| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Trivial.
|
|
|
|
| |
Reviewed-by: Charmaine Lee <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
This will be used later to restart barriered execution
threads in compute, for now we just want to change the API.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
For compute support some of the system values are .xyz types,
so move to using a vector instead of a single channel.
[airlied: squash swizzle fix from compute series].
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
Like the image code, but for shader buffers this time.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This adds support for doing load/store/atomic operations on
buffer objects.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
For atomic operations we really need to avoid executing unnecessary shaders, so for some
tests that just draw a single point we only want one vertex to get processed not 4,
this fixes a number of the atomic counters tests.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
This just adds support for passing through images to the
tgsi execution stage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This adds support for load/store/atomic operations on images
along with image tracking support.
v2: add RESQ support. (Ilia)
v2.1: constify interface (Brian)
split get_image_coord_dim (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These don't get used and haven't been in git history from what I can
see, so drop them.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Use NULL tests of the form `if (ptr)' or `if (!ptr)'.
They do not depend on the definition of the symbol NULL.
Further, they provide the opportunity for the accidental
assignment, are clear and succinct.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
This fixes 4 vertexid related piglit tests with llvmpipe due to switching
behavior of vertexid to the one gl expects.
(Won't fix non-llvm draw path since we don't get the basevertex currently.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
1c73e919a4b4dd79166d0633075990056f27fd28 made it possible to not allocate
the tgsi machine if llvm was used. However, draw_get_option_use_llvm() is
not reliable after draw context creation, since drivers can explicitly
request a non-llvm draw context even if draw_get_option_use_llvm() would
return true (and softpipe does just that) which leads to crashes.
Thus use draw->llvm to determine if we're using llvm or not instead (and
make draw->llvm available even if HAVE_LLVM is false so we don't have to put
even more ifdefs).
Cc: "10.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Lets make draw_get_option_use_llvm function available unconditionally
and use it to avoid useless allocations when LLVM paths are active.
TGSI machine is never used when we're using LLVM.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/[email protected]/[email protected]/
s/[email protected]/[email protected]/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\[email protected]/[email protected]/g
s/keithw\[email protected]/[email protected]/g
s/[email protected]/[email protected]/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/[email protected]/[email protected]/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
D3D9 Shader Model 2 restricted the fog register to one component,
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172945.aspx ,
but that restriction no longer exists in Shader Model 3, and several
WHCK tests enforce that.
So this change:
- lifts the single-component restriction TGSI_SEMANTIC_FOG
from Gallium interface
- updates the Mesa state tracker to enforce output fog has (f, 0, 0, 1)
- draw module was updated to leave TGSI_SEMANTIC_FOG output registers
alone
Several gallium drivers that are going out of their way to clear
TGSI_SEMANTIC_FOG components could be simplified in the future.
Thanks to Si Chen and Michal Krol for identifying the problem.
Testing done: piglit fogcoord-*.vpfp tests
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Use a single sampler adapter instead of per-sampler-unit samplers,
and just pass along texture unit and sampler unit in the calls.
The reason is that for dx10-style sample opcodes pre-wired
samplers including all the texture state aren't really feasible (and for
sample_i/sviewinfo we don't even have samplers).
Of course right now softpipe doesn't actually do anything more than
just look up all its pre-wired per-texunit/per-samplerunit sampler as
it did before so this doesn't really achieve much except one more
function call, however this is now all softpipe's fault (fixing that in
a way which doesn't suck is still an unsolved problem).
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
To better organize things a bit.
|
|
|
|
|
|
|
|
| |
This does what we do in the hw drivers, and only export the X.
fixes the fogcoord.dp* tests.
Signed-off-by: Dave Airlie <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
This required changing the system value semantics, so we stored
a system value per vertex, instance id is the only other system
value we currently support, so I span it across the channels.
This passes the 3 vertexid-* piglit tests + lots of instanceid tests.
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This replaces the current code with an implementation compatible with
the new gallium interface. I've left some of the remains of the interface
intact so llvmpipe keeps building correctly, and I'll take a look at fixing
llvmpipe up later.
v2: fixup as per Brian's review
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(some little changes by Marek Olšák)
Squashed commit of the following:
commit 737c0c6b7d591ac0fc969a7590e1691eeef0ce5e
Author: Luca Barbieri <[email protected]>
Date: Fri Aug 27 02:13:57 2010 +0200
draw: disable SSE and PPC paths (use LLVM instead)
These paths don't support vertex clamping, and are anyway
obsoleted by LLVM.
If you want to re-enable them, add vertex clamping and test that it
works with the ARB_color_buffer_float piglit tests.
commit fed3486a7ca0683b403913604a26ee49a3ef48c7
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:27:38 2010 +0200
draw_llvm: respect vertex color clamp
commit ef0efe9f3d1d0f9b40ebab78940491d2154277a9
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:26:43 2010 +0200
draw: respect vertex clamping in interpreter path
|
|\
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
src/gallium/auxiliary/draw/draw_llvm.c
src/gallium/drivers/llvmpipe/lp_state_fs.c
src/glsl/ir_set_program_inouts.cpp
src/mesa/tnl/t_vb_program.c
|
| | |
|
|/ |
|
|
|
|
|
|
| |
Plumb the constant buffer sizes down into the tgsi interpreter where
we can do bounds checking. Optional debug code warns upon out-of-bounds
reading. Plus add a few other assertions in the TGSI interpreter.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
A lot of draw code no longer needs to see this header.
|
|
|
|
|
| |
Centralize the creation, initialization and destruction of this struct.
Use align_malloc instead of home-brew alternatives.
|
| |
|
| |
|
|
|
|
|
|
| |
vertex shaders
This may only be practical for the softpipe driver at this time.
|
|\
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
src/gallium/auxiliary/rtasm/rtasm_execmem.c
src/mesa/shader/slang/slang_emit.c
src/mesa/shader/slang/slang_log.c
src/mesa/state_tracker/st_atom_framebuffer.c
|
| |
| |
| |
| |
| | |
This prevents vertex shaders from referencing invalid memory locations when
the shader is operating on less than four vertices or fragments.
|
| |
| |
| |
| | |
Fixes regressions seen in progs/samples/prim.c, progs/demos/ray.c
|
| | |
|
|/
|
|
|
|
|
| |
tgsi_exec_machine_bind_shader() isn't cheap so avoiding unecessary calls
is a big win.
A similar change should be done for softpipe's fragment exec path but
extra care needs to be taken with the texture sampler state/params.
|
|
|
|
| |
Also, rename p_tile.[ch] to u_tile.[ch]
|
| |
|
| |
|
| |
|
|
|
|
| |
The caller can then free the token array immediately.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
This will at least allow us to make the initial gains to get decent
vertex performance much more quickly & with higher confidence of getting
it right.
At some later point can look again at code-generating all the
fetch/cliptest/viewport extras in the same block as the vertex shader.
For now, just need to get some decent baseline performance.
|
| |
|