| Commit message (Collapse) | Author | Age | Files | Lines |
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Everything works except for blitting MSAA colorbuffers, which isn't
so trivial on Cayman. It's a rarely-used feature anyway.
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The color resolve on r6xx needs PT_RECTLIST. Using conventional primitive
types (triangles and quads) produces an ugly line between two diagonally
opposite corners. I guess a rectangular point sprite would work too.
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Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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This adds the FMASK and CMASK buffers. They share the same resource
with color data.
COMPRESSION and FAST_CLEAR are always enabled if both FMASK and CMASK are
allocated. We initialize the CMASK to a "compressed" state (not "fast cleared"),
so that we can keep FAST_CLEAR enabled all the time.
Both FMASK and CMASK must be present at the moment. If either one is missing,
the other one is not used.
v2: add cayman regs in the list
Reviewed-by: Jerome Glisse <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
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draw->samplers(_views) now has PIPE_SHADER_TYPES elements, instead of
PIPE_MAX_SAMPLERS as before.
Also, shader_stage must be less than PIPE_SHADER_TYPES to prevent buffer
overflow.
Trivial.
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PIPE_MAX_SAMPLERS, PIPE_MAX_VERTEX_SAMPLERS and PIPE_MAX_GEOMETRY_SAMPLERS
were all defined to the same value (16).
In various places we're creating arrays such as
sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS] so we were assuming
the same number of max samplers for all shader stages anyway.
Of course, drivers are still free to advertise different numbers of max
samplers for different shaders.
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So that we can handle GS state and other types of shaders in the future.
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To better organize things a bit.
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To prepare for geometry shader texture support in the draw module.
Note: we still only handle the vertex shader case.
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and integer textures, which are resolved the same as depth, I think.
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It can blit only one sample at a time (it should be called in a loop).
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The only allowed instructions are TXQ_LZ and TXF.
TXQ_LZ is like TXQ, but without the LOD parameter (which is always zero
with MSAA textures)
The 3rd or the 4th texcoord component in TXF should contain the sample index
for a 2D_MSAA or 2D_ARRAY_MSAA texture, respectively.
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The problem was that the string matching succeeded e.g. for "2D" when there
was actually "2D_MSAA" and then failed parsing "_MSAA".
To prevent similar failures in the future, let's fix this kind of error
everywhere.
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We use it to decide whether we can use resource_copy_region.
NOTE: This is a candidate for the 8.0 branch.
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Fixes WebGL conformance/uniforms/uniform-default-values.html crash.
We need to check for the null view pointer before accessing view->texture.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=53317
Note: This is a candidate for the 8.0 branch.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Fixes same on both sides defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Fixes uninitialized scalar field defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: add comments
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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The sample mask affects single-sampled rendering too (it's orthogonal
to the color mask).
Reviewed-by: Brian Paul <[email protected]>
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Fixes uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes dereference before null check defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Merge the vertex/fragment versions of the cso_set/save/restore_samplers()
functions. Now we pass the shader stage (PIPE_SHADER_x) to the function
to indicate vertex/fragment/geometry samplers. For example:
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler);
This results in quite a bit of code reduction, fewer CSO functions and
support for geometry shaders.
Reviewed-by: Marek Olšák <[email protected]>
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This patch fixes this build failure with Intel Compiler.
src/gallium/auxiliary/util/u_format_tests.c(903): error: floating-point operation result is out of range
{PIPE_FORMAT_R16_FLOAT, PACKED_1x16(0xffff), PACKED_1x16(0x7c01), UNPACKED_1x1( NAN, 0.0, 0.0, 1.0)},
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Mesa misses a few checks when compiling on a uclibc system
which cause it to fall back on glibc-ism. This patch
addresses those issues.
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Anthony G. Basile <[email protected]>
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Testing shows that the standard JIT engine retrofited with AVX support is quite
stable and as capable to handle AVX instructions as MC-JIT is.
And the old JIT is much more memory efficient, as we don't need to
allocate one engine instance per shader, as we do for MC-JIT due to its
incompleteness.
Reviewed-by: Roland Scheidegger <[email protected]>
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When X is running it is neccesary for pipe_loader to authenticate with
DRM, in order to be able to use the device.
This makes it possible to run OpenCL programs while X is running.
v2:
- Fix C++ style comments
- Drop Xlib-xcb dependency
- Close the X connection when done
- Split auth code into separate function
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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