| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes piglit vp-address-01 amongst several others.
Signed-off-by: Roy Spliet <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
Tested-by: Lucas Stach <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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I tried to update all the old Makefiles that included the default
config to be sure they had a default target if they didn't previously
have one, since this new all target will always point at it. Almost
everything had one.
Reviewed-by: Kenneth Graunke <[email protected]>
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...and create common function for destroying nouveau_context
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Replace draw_set_index_buffer() and draw_set_mapped_index_buffer() with
draw_set_indexes() which simply takes a pointer and an index size.
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Nothing uses it now.
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Signed-off-by: Roy Spliet <[email protected]>
Signed-off-by: Ben Skeggs <[email protected]>
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Fixes crashing due to assertion error
Signed-off-by: Roy Spliet <[email protected]>
Signed-off-by: Ben Skeggs <[email protected]>
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Conflicts:
src/gallium/docs/source/screen.rst
src/gallium/drivers/nv50/nv50_state.c
src/gallium/include/pipe/p_defines.h
src/mesa/state_tracker/st_draw.c
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This reduces CPU overhead when updating constants.
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Adapted drivers: i915, llvmpipe, r300, r600, radeonsi, softpipe.
User index buffers have been disabled in nv30, nv50, nvc0 and svga to keep
things working.
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This reduces CPU overhead in st_draw_vbo and removes a lot of unnecessary code
in that function which was required only to comply with the gallium interface,
but wasn't any useful really.
Adapted drivers: i915, llvmpipe, r300, softpipe.
No changes required in: r600, radeonsi.
User vertex buffers have been disabled in nv30, nv50, nvc0 and svga to keep
things working.
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This is required for any serious constant buffer support.
Constant buffer offsets on ATI and NVIDIA DX10 and DX11 GPUs must be
a multiple of 256.
In OpenGL, this can be queried via GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
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Should fix >2k rendering issues reported on nv4x.
Signed-off-by: Ben Skeggs <[email protected]>
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Fixes demos/lodbias.
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Merge accident.
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The primary motivation for this rewrite was to have a maintainable driver
going forward, as nvfx was quite horrible in a lot of ways.
The driver is heavily based on the design of the nv50/nvc0 3d drivers we
already have, and uses the same common buffer/fence code. It also passes
a HEAP more piglit tests than nvfx did, supports a couple more features,
and a few more to come still probably.
The CPU footprint of this driver is far far less than nvfx, and translates
into far greater framerates in a lot of applications (unless you're using
a CPU that's way way newer than the GPUs of these generations....)
Basically, we once again have a maintained driver for these chipsets \o/
Feel free to report bugs now!
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This is the last nvfx unification patch.
nv[34]0_fragtex.c are moved to the common directory
nv[34]0_shader.h are renamed to nv[34]0_vertprog.h and moved to
the common directory
The separate nv30 and nv40 directories are removed from the build
system
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Many things, like texture wrap modes and min/mag filters are common.
Some others, like annisotropy and lod settings, are not.
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The bulk files cannot be unified, but the frontend can and allows to
share some code and simplify state_emit.c
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They are now almost identical, except for nv30 vs nv40 fragtex
initialization.
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Move the remaining content to the common header.
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The files have the same structure but are substantially different.
They are unified with appropriate conditionals.
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vertprog.c is similar but has substantial differences:
1. nv40 supports clip planes
2. nv40 uses a more advanced register allocator
3. Some register setup is different
4. Constants with the same name have different values
This patch unifies the two files.
nv30 gains clip plane support and the nv40 register allocator.
A new NVFX_VP(x) macro is introduced that at runtime resolved to
either the nv30 or the nv40 constant value.
nv30 clip planes are not tested and might not work
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state.c is identical except for:
1. Sampler state creation is different
2. nv40 swtnl support
3. Separate blend equations on nv40
This patch unifies nv[34]0_state.c, except the sampler state creation code.
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The files are identical, except for swtnl support which is commented
out on nv30 and restart being initialized on nv30 to avoid a compiler
warning.
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nv30_draw.c is a stub.
This patch makes both nv30 and nv40 use the nv40 swtnl path.
Note that this doesn't actually work on nv30 because the vertex program is
encoded in the nv40-only layout.
However, swtnl was unimplemented before on nv30, so this is not a regression.
Furthermore, a patch to fix this is available near the end of the patchset.
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The files are mostly the same except:
1. On NV40, some TGSI instructions are emulated with several hardware ones
2. Some instructions such as DDX/DDY, and STR were missing from nv30
3. NV40 has more sophisticated register management
nv30 now supports all instructions and uses the nv40 register management.
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shader.h is similar, except for the following differences:
1. The instruction sets are not exactly the same, but mostly similar
2. Vertex program fields are in different bit positions
This patch unifies all parts of nv[34]0_shader.h except the vertex
program fields.
Vertex opcodes are also changed so that the constant names includes
SCA if it is a scalar opcode and VEC if it is a vector opcode.
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The files are significantly different due to:
1. nv30 support 2 render targets, nv40 4
2. z-buffer pitch is set differently
3. nv30 has a limitation of colour_bits >= zeta_bits. This may not
actually exist in the driver though
4. nv30 points color0 at depth in the depth-only case
5. nv30 sets NV34TCL_VIEWPORT_TX_ORIGIN to 0. This is probably
unnecessary
This patch attempts to unify the two files and preserve the existing
behavior.
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The files are identical, except for an extra comment in nv30.
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The files are identical except formatting.
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The only difference between nv30 and nv40 is that nv30 allowed swizzling
for more texture types.
This patch preserves the existing behavior, using conditional code.
Note however that this does not make sense, since all texture types can
be swizzled on nv40 and probably on nv30 too.
However, the handling of swizzled surfaces in the current 2D code is
partially broken, so it's best not to touch this.
A whole rewrite of the 2D code will be submitted, which will solve this
problem.
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The files are identical, except for the fact that the nv40 version
forgets to unreference the stateobj.
Unified to the correct nv30 version.
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