| Commit message (Collapse) | Author | Age | Files | Lines |
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Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
of points for Direct3D but ended up breaking the rasterization of OpenGL
non-sprite points, in particular conform's pntrast.c test.
The only way to get both working is to properly honour
pipe_rasterizer::point_quad_rasterization, and follow the weird OpenGL
rule when it is false.
Reviewed-by: Roland Scheidegger <[email protected]>
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The adjustment needs to be applied to the y coordinates and not the x
coordinates, just like the equivalent code for lines and triangles in
lp_setup_line.c and lp_setup_tri.c.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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boxes.
This was inadvertently forgotten when replacing gl_rasterization_rules
with lower_left_origin and half_pixel_center (commit
2737abb44efebfa10ac84b183c20fc5818d1514e).
This makes a difference when lower_left_origin != half_pixel_center, e.g,
D3D10.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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We don't support MSAA (ie, number of samples is always one) therefore
sample_mask boils down to a synonym of the rasterizer_discard flag.
Also, this change makes setup actually use the value received in
lp_setup_set_rasterizer_discard instead of reaching out to llvmpipe
upper layers to re-fetch it.
Based on Si Chen's draft.
With this patch `wgf11multisample Coverage passes 100%` on the UMD
D3D10 state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Si Chen <[email protected]>
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Implement Alpha to Coverage by discarding a fragment alpha component is
less than 0.5. This is a joint work of Jose and Si.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This fixes another case of faulting when freeing a pipe_sampler_view
that belongs to a previously destroyed context.
Cc: "10.0" <[email protected]>
Signed-off-by: Jonathan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Didn't really work as well as hoped (in particular it was not generally
more accurate), will solve this differently.
Reviewed-by: Jose Fonseca <[email protected]>
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This code was always problematic, and with 64bit rasterization we no longer
need it at all.
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patches add MESA_copy_sub_buffer support to the dri sw loader and
then to gallium state tracker, llvmpipe, softpipe and other bits.
It reuses the dri1 driver extension interface, and it updates the swrast
loader interface for a new putimage which can take a stride.
I've tested this with gnome-shell with a cogl hacked to reenable sub copies
for llvmpipe and the one piglit test.
I could probably split this patch up as well.
v2: pass a pipe_box, to reduce the entrypoints, as per Jose's review,
add to p_screen doc comments.
v3: finish off winsys interfaces, add swrast classic support as well.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
swrast: add support for copy_sub_buffer
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With this patch llvmpipe will adhere to the ARB_depth_clamp enabled state when
clamping the fragment's zw value. To support this, the variant key now includes
the depth_clamp state. key->depth_clamp is derived from pipe_rasterizer_state's
(depth_clip == 0), thus depth clamp is only enabled when depth clip is disabled.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Disabled by default, but it's very useful when needed.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The fact that we flush denorms to zero breaks our half-float
conversion and blending. This patches enables denorms for
blending. It's a little tricky due to the llvm bug that makes
it incorrectly reorder the mxcsr intrinsics:
http://llvm.org/bugs/show_bug.cgi?id=6393
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Zack Rusin <[email protected]>
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With this patch, generate_fs_loop will clamp any fragment shader depth writes
to the viewport's min and max depth values. Viewport selection is determined
by the geometry shader output for the viewport array index. If no index is
specified, then the default viewport index is zero. Semantics for this path
can be found in draw_clamp_viewport_idx and lp_clamp_viewport_idx.
lp_jit_viewport was created to store viewport information visible to JIT code,
and is validated when the LP_NEW_VIEWPORT dirty flag is set.
lp_rast_shader_inputs is responsible for passing the viewport_index through
the rasterizer stage to fragment stage (via lp_jit_thread_data).
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Ever since introducing separate sampler and sampler view max this was really
missing.
Every driver but llvmpipe reports the same number as number of samplers for
now, so nothing should break.
Reviewed-by: Jose Fonseca <[email protected]>
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8 bit precision is required by d3d10 but unfortunately
requires 64 bit rasterizer. This commit implements
64 bit rasterization with full support for 8bit subpixel
precision. It's a combination of all individual commits
from the llvmpipe-rast-64 branch.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It looks like there's some bugs in it...
