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* svga: add guest statistic gathering interfaceCharmaine Lee2016-08-261-0/+3
| | | | | | | | | | | | With this patch, guest statistic gathering interface is added to svga winsys interface that can be used to gather svga driver statistic. The winsys module can then share the statistic info with the VMX host via the mksstats interface. The statistic enums used in the svga driver are defined in svga_stats_count and svga_stats_time in svga_winsys.h Reviewed-by: Brian Paul <[email protected]>
* svga: update driver for version 10 GPU interfaceBrian Paul2015-09-021-15/+18
| | | | | | | | | | | | | | | | | This is a squash commit of roughly two years of development work. Authors include: Brian Paul Charmaine Lee Thomas Hellstrom Jakob Bornecrantz Sinclair Yeh Mingcheng Chen Kai Ninomiya MengLin Wu The driver supports OpenGL 3.3. Signed-off-by: Brian Paul <[email protected]>
* svga: refactor some shader codeBrian Paul2014-02-031-11/+3
| | | | | | | Put common code in new svga_shader.c file. Considate separate vertex/ fragment shader ID generation. Reviewed-by: Jose Fonseca <[email protected]>
* svga: rename shader_result -> variantBrian Paul2014-01-231-9/+9
| | | | | | | To be more consisten with other parts of gallium. Plus, update/add various comments. Reviewed-by: José Fonseca <[email protected]>
* svga: whitespace, comment fixes in svga_pipe_fs/vs.cBrian Paul2013-04-191-21/+16
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* svga: pass fragment shader to draw moduleBrian Paul2011-11-031-0/+5
| | | | | | | | | If we use the draw-module for wide point/line/etc drawing we'll need a fragment shader too (like we pass in the vertex shader). This fixes sprite point rendering when forcing the swtnl path. Reviewed-by: José Fonseca <[email protected]>
* svga: implement generic variable index remappingBrian Paul2011-11-031-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | The state tracker may generate shaders that use generic vs outputs / fs inputs like: DCL IN[0], GENERIC[0] DCL IN[1], GENERIC[10] DCL IN[2], GENERIC[11] This patch remaps 0, 10, 11 to small integers like 1, 2, 3 so that we stay inside the SVGA3D limit (8). The remapping is done to both the vertex shader outputs and the fragment shader inputs. The same mapping must be used for a vs/fs pair. Note that 'union svga_compile_key' is now 'struct svga_compile_key' because we needed to add the register remapping table. The change in size isn't really significant though (it's not a search key). Also, add assertions when building up SVGA3D src/dst registers to we don't try to store too large of value for the bitfield size. Reviewed-by: José Fonseca <[email protected]>
* svga: remove support for shader model 2.0Brian Paul2011-10-111-3/+0
| | | | | | We've been requiring SM 3.0 all along so this just removes unused code. Reviewed-by: Jose Fonseca <[email protected]>
* svga: Remove unnecessary header.Vinson Lee2010-02-031-1/+0
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* gallium: pipe/p_inlines.h -> util/u_inlines.hJosé Fonseca2010-02-021-1/+1
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* svga: Remove unnecessary headers.Vinson Lee2010-01-211-2/+0
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* svga: Remove stale references to delete shader results.José Fonseca2010-01-051-0/+7
| | | | | To ensure that a new result that happens to have the same address of the old one will be detected as a change.
* svga: Use a shader id as low as possible.José Fonseca2010-01-031-0/+3
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* svga: Add svga driverJakob Bornecrantz2009-11-171-0/+124