possible value, which should work
since our virtual addresses only go up to 2GB.
+94 piglits.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=28924
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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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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