| Commit message (Collapse) | Author | Age | Files | Lines |
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This is a bit overkill, but otherwise we need to rename subsequent uses, which is a future TODO.
Reported by CME.
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Consider the following code:
MOV A.x, B.x
MOV B.x, C.x
After the first line, cur_value[A][0] == B, indicating that A.x's
current value came from register B.
When processing the second line, we update cur_value[B][0] to C.
However, for drect copies, we fail to reset cur_value[A][0] to NULL.
This is necessary because the value of A is no longer the value of B.
Fixes Counter-Strike: Source in Wine (where the menu rendered completely
black in DX9 mode), completely white textures in Civilization V, and the
new Piglit test glsl-vs-copy-propagation-1.shader_test.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42032
Tested-by: Matt Turner <[email protected]>
Tested-by: Christopher James Halse Rogers <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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In this code, 'i' loops over the number of virtual GRFs, while 'j' loops
over the number of vector components (0 <= j <= 3).
It can't possibly be correct to see if bit 'i' is set in the destination
writemask, as it will have values much larger than 3. Clearly this is
supposed to be 'j'.
Found by inspection.
Tested-by: Matt Turner <[email protected]>
Tested-by: Christopher James Halse Rogers <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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In Android IceCreamSandwich, SurfaceFlinger requires GL_OES_image_external
for basic compositing tasks. Without the extension, SurfaceFlinger fails
to start.
Despite the incompleteness of the extension's implementation introduced by
this patch, it is good enough to enable SurfaceFlinger and to unblock the
people who need to begin testing Mesa on IceCreamSandwich.
To enable the extension, set the environment variable
MESA_EXTENSION_OVERRIDE="+GL_OES_EGL_image_external". Ideally, Android
should set this in init.rc.
WARNING: This implementation of GL_OES_EGL_image_external is not complete.
Some of it is even incorrect. When we begin to really implement
GL_OES_EGL_image_external, much of the patch will need reverting.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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If the meta flag MESA_META_TEXTURE is present, then disable the texture
target GL_TEXTURE_EXTERNAL_OES.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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just noticed this in passing, not sure it actually fixes any issus.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Now the gl_array_object's layout matches the one used in
recalculate_input_bindings. Make use of this and remove the
bind_array_obj function.
Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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This is a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=43861.
Actually the issue which makes -pedantic failing should be solved.
Reviewed-by: Michel Dänzer <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Just in case we ran out of memory when trying to allocate the texture
memory.
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This fixes a regression seen with the isosurf demo when switching between
glBegin/End and glDrawArrays (do it several times). The problem was the
driver wasn't getting _NEW_ARRAY when the arrays were subtly changed:
(vertex3f, normal3f) vs. (normal3f, vertex3f).
This patch fixes that by signaling _NEW_ARRAY whenever we transition
between glBegin/End and glDrawArrays mode and display lists.
The patch also fixes up the initialization of the map_vp_none[] array
to stop putting strange values in the last five elements of the array.
v2: remove DRAW_ELEMENTS, don't distinguish between glDrawArrays and
glDrawElements
v3: add DRAW_DISPLAY_LIST for the display list case, just to be safe.
Reviewed-by: Mathias Froehlich <[email protected]>
Tested-by: Mathias Froehlich <[email protected]>
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Remove gl_light::_dli and gl_light::_sli.
Both are only used for a value previously used in
color indexed rendering. Also both variables are only used
and never written.
Signed-off-by: Mathias Froehlich <[email protected]>
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Signed-off-by: Mathias Froehlich <[email protected]>
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Submit all bitstreams at once to decode_bitstream.
Signed-off-by: Christian König <[email protected]>
Signed-off-by: Maarten Lankhorst <[email protected]>
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Here is the final patch to enable dynamic eu instruction store size:
increase the brw eu instruction store size dynamically instead of just
allocating it statically with a constant limit. This would fix something
that 'GL_MAX_PROGRAM_INSTRUCTIONS_ARB was 16384 while the driver would
limit it to 10000'.
v2: comments from ken, do not hardcode the eu limit to (1024 * 1024)
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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A single next_insn may change the base address of instruction store
memory(p->store), so call it first before referencing the instruction
store pointer from an index.
This the final prepare work to enable the dynamic store size.
v2: comments from Ken, define emit_endif as bool type
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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If dynamic instruction store size is enabled, while after the brw_JMPI()
and before the brw_land_fwd_jump() function, the eu instruction store
base address(p->store) may change. Thus, the safe way to reference the
jmp instruction is by index instead of by the instruction address.
v2: comments from Eric, don't change the prototype of brw_JMPI
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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If dynamic instruction store size is enabled, while after
the brw_IF/ELSE() and before the brw_ENDIF() function, the
eu instruction store base address(p->store) may change.
