| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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v2: add assertion for vertex shader
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Let's just use the T# descriptors until we get a fetch shader.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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We should always upload the shader here.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Also split it into seperate header and add
some helper functions.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Split it out into si_state_draw.c
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Add a complete new state handling for SI.
v2: fix spelling error
Signed-off-by: Christian König <[email protected]>
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The vertex element state isn't in registers any more, so
remove that old code. That fixes a memory corruption with
the blend state and gets eglgears partially working.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This way if the conversion fails, we know what the TGSI shader looks
like.
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Reviewed-by: Brian Paul <[email protected]>
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Constant interpolation still hangs the GPU for some reason.
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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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We now model loading uses sgpr values with LLVM IR load instructions that
use the USER_SGPR address space.
The definition of the sgpr parameter to the use_sgpr() helper function
in radeonsi_shader.c has changed so that you can pass raw sgpr values
rather than having to divide the sgpr value you want to use by the dword
width of the type you want to load.
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We now emit LLVM load instructions for TGSI CONST register reads,
which are lowered in the backend to S_LOAD_DWORD* instructions.
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Avoids hangs when not rendering points.
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Commit 11f056a3f0b87e86267efa8b5ac9d36a343c9dc1 broke the r300g build. Fix it
up, and reinstate some code which isn't needed by r600g and radeonsi but is
by r300g.
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Largely based on the corresponding Evergreen support in r600g.
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I missed this when updating si_context_draw().
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Fixes crashes when restoring sampler states after blits.
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Handle perspective interpolation and ceontroid vs. center.
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And reset nregs on updates. Prevents eventual assertion failure.
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Mostly using the DRAW_INDEX_2 type 3 packet instead of DRAW_INDEX, which is
no longer supported on SI.
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