| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove trailing whitespace, etc.
Trivial.
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This doesn't seem to make any difference in testing, but it fixes a
failed assertion when dumping sm3 shaders.
Reviewed-by: Charmaine Lee <[email protected]>
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Setting GL_POINT_SPRITE_COORD_ORIGIN to GL_LOWER_LEFT did not work for
vgpu9. We can use the rasterizer sprite_coord_enable bitfield as-is.
We need to index into it using the TGSI semantic index, not the
register index.
This fixes the Piglit fbo-gl_pointcoord and glsl-fs-pointcoord tests.
Testing done: Piglit, Mesa sprite demos
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial.
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Standardize on the later macro rather than a mix of both.
Reviewed-by: Charmaine Lee <[email protected]>
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With commit dc9ecf58c0c5c8a97cd41362e78c2fcd9f6e3b80,
we are now getting the sampler target from the sampler view
declaration. But since a sampler view declaration can be defined
after a sampler declaration, we need to emit the
sampler declarations in the pre-helpers function, otherwise,
the sampler target might not have defined yet for the sampler declaration.
Fixes viewperf maya-03 and various gl trace regressions in hwv11.
Reviewed-by: Brian Paul <[email protected]>
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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]>
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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]>
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Fixes glean fragProg1 regression caused by commit b9f68d927ea
(implement TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS). This bug
only appears when the fragment shader emits fragment.Z before
color outputs. The bug was caused by confusion between register
indexes and semantic indexes.
Also added some comments to better explain register indexing.
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes several colorbuffer tests, including piglit "fbo-drawbuffers-none"
for "gl_FragColor" and "glDrawPixels" cases.
v2: rework patch to only avoid creating extra shader variants when
TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS is not specified. Per Jose.
Use a write_color0_to_n_cbufs key field to replicate color0 to N
color buffers only when N > 0 and WRITES_ALL_CBUFS is set.
Reviewed-by: José Fonseca <[email protected]>
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Just to be bit more readable.
Reviewed-by: José Fonseca <[email protected]>
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Move some functions from the svga_tgsi_insn.h header into the
svga_tgsi_insn.c file since they're only used there. Plus, add
comments and fix formatting.
Reviewed-by: Jose Fonseca <[email protected]>
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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.
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We can't support these vertex attributes, but don't die in an assertion.
Issue a warning instead.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=48142
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Signed-off-by: Jakob Bornecrantz <[email protected]>
Reviewed-by Brian Paul <[email protected]>
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Signed-off-by: Jakob Bornecrantz <[email protected]>
Reviewed-by Brian Paul <[email protected]>
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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]>
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Emit the SVGA3D_RS_POINTSPRITEENABLE render state.
When sprite_coord_mode=PIPE_SPRITE_COORD_LOWER_LEFT emit extra frag
shader code to invert the Y coordinate of the incoming texcoord.
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TODO: Can we pass this as the same texcoord as fog?
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Conflicts:
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/pipebuffer/Makefile
src/gallium/auxiliary/pipebuffer/SConscript
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/auxiliary/tgsi/tgsi_scan.c
src/gallium/drivers/i915/i915_surface.c
src/gallium/drivers/i915/i915_texture.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_tex_sample_c.c
src/gallium/drivers/llvmpipe/lp_texture.c
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/gallium/state_trackers/xorg/xorg_dri2.c
src/gallium/winsys/drm/intel/gem/intel_drm_api.c
src/gallium/winsys/drm/nouveau/drm/nouveau_drm_api.c
src/gallium/winsys/drm/radeon/core/radeon_drm.c
src/gallium/winsys/drm/vmware/core/vmw_screen_dri.c
src/mesa/state_tracker/st_cb_clear.c
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DeclarationRange -> Range
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Rename Semantic.SemanticName to Semantic.Name. Similar for
SemanticIndex, and the members of the tgsi_version struct.
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