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Some rounding errors could crop up when calculating a0. Use a more accurate
method (barycentric interpolation essentially) to fix this, though to fix
the REAL problem (which is that our interpolation will give very bad results
with small triangles far away from the origin when they have steep gradients)
this does absolutely nothing (actually makes it worse). (To fix the real
problem, either would need to use a vertex corner (or some other point inside
the tri) as starting point value instead of fb origin and pass that down to
interpolation, or mimic what hw does, use barycentric interpolation (using
the coordinates extracted from the rasterizer edge functions) - maybe another
time.)
Some (silly) tests though really want a high accuracy at fb origin and don't
care much about anything else (Just. Don't. Ask.).
Reviewed-by: Jose Fonseca <[email protected]>
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* minimise flags duplication
* distingush between VISIBILITY C and CXX flags
* set only required flags - C and/or CXX
v2: add LLVM_CFLAGS back to AM_CFLAGS (add missing backslash)
Signed-off-by: Emil Velikov <[email protected]>
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Oops... Should have done some more testing.
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Should fix polygon offset crashes...
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In particular get rid of home-grown vector helpers which didn't add much.
And while here fix formatting a bit. No functional change.
Reviewed-by: Jose Fonseca <[email protected]>
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d3d10 requires us to convert NaNs to zero for any float->int conversion.
We don't really do that but mostly seems to work. In particular I suspect the
very common float->unorm8 path only really passes because it relies on sse2
pack intrinsics which just happen to work by luck for NaNs (float->int
conversion in hw gives integer indeterminate value, which just happens to be
-0x80000000 hence gets converted to zero in the end after pack intrinsics).
However, float->srgb didn't get so lucky, because we need to clamp before
blending and clamping resulted in NaN behavior being undefined (and actually
got converted to 1.0 by clamping with sse2). Fix this by using a zero/one clamp
with defined nan behavior as we can handle the NaN for free this way.
I suspect there's more bugs lurking in this area (e.g. converting floats to
snorm) as we don't really use defined NaN behavior everywhere but this seems
to be good enough.
While here respecify nan behavior modes a bit, in particular the return_second
mode didn't really do what we wanted. From the caller's perspective, we really
wanted to say we need the non-nan result, but we already know the second arg
isn't a NaN. So we use this now instead, which means that cpu architectures
which actually implement min/max by always returning non-nan (that is adhering
to ieee754-2008 rules) don't need to bend over backwards for nothing.
Reviewed-by: Jose Fonseca <[email protected]>
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Since we explicitly require a integer input we should avoid using exp2 math
(even if we were using optimized versions), which turns the exp2 into a int
sub (plus some casts).
v2: fix bogus uint (needs to be int) math spotted by Matthew, fix comments
Reviewed-by: Jose Fonseca <[email protected]>
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With this patch, the llvmpipe and draw modules will calculate the depth bias
according to floating point depth buffer semantics described in the
arb_depth_buffer_float specification, when the driver has a z buffer bound
with a format type of UTIL_FORMAT_TYPE_FLOAT.
By default, the driver will use the existing UNORM calculation for depth bias.
A new function, draw_set_zs_format, was added to calculate the Minimum
Resolvable Depth value and floating point depth sense for the draw module.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The layer coming from GS needs to be clamped (not sure if that's actually
the correct error behavior but we need something) as the number can be higher
than the amount of layers in the fb. However, this code was using the layer
calculation from the scene, and this was actually calculated in
lp_scene_begin_rasterization() hence too late (so setup was using the value
from the _previous_ scene or just zero if it was the first scene).
Since the value is used in both rasterization and setup, move calculation up
to lp_scene_begin_binning() though it's a bit more inconvenient to calculate
there. (Theoretically could move _all_ code which was in
lp_scene_begin_rasterization() to there, because ever since we got rid of
swizzled render/depth buffers our "map" functions preparing the fb data for
render don't actually change the data in there at all, but it feels like
it would be a hack.)
v2: improve comments
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This CAP will determine whether ARB_framebuffer_object can be enabled.
The nv30 driver does not allow mixing swizzled and linear zsbuf/cbuf
textures.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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The new function replaces four old functions: set_fragment/vertex/
geometry/compute_sampler_views().
