| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Fredrik Höglund <[email protected]>
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This adds support to gallium for a TG4 instruction,
and two CAPs. The first CAP is required for GL_ARB_texture_gather.
The second CAP is required to expose GL_ARB_gpu_shader5.
However so far we haven't found any hardware that natively
exposes the textureGatherOffsets feature from GL, so just
lower it for now. If hardware appears for this we can add
another CAP to allow TG4 to take 4 offsets.
v2: add component selection src and a cap to say
hw can do it. (st can use to help control
GL_ARB_gpu_shader5/GLSL 4.00). Add docs.
v3: rename to SM5, add docs.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The linux winsys needs to know whether a surface is shared.
For guest-backed surfaces we need this information to avoid allocating a
mob out of the mob cache for shared surfaces, but instead allocate a shared
mob, that is never put in the mob cache, from the kernel.
Also previously, all surfaces were given the "shareable" attribute when
allocated from the kernel. This is too permissive for client-local surfaces.
Now that we have the needed info, only set the "shareable" attribute if the
client indicates that it needs to share the surface.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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And update some existing commands.
Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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This adds new interface functions for guest-backed surfaces and
adds a mobid parameter to the surface_relocation() function.
Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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The old svga3d_reg.h file is split into separate header files and we
add new items for guest-backed surfaces.
Plus some minor code fixes because of renamed symbols.
Reviewed-by: Thomas Hellstrom <[email protected]>
Cc: "10.1" <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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v2: adjust limits for radeonsi and llvmpipe
v3: add documentation
Cc: "10.1" <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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This can be derived from the shader caps.
All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots
for each shader stage.
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If the shader is too large, plug in a dummy shader. This patch also
reworks the existing dummy shader code.
Reviewed-by: Jose Fonseca <[email protected]>
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Put common code in new svga_shader.c file. Considate separate vertex/
fragment shader ID generation.
Reviewed-by: Jose Fonseca <[email protected]>
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v2: Fixed setting switch cases prior to
PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT incorrectly.
Reviewed-by: Ian Romanick <[email protected]>
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Trivial.
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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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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Use some new helper functions to make the code much more readable.
And fix wrong value for XPD's w result.
Reviewed-by: José Fonseca <[email protected]>
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To make things a little easier to understand for newcomers.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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To be more consisten with other parts of gallium. Plus, update/add
various comments.
Reviewed-by: José Fonseca <[email protected]>
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If any driver doesn't support this, it can use a blit after resolving
the samples.
Reviewed-by: Brian Paul <[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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Fixes piglit "fbo-drawbuffers-none glClear" test.
Reviewed-by: José Fonseca <[email protected]>
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Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/[email protected]/[email protected]/
s/[email protected]/[email protected]/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\[email protected]/[email protected]/g
s/keithw\[email protected]/[email protected]/g
s/[email protected]/[email protected]/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/[email protected]/[email protected]/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <[email protected]>
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Fixes regression since 9baa45f78b8ca7d66280e36009b6a685055d7cd6
but some of the piglit fbo-drawbuffers-none tests still don't
pass.
v2: use the right pointer type for 'h'
Reviewed-by: José Fonseca <[email protected]>
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OpenGL does whole-point clipping, that is a large point is either fully
clipped or fully unclipped (the latter means it may extend beyond the
viewport as long as the center is inside the viewport). d3d9 (d3d10 has
no large points) however requires points to be clipped after they are
expanded to a rectangle. (Note some IHVs are known to ignore GL rules at
least with some hw/drivers.)
Hence add a rasterizer bit indicating which way points should be clipped
(some drivers probably will always ignore this), and add the draw interaction
this requires. Drivers wanting to support this and using draw must support
large points on their own as draw doesn't implement vp clipping on the
expanded points (it potentially could but the complexity doesn't seem
warranted), and the driver needs to do viewport scissoring on such points.
Conflicts:
src/gallium/drivers/llvmpipe/lp_context.c
src/gallium/drivers/llvmpipe/lp_state_derived.c
Reviewed-by: Jose Fonseca <[email protected]>
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Depending on the depth texture format, we may or may not have to
emit explicit fs code to do the shadow comparison. Before, we
were emitting it more often than needed.
v2: check the actual texture format rather than the screen->depth.z16
field. The screen->depth.z16, x8z24, s8z24 fields may not all be set
to a consistent set of depth formats.
Reviewed-by: José Fonseca <[email protected]>
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Newer virtual HW versions support smooth/stipple/wide lines.
Use that instead of 'draw' fallbacks when possible.
Reviewed-by: José Fonseca <[email protected]>
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Ever since introducing separate sampler and sampler view max this was really
missing.
Every driver but llvmpipe reports the same number as number of samplers for
now, so nothing should break.
Reviewed-by: Jose Fonseca <[email protected]>
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Not actually needed. Fixes piglit ARB_fragment_program/kil-swizzle test.
Reviewed-by: José Fonseca <[email protected]>
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This is basically a a respin of f1dfcf4bce35e6796f873d9a00103b280da81e4c
per Jose's suggestion.
Just set the SVGA3dSurfaceFormatCaps flags for 3D and cube textures
when checking the texture format capabilities. This will filter out
unsupported combinations like 3D+DXT.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jakob Bornecrantz <[email protected]>
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* minimise flags duplication
* distingush between VISIBILITY C and CXX flags
* set only required flags - C and/or CXX
v2: add LLVM_CFLAGS back to AM_CFLAGS (add missing backslash)
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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And simplify the code.
Reviewed-by: Jose Fonseca <[email protected]>
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For DX9-level shaders, there's only limited support for indirect
indexing of registers (with the loop counter register, not the
general address register.)
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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