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path: root/src/gallium/drivers/svga/svga_tgsi.c
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* svga: initialize svga_compile_key to zeros to be safeBrian Paul2012-07-261-0/+4
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* svga: emit some debug messages when shader compilation failsBrian Paul2012-07-051-4/+10
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* svga: remove the special zero-stride vertex array codeBrian Paul2012-05-251-1/+0
| | | | | This code actually hasn't been needed for some time now. We can just treat a zero-stride vertex array like any other non-zero-stride array.
* svga: check that we don't exceed temp register limitBrian Paul2012-02-231-0/+4
| | | | | | | And assert on the register index in dst_register(). The dest can only be an output or temp reg and there's more of the later. Reviewed-by: Jose Fonseca <[email protected]>
* svga: fix varying var remapping for unused FS outputsBrian Paul2011-11-041-7/+20
| | | | | | | | If the VS has outputs that aren't consumed by the FS we were mapping them all to one unused VS output index, but that's illegal. Instead, map unused VS outputs to unique indexes. Reviewed-by: José Fonseca <[email protected]>
* svga: implement generic variable index remappingBrian Paul2011-11-031-3/+89
| | | | | | | | | | | | | | | | | | | | | | | | | 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 Paul2011-10-111-5/+2
| | | | | | We've been requiring SM 3.0 all along so this just removes unused code. Reviewed-by: Jose Fonseca <[email protected]>
* svga: clean up return values and error codesBrian Paul2011-09-231-2/+0
| | | | | | Previously we were using a hodge podge of int vs. pipe_enum and 0 vs. PIPE_OK. Some functions that always returned PIPE_OK were made void.
* svga: Integer constant register file has a separate namespace.Michal Krol2010-09-201-1/+1
| | | | | | Count int and float constants independently. Since there are only few i# constants available and hundreds of c# constants, it would be too easy to end up with an i# declaration out of its range.
* svga: Use a shader id as low as possible.José Fonseca2010-01-031-0/+2
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* svga: Re-add shader dumping.José Fonseca2009-11-271-0/+14
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* svga: Use consistent file names for dumping facilities.José Fonseca2009-11-271-1/+1
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* svga: Add svga driverJakob Bornecrantz2009-11-171-0/+266