| Commit message (Collapse) | Author | Age | Files | Lines |
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reimplement the flush stage added for r300 to allow a custom DSA stage
to be used in the pipeline, this allows for r600 hw DB->CB flushes.
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As introduced with commit d21301675c249602e19310d5b62fad424f2f2ac2
NOTE: This is a candidate for the 7.9 branch.
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Unfortunately this can cause segfault with LLVM 2.6, if x is a constant.
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The old code didn't really make sense. We only need to compare the
X channel of the texture (depth) against the texcoord.
For (bi)linear sampling we should move the calls to this function
and compute the final result as (s1+s2+s3+s4) * 0.25. Someday.
This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
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As it was, we weren't obeying the draw->pipeline.point_sprite state.
Fixes point sprites in llvmpipe driver.
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Implement the pipe_rasterizer_state::sprite_coord_enable field
in the draw module (and softpipe) according to what's specified
in the documentation.
The draw module can now add any number of extra vertex attributes
to a post-transformed vertex and generate texcoords for those
attributes per sprite_coord_enable. Auto-generated texcoords
for sprites only worked for one texcoord unit before.
The frag shader gl_PointCoord input is now implemented like any
other generic/texcoord attribute.
The draw module now needs to be informed about fragment shaders
since we need to look at the fragment shader's inputs to know
which ones need auto-generated texcoords.
Only softpipe has been updated so far.
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Thanks to José for the more complete list of supported opcodes.
NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
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These can be used by other drivers, like r600g.
Signed-off-by: Dave Airlie <[email protected]>
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Depth-only and stencil-only clears should mask out depth/stencil from the
output, mask out stencil/input from input, and OR or ADD them together.
However, due to a typo they were being ANDed, resulting in zeroing the buffer.
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Fixes glean texture_srgb test.
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Fixes fd.o bug 30245
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Basically, change the loop from:
do {...} while (--num_inputs != 0)
into:
while (num_inputs != 0) { ... --num_inputs; }
Fixes fd.o bug 29987.
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Prevents crashes with bogus data, or bad shader translation.
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We're actually doing a double swizzling:
indirect_reg->Swizzle[indirect_reg->SwizzleX]
instead of simply
indirect_reg->SwizzleX
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The permutation vector must always be a vector of int32 values.
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...and all texture targets (1D/2D/3D/CUBE).
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The shadow versions of the texture targets use an extra component
(Z) to express distance from light source to the fragment.
Fixes the shadowtex demo with llvmpipe.
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Changes in v3:
- Also change trace, which I forgot about
Changes in v2:
- No longer adds tessellation shaders
Currently each shader cap has FS and VS versions.
However, we want a version of them for geometry, tessellation control,
and tessellation evaluation shaders, and want to be able to easily
query a given cap type for a given shader stage.
Since having 5 duplicates of each shader cap is unmanageable, add
a new get_shader_param function that takes both a shader cap from a
new enum and a shader stage.
Drivers with non-unified shaders will first switch on the shader
and, within each case, switch on the cap.
Drivers with unified shaders instead first check whether the shader
is supported, and then switch on the cap.
MAX_CONST_BUFFERS is now per-stage.
The geometry shader cap is removed in favor of checking whether the
limit of geometry shader instructions is greater than 0, which is also
used for tessellation shaders.
WARNING: all drivers changed and compiled but only nvfx tested
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If the buffer we are attempting to map is referenced by the unsubmitted
command stream for this context, we need to flush the command stream,
however to do that we need to be able to access the context at the lowest
level map function, currently we set the buffer in the toplevel map, but this
racy between context. (we probably have a lot more issues than that.)
I'll look into a proper solution as suggested by jrfonseca when I get some time.
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This is erroneously throwing non plain formats out of the faster
AoS sampling path.
Doing 8bit interpolation for single channels such as L8 should be no
worse than with floating point. But this may need more investigation.
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Or any ordering.
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Essentially a variation of the SoA version.
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Useful to pass these around.
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More accurate description of this function purpose.
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These are the non-trivial conversions that this function recognizes,
which was produced by u_format_compatible_test.c:
b8g8r8a8_unorm -> b8g8r8x8_unorm
a8r8g8b8_unorm -> x8r8g8b8_unorm
b5g5r5a1_unorm -> b5g5r5x1_unorm
b4g4r4a4_unorm -> b4g4r4x4_unorm
l8_unorm -> r8_unorm
i8_unorm -> l8_unorm
i8_unorm -> a8_unorm
i8_unorm -> r8_unorm
l16_unorm -> r16_unorm
z24_unorm_s8_uscaled -> z24x8_unorm
s8_uscaled_z24_unorm -> x8z24_unorm
r8g8b8a8_unorm -> r8g8b8x8_unorm
a8b8g8r8_srgb -> x8b8g8r8_srgb
b8g8r8a8_srgb -> b8g8r8x8_srgb
a8r8g8b8_srgb -> x8r8g8b8_srgb
a8b8g8r8_unorm -> x8b8g8r8_unorm
r10g10b10a2_uscaled -> r10g10b10x2_uscaled
r10sg10sb10sa2u_norm -> r10g10b10x2_snorm
State trackers and pipe drivers should be updated to take advantage of
this knowledge, e.g., in surface_copy.
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