| Commit message (Collapse) | Author | Age | Files | Lines |
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Also includes moving lots of functions from i915_batch.h
into intel_batchbuffer.h
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this change disassociates, at least from the driver perspective,
the surface from buffer. surfaces are technically now views on the
textures so make it so by hiding the buffer in the internals of
textures.
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The chars-per-pixel concept falls apart with compressed and yuv images,
where more than one pixel are coded in a single data block.
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This is step towards tiled textures and buffer support for
i915. But the tiled attribute is never set.
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The cell driver still uses an internal CELL_FLUSH_WAIT flag, in the long run
proper fencing should be implemented for it.
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Bind all the samplers/textures at once rather than piecemeal.
This is easier for drivers to understand.
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allocation
Before, fragment shaders were translated to i915 hw code at bind time, rather
than create time. Now there's an i915_fragment_shader struct with the expected
contents that's created by i915_create_fs_state(). Translation to i915 code
takes place there too.
Immediates are handled correctly now. During program translation we keep
track of which constant buffer slots are free (i.e. not referenced by the
shader). Then the TGSI immediates and ancillary immediates (introduced for
SIN/COS/etc) are put into those free slots.
When it's time to upload the constant buffer, use the fp->constant_flags[]
array to determine if we should grab an immediate from the shader, or a
user-defined parameter from the gallium constant buffer.
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This is in a separate commit to ensure renames are properly preserved.
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