| Commit message (Collapse) | Author | Age | Files | Lines |
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When a shader needs N samplers, we should upload N samplers and not depend on
how many are bound.
Signed-off-by: Chia-I Wu <[email protected]>
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Conditional rendering is not limited to draw_vbo(). Move the support to
ilo_context, and replace ilo_3d_pass_render_condition() by
ilo_skip_rendering().
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Move pipe states in ilo_context to the new ilo_state_vector. The motivation
is that ilo_context consists of several loosely related things. When we need
an ilo_context somewhere, we usually need only one or two of the things in it.
This change makes ilo_state_vector one such thing.
An immediate result is that we no longer need ilo_context in 3D pipelines,
something we have planned for since early days.
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Reviewed-by: Brian Paul <[email protected]>
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All bound layers (from first_layer to last_layer) should be cleared.
This uses a vertex shader which outputs gl_Layer = gl_InstanceID, so each
instance goes to a different layer. By rendering a quad and setting
the instance count to the number of layers, it will trivially clear all
layers.
This requires AMD_vertex_shader_layer (or PIPE_CAP_TGSI_VS_LAYER), which only
radeonsi supports at the moment. r600 could do this too. Standard DX11
hardware will have to use a geometry shader though, which has higher overhead.
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Document why certain states need to be saved, and fix a bug when blitting with
scissor enabled.
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Make pass_render_condition() available for blitter, and check for render
condition in (and only in) clear(), clear_render_target(), and
clear_depth_stencil().
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It enables accelerated resource_copy_region() when blt-based method fails.
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ilo_blitter is just a wrapper for util_blitter for now. We will port BLT code
to ilo_blitter shortly.
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