Note: at this time, it's expected that the 'start' parameter will
always be zero.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Emil Velikov <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit 94d05bf87a21bd364e84f699a0064e5fba58a6f9 as it has a
few problems:
- it breaks windows builds becuase env[LLVM_CXXFLAGS] is never set there
- it is merging not only rtti, but the whole cxxflags (defines etc)
which has proven to be a source of troubles (breaks debugging etc.)
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* The rtti fix actually dug up a bug in the scons build scripts.
* Autotools took the LLVM cpp and cxx flags, while scons only took
the cpp flags.
* This grabs the cxx flags and applies them where needed. We may
want to make the same change for the llvm cpp flags in scons.
* The only linux platform I can find with LLVM no-rtti is Ubuntu.
* Fixes bug #70471
Tested-by: Vinson Lee <[email protected]>
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Actually implemented by draw module.
Tested piglit ARB_depth_clamp tests, which pass 100%.
Trivial.
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The previous limit of of 128*1024 was reported to cause frequent recompiles
in some apps due to shader variant thrashing on IRC in some apps leading
to noticeable lags.
Note that the LP_MAX_SHADER_VARIANTS limit (1024) was more or less impossible
to reach, since even simple fragment shaders without texturing (glxgears) used
more than twice than 128 instructions, hence the instruction limit would have
always been reached first (excluding things like trivial shaders not writing
color). Even with the new limit it is VERY likely the instruction limit is hit
first.
Should help with such lags due to recompiles (though other shader types have
their own limits, LP_MAX_SETUP_VARIANTS and DRAW_MAX_SHADER_VARIANTS, in
particular the latter seems a bit small (128)).
Reviewed-by: Brian Paul <[email protected]>
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Unless the polygon fill mode is different from PIPE_POLYGON_MODE_FILL,
so checking the the polygon mode is sufficient.
Testing done: no regression in polygon-mode-offset
Reviewed-by: Roland Scheidegger <[email protected]>
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As we're moving towards expanding the number of subpixel
bits and the width of the variables used in the computations
we need to make this code a bit more centralized.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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shader has already been dereferenced earlier so cannot be null here.
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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We need to count the clipper primitives before the rasterizer
discards one it considers to be null.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to subdivide triangles if either of the dimensions is
larger than the max edge length, not when both of them are larger.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This reverts commit 755c11dc5e94f17097c186edaaa39d818396f14c.
We agreed that this is band-aid that's not very useful and
the proper solution is to rewrite the rasterization algo
so that it operates on 64 bit values.
Signed-off-by: Zack Rusin <[email protected]>
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When subdiving a triangle we're using a temporary array to store
the new coordinates for the subdivided triangles. Unfortunately
the array used for that was not aligned properly causing
random crashes in the llvm jit code which was trying to load
vectors from it.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Unfortunately d3d10 requires a lot higher precision (e.g.
wgf11clipping tests for it). The smallest number of precision
bits with which it passes is 8. That means that we need to
decrease the maximum length of an edge that we can handle without
subdivision by 4 bits. Abstracted the code a bit to make it easier
to change once to switch to 64bit rasterization.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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r600g needs explicit flushing before DRI2 buffers are presented on the screen.
v2: add (stub) implementations for all drivers, fix frontbuffer flushing
v3: fix galahad
Signed-off-by: Marek Olšák <[email protected]>
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We must take rounding in consideration when re-scaling to narrow
normalized channels, such as 2-bit normalized alpha.
Reviewed-by: Roland Scheidegger <[email protected]>
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In particular noone is interested in the vertex count, so drop that,
and also drop the duplicated num_primitives_generated /
so.primitives_storage_needed variables in drivers. I am unable for now to figure
out if primitives_storage_needed in SO stats (used for d3d10) should
increase if SO is disabled, though the equivalent num_primitives_generated
used for OpenGL definitely should increase. In any case we were only counting
when SO is active both in softpipe and llvmpipe anyway so don't pretend there's
an independent num_primitives_generated counter which would count always.
(This means the PIPE_QUERY_PRIMITIVES_GENERATED count will still be wrong just
as before, should eventually fix this by doing either separate counting for this
query or adjust the code so it always counts this even if SO is inactive depending
on what's correct for d3d10.)
Reviewed-by: Brian Paul <[email protected]>
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There's just no way resetting the counters is working with nested/overlapping
queries.
Reviewed-by: Brian Paul <[email protected]>
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