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* svga: remove unused svga_compile_key::texture_msaa fieldBrian Paul2016-04-021-1/+0
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* svga: use shader sampler view declarationsBrian Paul2016-03-211-9/+7
| | | | | | | | | | | | | | Previously, we looked at the bound textures (via the pipe_sampler_views) to determine texture dimensions (1D/2D/3D/etc) and datatype (float vs. int). But this could fail in out of memory conditions. If we failed to allocate a texture and didn't create a pipe_sampler_view, we'd default to using 0 (PIPE_BUFFER) as the texture type. This led to device errors because of inconsistent shader code. This change relies on all TGSI shaders having an SVIEW declaration for each SAMP declaration. The previous patch series does that. Reviewed-by: Charmaine Lee <[email protected]>
* svga: add new GALLIUM_HUD queriesNeha Bhende2015-10-161-0/+3
| | | | | | | | | | | | | | | | | | Add new GALLIUM_HUD queries for: num-shaders num-resources num-state-objects num-validations map-buffer-time num-surface-views num-resources-mapped num-flushes Most of this patch was originally written by Neha. Additional clean-ups and num-flushes counter added by Brian Paul. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* svga: use new svga_new_shader_variant() functionBrian Paul2015-10-161-0/+7
| | | | | | To simplify upcoming new HUD shader count implementation. Reviewed-by: Charmaine Lee <[email protected]>
* svga: update driver for version 10 GPU interfaceBrian Paul2015-09-021-39/+424
| | | | | | | | | | | | | | | | | 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: Don't unnecessarily reemit BindGBShader commands v2Thomas Hellstrom2014-07-031-1/+8
| | | | | | | | | | | | | The Linux winsys can no longer relocate shader code, so avoid reemitting BindGBShader commands. They are costly. v2: Correctly handle errors from SVGA3D_BindGBShader() Reported-by: Michael Banack <[email protected]> Signed-off-by: Thomas Hellstrom <[email protected]> Tested-by: Brian Paul <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jakob Bornecrantz <[email protected]>
* svga: update shader code for GBSBrian Paul2014-02-141-1/+20
| | | | | Reviewed-by: Thomas Hellstrom <[email protected]> Cc: "10.1" <[email protected]>
* svga: refactor some shader codeBrian Paul2014-02-031-0/+101
Put common code in new svga_shader.c file. Considate separate vertex/ fragment shader ID generation. Reviewed-by: Jose Fonseca <[email protected]>