| Commit message (Collapse) | Author | Age | Files | Lines |
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Still need to actually get reference info from winsys somehow. Doing added
buffers is easy, but knowing whether a flush has happened is a bit tricky.
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Nothing strange here.
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Signed-off-by: Corbin Simpson <[email protected]>
DSA really needs its head examined someday. ~ C.
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Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Also, set a pitch for rectangles only.
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Mipmaps not tested. Also, I am not sure why piglit/texturing/tex3d needs
to have color tolerance +-1 to pass. The classic Mesa driver doesn't
need that.
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Likewise, the extended negate functionality hasn't been
used since mesa switched to using tgsi_ureg to build programs,
and has been translating the SWZ opcode internally to a single MAD.
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These haven't been used by the mesa state tracker since the
conversion to tgsi_ureg, and it seems that none of the
other state trackers are using it either.
This helps simplify one of the biggest suprises when starting off with
TGSI shaders.
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Provide a dummy implementation in the GL state tracker (move 0.5 to
the destination regs).
At some point, a motivated person could add a better
implementation of noise. Currently not even the nvidia
binary drivers do anything more than this. In any case, the
place to do this is in the GL state tracker, not the poor
driver.
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Also enable 24-bit depth buffers without stencil.
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Part of the fastpath cleanup.
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Split from the fastpath WIP.
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I wish I knew enough about textures to really really REALLY fix that file.
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As osiris pointed out, glxgears slowly gets slower for some reason
when it's enabled, and it's not helping at the moment, so just turn
it off.
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If you really want to see it again, check the history.
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We *must* recalculate something in vformat every rebind; let's see
if we can't narrow it down a bit.
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I don't even know if texkill works right now.
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Uf. Lots of files touched. Would people with working vega, xorg, dri1, etc.
please make sure you are not broken, and fix yourself up if you are.
There were only two or three places where the code did not have painful
fallbacks, so I would advise st maintainers to find less painful workarounds,
or consider overhauling util_surface_copy and util_surface_fill.
Per ymanton, darktama, and Dr_Jakob's suggestions, clear has been left as-is.
I will not add PIPE_CAP_BLITTER unless it is deemed necessary.
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Won't ever be supported.
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This is just split out from the next commit, that's all.
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Eliminates part of the glxgears corruption here. Need to clean up PSC more,
to get rid of the rest of it.
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Need to move rs_block to this, too.
Also, I'm getting massive amounts of flicker for some reason; I bet we've gotta
re-re-examine PSC and friends. :C
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multitexarray works on my r300, but texrect doesn't.
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It may seem pointless, but this avoids a fair amount of predicted CSO pain.
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Need to get it into its own atom instead of piggybacking on DSA.
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This should be handled in the emit fine
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I missed this, thanks to Corbin for pointing it out.
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Still missing the frag uses kill support, hopefully nha can point that out.
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Add support for begin/end in each CS so we don't get any other
processes rendering in between.
TODO:
blame other parts of driver for this not working like Z.
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This means we don't emit in the begin query but when we have
to flush. Similiar to classic.
TODO:
make query object actually work.
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1: add rv530 support
- num z pipes cap
- add proper start/finish query options for rv530
2: convert to use linked list properly.
3: add flushing required check.
4: initial Z top disabling support.
TODO:
make it actually work on my rv530.
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This attempts to make r300g do proper bo space checking as opposed
to whatever it was doing now.
Signed-off-by: Dave Airlie <[email protected]>
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to reproduce, start texrect, disable 0 texture in menu.
Signed-off-by: Dave Airlie <[email protected]>
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