| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix https://bugs.freedesktop.org/show_bug.cgi?id=52313
Signed-off-by: Jerome Glisse <[email protected]>
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Fix https://bugs.freedesktop.org/show_bug.cgi?id=52313
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Tom Stellard <[email protected]>
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This fixes CS checker errors due to registers not being initialized, because
the flush occured after dirty state was emitted but before drawing.
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This will be useful for efficient handling of the DISCARD transfer flags.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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The piglit test is failing, but visually it looks almost correct.
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Make it only copy the portion of a depth texture being uploaded and
not the whole 2D layer.
There is also a little code cleanup.
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GL_ARB_blend_func_extended is now enabled on all chipsets.
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Vertex and constant buffers are emitted in the same way.
This is mainly a simplification of the code. The cleanup is in another patch.
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This fixes the issue with have_depth_texture never being set to false.
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Only set sampler states which changed.
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Changing sampler states doesn't change resource bindings.
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Issues fixed:
- set_vs_sampler_views for evergreen is now properly implemented.
- Added the missing inval_texture_cache call for evergreen.
- have_depth_texture was sometimes incorrectly set to false on evergreen even
if there were depth textures in other shader stages. To fix this, set it
to true once and never set it to false again. It's stupid, but it matches
the r600 code. The proper fix is left to another patch.
- Optimizaton: The sampler views which aren't changed aren't updated.
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This is a leftover from:
commit fe1fd675565231b49d3ac53d0b4bec39d8bc6781
Author: Marek Olšák <[email protected]>
Date: Sun Jul 8 03:10:37 2012 +0200
r600g: don't flush depth textures set as colorbuffers
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If only some buffers are changed, the other ones don't have to re-emitted.
This uses bitmasks of enabled and dirty buffers just like
emit_constant_buffers does.
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It's already called in r600_constant_buffers_dirty.
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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GLSL 1.3 has been enabled by default for quite a while.
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Separated out of the hyperz patch by Marek with minor modifications.
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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This fixes piglit/depth-level-clamp.
Reviewed-by: Alex Deucher <[email protected]>
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The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
Reviewed-by: Alex Deucher <[email protected]>
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A flush depth texture is never set as a depth buffer and never flushed.
Reviewed-by: Alex Deucher <[email protected]>
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This was missing/broken. There are also minor code cleanups.
Reviewed-by: Alex Deucher <[email protected]>
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- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Reviewed-by: Alex Deucher <[email protected]>
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we can just update the state when decompressing, there's no need to add
additional info into the DSA state
Reviewed-by: Alex Deucher <[email protected]>
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this will be useful for in-place DB decompression, otherwise should be harmless
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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to remove some overhead from draw_vbo. This is a derived state.
BTW, I've got no idea how compute interacts with 3D here, but it should
use cb_misc_state, so that 3D and compute don't conflict.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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The code for growing the memory pool (which is used for storing all of
the global buffers) wasn't working. There seem to be two separate issues
with the memory pool code. The first was the way it was growing the pool.
When the memory pool needed more space, it would:
1. Copy the data from the memory pool's backing texture to system memory.
2. Delete the memory pool's texture
3. Create a bigger backing texture for the memory pool.
4. Copy the data from system memory into the bigger texture.
The copy operations didn't seem to be working, and I suspect that since
they were using fragment shaders to do the copy, that there might have
been a problem with the mixing of compute and 3D state.
The other issue is that the size of 1D textures is limited, and I was
having trouble getting 2D textures to work.
I think these problems will be easier to solve once more code is shared
between 3D and compute, which is why I decided to disable it for now
rather than continue searching for a fix.
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