Thus let if_stack just store the instruction index. This is
somehow more flexible and safe than store the instruction
memory address.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It's the same as PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS.
Reviewed-by: Brian Paul <[email protected]>
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From ARB_transform_feedback2:
... the vertex count used for the rendering operation is
set by the previous EndTransformFeedback command.
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The GPU never uses them for write.
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This partially reverts commit 363ff844753c46ac9c13866627e096b091ea81f8.
It caused severe performance drops in Nexuiz. Reported by Phoronix.
Tested by me on r300g and by IRC people on r600g.
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When updating SOL indices, we were accidentally putting the starting
index in dword 1 and the SVBI number to increment in dword 2--these
should be reversed. Usually both of these values are zero, so we
didn't see any problem. However, if a transform feedback operation
spans multiple batch buffers, the starting index will be nonzero.
Fixes piglit test "EXT_transform_feedback/intervening-read output".
Reviewed-by: Kenneth Graunke <[email protected]>
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When rendering triangle strips, vertices come down the pipeline in the
order specified, even though this causes alternate triangles to have
reversed winding order. For example, if the vertices are ABCDE, then
the GS is invoked on triangles ABC, BCD, and CDE, even though this
means that triangle BCD is in the reverse of the normal winding order.
The hardware automatically flags the triangles with reversed winding
order as _3DPRIM_TRISTRIP_REVERSE, so that face culling and two-sided
coloring can be adjusted to account for the reversed order.
In order to ensure that winding order is correct when streaming
vertices out to a transform feedback buffer, we need to alter the
ordering of BCD to BDC when the first provoking vertex convention is
in use, and to CBD when the last provoking vertex convention is in
use.
To do this, we precompute an array of indices indicating where each
vertex will be placed in the transform feedback buffer; normally this
is SVBI[0] + (0, 1, 2), indicating that vertex order should be
preserved. When the primitive type is _3DPRIM_TRISTRIP_REVERSE, we
change this order to either SVBI[0] + (0, 2, 1) or SVBI[0] + (1, 0,
2), depending on the provoking vertex convention.
Fixes piglit tests "EXT_transform_feedback/tessellation
triangle_strip" on Gen6.
Reviewed-by: Kenneth Graunke <[email protected]>
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The code for storing 1D, 2D and 3D tex images (whole or sub-images) was
all pretty similar. This consolidates those six paths.
v2: rework switch statement to catch unexpected targets
Reviewed-by: José Fonseca <[email protected]>
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For 1D arrays, map each slice separately. Note that this was handled
correctly in _mesa_store_teximage2d() but not here.
Reviewed-by: José Fonseca <[email protected]>
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This gets rid of another renderbuffer->PutRow() call and _DepthBuffer
usage. We always work with 32-bit uint Z values now.
Reviewed-by: Eric Anholt <[email protected]>
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The only consequence is we can only use the occlusion_zless_16_triangle()
function with MESA_FORMAT_Z16.
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No longer used anywhere.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Use Map/UnmapRenderbuffer() for the special, optimized cases we care about.
Note that we're dropping some seldom-used cases in the new fast-path
code: as CI->RGB conversion and zooming.
Reviewed-by: Eric Anholt <[email protected]>
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We don't want to call these functions where we'll be using
Map/UnmapRenderbuffer(). So push them further down in the drawpixels
cases so that we can switch over to Map/UnmapRenderbuffer() step by step.
Reviewed-by: Eric Anholt <[email protected]>
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Stop using deprecated renderbuffer PutRow() function. Note that we
aren't using Map/UnmapRenderbuffer() yet because this call is inside
a swrast_render_start/finish() pair.
v2: use _mesa_pack_uint_24_8_depth_stencil_row(), per Eric.
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Hopefully glCopyPixels(GL_DEPTH_STENCIL) will be handled by the
fast copy function. Otherwise, just do the copy with separate
depth + stencil copies. That's effectively what the removed code
did anyway.
Reviewed-by: Eric Anholt <[email protected]>
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The functions that read depth/stencil values understand all (packed)
depth/stencil buffer formats now so there's no reason to use the
wrappers.
Also, improve the format checks in fast_copy_pixels() to catch mismatched
depth/stencil cases.
v2: fix the test for combined depth+stencil buffers, per Eric.
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Stop using the deprecated renderbuffer Get/Put Row/Values functions.
Consolidate code paths, etc. The file is nearly half the size it used
to be!
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Use format pack/unpack functions instead of deprecated renderbuffer
GetRow/PutRow functions.
v2: use get_stencil_address(), s/destVals/newVals/
Reviewed-by: Eric Anholt <[email protected]>
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