| Commit message (Collapse) | Author | Age | Files | Lines |
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r600_shader_from_tgsi().
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The r600_bc_alu_src structure is used in two different ways, as a vector and
for the individual channels of that same vector. This is somewhat fragile,
and probably confusing.
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This is much easier to work with, and allows use to get rid of some of the
literal handling hacks.
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This uses the surface format to set the CB up not the underlying texture
format, since these can and do differ.
Fixes piglit fbo-srgb.
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Since we never bind the actual DB to the CB/texture only the flushed one
we don't need to track the tile type at the moment.
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this fixes the mipmap tests with tiling forced on.
Signed-off-by: Dave Airlie <[email protected]>
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Since these textures still have the depth bit set.
Signed-off-by: Dave Airlie <[email protected]>
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For mipmap generation we need all levels in the flushing texture.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds a flag to create the texture without doing any
flushing to it. Flushing occurs in the draw function. This avoids
unnecessary flushes when we end up rebinding a CB/DB/texture due
to the blitter just restoring state.
Signed-off-by: Dave Airlie <[email protected]>
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This checks the color buffer bindings to make sure there is something
to flush.
Signed-off-by: Dave Airlie <[email protected]>
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If we are going to blit from a depth texture we need to flush
it before we blit from it.
Signed-off-by: Dave Airlie <[email protected]>
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With the previous fixes we can now enabled hw depth copies
Signed-off-by: Dave Airlie <[email protected]>
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If we get a sw accessible buffer like the S8 texture we end up
doing depth tracking on it when there is no need since we won't
ever bind it to the hardware. This leads to a sw fallback in the
transfer destruction which leads to and endless recusion loop
of fail in transfer destroy.
Signed-off-by: Dave Airlie <[email protected]>
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this adds a flag to keep track of whether the depth texture structure
is the flushed texture or not, so we can avoid doing flushes when
we do a hw rendering from one to the other.
it also renames flushed to dirty_db which tracks if the DB copy
has been dirtied by being bound to the hw.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes zreaddraw in tiling mode
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Join multiple exports into just one instruction
instead of exporting each register separately.
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Not 100% sure on this one, but this is how it should work,
the question is whether it will uncover other bugs elsewhere.
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If the tile type for the buffer is 1 then its been bound to the
DB at some point, we need to decompress it, otherwise its only
been bound as texture/cb so don't do anything.
This fixes 5 piglit tests here on r600g.
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this just adds the ioctl interface and sets the tile type
and array mode in the correct place.
This seems to bring eg 1D tiling to the same level, and issues
as on r600. No idea how to address 2D yet.
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sampler view on a depth texture.
R600/R700 was using incorrect tiling information from the (compressed) depth
buffer. Evergreen worked anyway because tiling doesn't work.
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Only decrement ref count if r600_upload_const_buffer
really changes the buffer.
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6xx/7xx have a max of 4 DBs, evergreen have a max of 8.
Signed-off-by: Alex Deucher <[email protected]>
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Like on some r5xx, there are multiple DB backends on the r600,
we need to add up the query results from each of these to get the
final correct value.
So far I'm not 100% sure how to calculate the num_db, value
setting it to 4 should be harmless enough until we do.
This fixes occulsion_query piglit test on my rv740.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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eea1d8199b376f37027c14669e0bdf991a22872d
Although CUBE is a reduction inst, it writes to more than just PV.X
so we need to keep the dst channel.
Signed-off-by: Dave Airlie <[email protected]>
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This only works on r600/r700 so far, evergreen doesn't appear
to have the multiwrite enable bit in the color control, so we
may have to actually do a shader rewrite on EG hardware.
remove some duplicate code reg defines also.
Signed-off-by: Dave Airlie <[email protected]>
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texture.
I know Jerome will probably rewrite the way depth textures work sometime
soon. For the time being this should at least make common depth texture usage
for shadowing work properly though.
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Fixes SCons build.
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should be no need to unset this ptr here and if we don't end up using the
blitter we've just broken the state.
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1) Only translate the [min_index, max_index] range.
2) Upload translated vertices via the uploader.
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This fixes:
- piglit/draw-vertices
- piglit/draw-vertices-half-float
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Only upload the [min_index, max_index] range instead of [0, userbuf_size].
This an important optimization.
Framerate in Lightsmark:
Before: 22 fps
After: 75 fps
The same optimization is already in r300g.
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Added a conditional to spi_update per Dave's comment.
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