| Commit message (Collapse) | Author | Age | Files | Lines |
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Add UTIL_FORMAT_LAYOUT_ETC to util_format_is_compressed. It was missing.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Don't check if there's sampler support for stencil if we're not
going to actually blit/copy stencil values. Fixes the case where
we mistakenly said we can't support a blit of depth values from
S8Z24 to X8Z24.
Also, rename the is_stencil variable to dst_has_stencil to improve
readability.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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To set the graph update rate, in seconds. The default update rate
has also been changed to 1/2 second.
Reviewed-by: Marek Olšák <[email protected]>
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The default wrap mode (PIPE_TEX_WRAP_REPEAT) is incompatible with
unnormalized texcoords (at least for softpipe).
v2: use PIPE_TEX_WRAP_CLAMP_TO_EDGE
Reviewed-by: Marek Olšák <[email protected]>
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The ar_ge_as_at variable was just very very confusing since the condition
was actually the other way around (as_at_ge_ar). So change the condition
(and the selects depending on it) to match the variable name.
And also change the chosen major axis in case the coord values are the
same. OpenGL doesn't care one bit which one is chosen in this case but
it looks like dx10 would require z chosen over y, and y chosen over x
(previously did x chosen over y, y chosen over z). Since it's all the
same effort just honor dx10's wishes. (Though actually, for some prefered
orderings, we could save one (or two with derivatives) selects since the
tnewx and tnewz (and the corresponding dmax values) are the same.)
Reviewed-by: Jose Fonseca <[email protected]>
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and add a test for it
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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The former just checks that the given block is valid by checking
the header and footer.
The later sets the memory block's tag. With extra debug code, we
can use that for monitoring/checking particular allocations.
Reviewed-by: José Fonseca <[email protected]>
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To match the FREE() called used later. Fixes things on Windows.
Reviewed-by: Marek Olšák <[email protected]>
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This is trivial now, though need to make sure we pass all the necessary
derivative values (which is 3 each for ddx/ddy not 2).
Passes piglit arb_shader_texture_lod-texgradcube test.
v2: add the forgotten abs() for all incoming derivatives (discovered
by new piglit arb_shader_texture_lod-texgradcube test, though more by
luck as it was failing only for exactly one pixel...).
Reviewed-by: Jose Fonseca <[email protected]>
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This proved to be tricky, the problem is that after selection/mirroring
we cannot calculate reasonable derivatives (if not all pixels in a quad
end up on the same face the derivatives could get "randomly" exceedingly
large).
However, it is actually quite easy to simply calculate the derivatives
before selection/mirroring and then transform them similar to
the cube coordinates (they only need selection/projection, but not
mirroring as we're not interested in the sign bit, of course). While
there is a tiny bit more work to do (need to calculate derivs for 3
coords instead of 2, and additional selects) it also simplifies things
somewhat for the coord selection itself (as we save some broadcast aos
shuffles, and we don't need to calculate the average vector) - hence if
derivatives aren't needed this should actually be faster.
Also, this has the benefit that this will (trivially) work for explicit
derivatives too, which we completely ignored before that (will be in a
separate commit for better trackability).
Note that while the way for getting rho looks very different, it should
result in "nearly" the same values as before (the "nearly" is only because
before the code would choose the face based on an "average" vector and hence
the derivatives calculated according to this face, where now (for implicit
derivatives) the derivatives are projected on the face selected for the
first (top-left) pixel in a quad, so not necessarly the same face).
The transformation done might not quite be state-of-the-art, calculating
length(dx,dy) as max(dx,dy) certainly isn't neither but this stays the
same as before (that is I think a better transform would _somehow_ take
the "derivative major axis" into account so that derivative changes in
the major axis wouldn't get ignored).
Should solve some accuracy problems with cubemaps (can easily be seen with
the cubemap demo when switching wrapping/filtering), though we still don't
do seamless filtering to fix it completely (so not per-sample but per-pixel
is certainly better than per-quad and already sufficient for accurate
results with nearest tex filter).
As for performance, it seems to be a tiny bit faster too (maybe 3% or so
with cubemap demo). Which I'd have expected with nearest/nearest filtering
where this will be less instructions, but the difference seems to actually
be larger with linear/linear_mipmap_linear where it is slightly more
instructions, probably the code appears less serialized allowing better
scheduling (on a sandy bridge cpu). It actually seems to be now at least
as fast as the old path using a conditional when using 128bit vectors too
(that is probably more a result of testing with a newer cpu though), for now
that old path is still there but unused.
No piglit regressions.
Reviewed-by: Jose Fonseca <[email protected]>
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Using a different packing for the single coord case should save a shuffle.
Plus some minor style fixes.
