| Commit message (Collapse) | Author | Age | Files | Lines |
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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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After we blit/copy to a dest texture image we need to mark it as
being defined. This fixes broken mipmap generation for quite a
few texture formats. Mipgen involves making texture views and
svga_texture_view_surface() skips texture images that are undefined.
Cc: "10.0" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The index translation code expects the number of indexes to be
consistent with the primitive type (ex: a multiple of 3 for
PIPE_PRIM_TRIANGLES). If it's not, we can write out of bounds
in the destination buffer.
Fixes failed assertions in the pipebuffer debug code found with
Piglit primitive-restart-draw-mode test.
Cc: "10.0" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Only loop over the actual number of color buffers supported, not
PIPE_MAX_COLOR_BUFS.
Reviewed-by: José Fonseca <[email protected]>
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Grab the comments from commit message b84b7f19dfdc0 to explain
what the code is doing.
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Even if the query returns 8, only 4 really work.
Reviewed-by: José Fonseca <[email protected]>
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This just tells the state tracker to turn on the GL_ARB_shader_texture_lod
extension. This simply allows the GLSL compiler to emit TXL and TXD
instructions for both vertex and fragment shaders. We already support
these opcodes in the svga driver. Though, the shadow2DGrad() Piglit
tests are failing.
Reviewed-by: José Fonseca <[email protected]>
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With this patch, the llvmpipe and draw modules will calculate the depth bias
according to floating point depth buffer semantics described in the
arb_depth_buffer_float specification, when the driver has a z buffer bound
with a format type of UTIL_FORMAT_TYPE_FLOAT.
By default, the driver will use the existing UNORM calculation for depth bias.
A new function, draw_set_zs_format, was added to calculate the Minimum
Resolvable Depth value and floating point depth sense for the draw module.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Add 'start' parameter to generator/translator.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This CAP will determine whether ARB_framebuffer_object can be enabled.
The nv30 driver does not allow mixing swizzled and linear zsbuf/cbuf
textures.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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The gallium vbuf module, which we've been using for some time now, takes
care of uploading user-space vertex/index data into real buffers. The
upload code in the svga driver was unused.
Reviewed-by: José Fonseca <[email protected]>
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The new function replaces four old functions: set_fragment/vertex/
geometry/compute_sampler_views().
Note: at this time, it's expected that the 'start' parameter will
always be zero.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Emil Velikov <[email protected]>
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Fix debug error message. Add switch case for PIPE_SHADER_COMPUTE.
Trivial.
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As we march over the source buffer we're uploading in pieces, we
need to memcpy from the current offset, not the start of the buffer.
Fixes graphical corruption when drawing very large vertex buffers.
Cc: "9.2" <[email protected]>
Reviewed-by: Matthew McClure <[email protected]>
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The svga/d3d9 convention is that pixel centers are at integer coordinates.
Fixes piglit glsl-arb-fragment-coord-conventions test.
Reviewed-by: José Fonseca <[email protected]>
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Using the map/unmap path for glTexImage is a little bit faster
than blitting. Also, this fixes about 50 assorted piglit failures
that seem to be related to the blit version of glReadPixels.
Reviewed-by: Thomas Hellstrom <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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So return PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED = 0.
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r600g needs explicit flushing before DRI2 buffers are presented on the screen.
v2: add (stub) implementations for all drivers, fix frontbuffer flushing
v3: fix galahad
Signed-off-by: Marek Olšák <[email protected]>
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Draw module can decompose primitives into wireframe models, which
is a fancy word for 'lines', unfortunately that decomposition means
that we weren't able to preserve the original front-face info which
could be derived from the original primitives (lines don't have a
'face'). To fix it allow draw module to inject a fake face semantic
into outputs from which the backends can figure out the original
frontfacing info of the primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Cc: [email protected]
[ Francisco Jerez: Fix "PIPE_ENDIAN_SMALL" in the documentation,
define PIPE_ENDIAN_NATIVE. ]
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TGSI_OPCODE_KIL and KILP had confusing names. The former was conditional
kill (if any src component < 0). The later was unconditional kill.
At one time KILP was supposed to work with NV-style condition
codes/predicates but we never had that in TGSI.
This patch renames both opcodes:
TGSI_OPCODE_KIL -> KILL_IF (kill if src.xyzw < 0)
TGSI_OPCODE_KILP -> KILL (unconditional kill)
Note: I didn't just transpose the opcode names to help ensure that I
didn't miss updating any code anywhere.
I believe I've updated all the relevant code and comments but I'm
not 100% sure that some drivers had this right in the first place.
For example, the radeon driver might have llvm.AMDGPU.kill and
llvm.AMDGPU.kilp mixed up. Driver authors should review their code.
Reviewed-by: Jose Fonseca <[email protected]>
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Not needed with do_dead_builtin_varyings.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek
wanted to do).
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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To get array bounds checking.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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The function does array bounds checking. Note, this exposes a
bug in the svga_mark_surface_dirty() function: we're calling
svga_age_texture_view() with a texture slice instead of mipmap
level. This can lead to a failed assertion. That'll be fixed next.
Reviewed-by: Jose Fonseca <[email protected]>
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Trivial.
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And clean up the svga_translate_prim() function with better
variable names.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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