Reviewed-by: Jose Fonseca <[email protected]>
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Should be way faster of course on cpus supporting this (includes AMD
Bulldozer and Jaguar cores, Intel Ivy Bridge and up (except budget models)).
Passes piglit fbo-blending-formats GL_ARB_texture_float -auto on Ivy Bridge.
Reviewed-by: Brian Paul <[email protected]>
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When geometry shaders are present, one needs to be able to create
an empty geometry shader with stream output that needs to be
resolved later and attached to the currently bound vertex shader.
Lets add support for it to llvmpipe and draw. draw allows attaching
independent stream output info to any vertex shader and llvmpipe
resolves at draw time which vertex shader the given empty geometry
shader should be linked to.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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we use draw_set_mapped_so_targets nowadays
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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I think this was there before and got accidently
removed during a merge. Same code as for the GS
context, which is also using an enum instead of
hardcoded numbers.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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It's quite helpful during the rendering when we know
exactly the count of the vertices available in the
buffer.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We were largely ignoring primitive id.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We do support so with multiple primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We were flushing with incorrect number of primitives. TGSI exec
can only work with a single primitive at a time. Plus the fetching
with multiple primitives on llvm paths wasn't copying the last
element.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Instead of void pointers use a base interface.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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The functions are prototyped in u_transfer.h and are related to the
other functions in u_transfer.c.
The next patch will re-use the u_resource.c file for new code.
Reviewed-by: Jose Fonseca <[email protected]>
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Also, renamed "pixels-rendered" to "samples-passed" because the
occlusion counter increments even if colour and depth writes are
disabled, or (on some implementations) for killed fragments that
passed the depth test when PS early_fragment_tests is set.
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Conceptually the same as previously done in float_to_half.
Should cut down number of instructions from 14 to 10 or so, but
will promote some NaNs to Infs, so it's disabled.
It gets a bit tricky though handling all the cases correctly...
Passes basic tests either way (though there are no tests testing special
cases, but some manual tests injecting them seemed promising).
v2: style and comment fixes suggested by Jose
Reviewed-by: Jose Fonseca <[email protected]>
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This replaces the existing float-to-half implementation.
There are definitely a couple of differences - the old implementation
had unspecified(?) rounding behavior, and could at least in theory
construct Inf values out of NaNs. NaNs and Infs should now always be
properly propagated, and rounding behavior is now towards zero
(note this means too large but non-Infinity values get propagated to max
representable value, not Infinity).
The implementation will definitely not match util code, however (which
does nearest rounding, which also means too large values will get
propagated to Infinity).
Also fix a bogus round mask probably leading to rounding bugs...
v2: fix a logic bug in handling infs/nans.
Reviewed-by: Jose Fonseca <[email protected]>
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This allows using L8 and R8 for the font if I8 isn't supported.
Tested-by: Brian Paul <[email protected]>
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The VMware svga driver is picky about making sure the VBO is unmapped
before drawing.
Reviewed-by: Marek Olšák <[email protected]>
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Introduced by 5f41e08cf39d585d600aa506cdcd2f5380c60ddd,
just a silly typo.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=62921.
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Signed-off-by: Adam Jackson <[email protected]>
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Similar enough that we can try to use shared code.
v2: fix a stupid bug using wrong variable causing mayhem with Inf and NaNs.
Reviewed-by: Jose Fonseca <[email protected]
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62883
Tested-by: Vinson Lee <[email protected]>
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We weren't correctly propagating the samplers and sampler views
when they were related to geometry shaders.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We were allocating the output buffer but using the input
primitives. We need to allocate that buffer using the
maximum number of output, not input, primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Required by more modern examples. Like BRK but with a condition.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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TGSI semantics currently require an implicit endprim at the end
of GS if an ending primitive hasn't been emitted.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This commits implements code generation of the geometry shaders in
the SOA paths. All the code is there but bugs are likely present.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Allows executing gs on up to 4 primitives at a time. Will also be
required by the llvm code because there we definitely don't want
to flush with just a single primitive.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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To be able to add llvm paths later on we need to have some common
interface for them.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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The member was never used and we'll need to handle it differently
because gs will also need samplers/textures setup.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
v2: lots of cosmetic changes
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The pipe query interface is reused. The list of available queries can be
obtained using pipe_screen::get_driver_query_info.
Reviewed-by: Brian Paul <[email protected]>
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"Conditional jump or move depends on uninitialised value(s)"
Reviewed-by: Brian Paul <[email protected]>
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Postprocessing is an internal meta op and should restore the states
it changes.
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Reviewed-by: Jose Fonseca <[email protected]>
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This is really not generic conversion stuff and the code very particular to
these formats.
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