| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: check if pipe_buffer_map() returns NULL, and return NULL from
svga_vbuf_render_map_vertices(). Per Jose's suggestion.
Reviewed-by: José Fonseca <[email protected]>
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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]>
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Untested. But should fix fdo 42576.
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If we're drawing sprites and the fragment shader needs both auto-
generated texcoords and user-defined varying vars we need to use
this fallback path.
The reason is when we enable auto texcoord generation, it gets
enabled for all texcoord sets. And that clobbers the user-defined
varying vars.
Reviewed-by: José Fonseca <[email protected]>
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If we use the draw-module for wide point/line/etc drawing we'll need
a fragment shader too (like we pass in the vertex shader).
This fixes sprite point rendering when forcing the swtnl path.
Reviewed-by: José Fonseca <[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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Signed-off-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
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Fixes a bunch of prototype mismatch warnings..
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Reviewed-by: Brian Paul <[email protected]>
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svga keeps a small queue of similar primitive draws in order to coalesce
them into a single draw primitive command.
But the buffers referred in primitives not yet emitted were being ignored
in the considerations to flush or not the context.
This fixes piglit vbo-map-remap, vbo-subdata-sync, vbo-subdata-zero, and
Seeker.
Based on investigation and patch from Brian Paul.
Reviewed-By: Brian Paul <[email protected]>
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Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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We've been requiring SM 3.0 all along so this just removes unused code.
Reviewed-by: Jose Fonseca <[email protected]>
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these are never USCALED, always UINT in reality.
taken from some work by Christoph Bumiller
v2: fixup formatting of table + tabs
Signed-off-by: Dave Airlie <[email protected]>
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This removes:
- PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS
- PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS
in favor of the that new per-shader cap.
Reviewed-by: Brian Paul <[email protected]>
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All drivers support it (well, except Cell). The boolean option is going away
from core Mesa too.
This is a follow-up to Ian Romanick's patch
"mesa: Remove ARB_texture_mirrored_repeat extension enable flag".
Reviewed-by: Brian Paul <[email protected]>
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Introduces fence objecs and a size limit on query buffers.
The possibility to map the fifo from user-space is gone, and
replaced by an ioctl that reads the 3D capabilities.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecranz <[email protected]>
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EXT_texture_integer also specifies border color should be a color
union, the values are used according to the texture sampler format.
(update docs)
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It was always zero.
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Be consistent with other functions in the file. And add some comments.
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'shader' is more intuitive. Also s/int/unsigned/ and add assertions.
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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.
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Without this, apps/tests that tried to use a DXT/sRGB format would die on
a failed assertion (st_texture.c:80).
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Only the XYZ components are checked to be negative by SVGA3DOP_TEXKILL.
GL_ARB_fp requires all four components be checked. Emit a second texkill
for W if needed.
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We only need to do the divide by Q step for TXP instructions.
This fixes the incorrectly rendered soft shadow test in Lightsmark.
Along with the previous texture swizzle commit, this also fixes all
the piglit glsl-fs-shadow2d-XX.shader_test failures.
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This exposes the GL_EXT_texture_swizzle extension and allows the various
depth texture modes to be implemented properly. This, plus a follow-on
texture/shadow change fixes quite a few piglit GLSL shadow sampler test
failures.
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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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See bug 688394
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Accurately describe what operations are supported when a format caps
entry is not advertised by the host, and which formats are never
supported, instead of making ad-hoc and often incorrect assumptions.
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sampled from.
Mitigates issues with hosts where support for these new depth formats is
flaky.
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TODO: Can we pass this as the same texcoord as fog?
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HWv8 feature.
Tested with GoogleEarth, Mesa demos.
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See bug 688383
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The pipe_sampler_view::format field should be prefered over the resource/
texture format. The former is used to override the texture format for
sRGB decode enable/disable, etc.
Also, use new util_format_is_srgb() helper to catch all sRGB formats.
This fixes the piglit tex-srgb test for GL_EXT_texture_sRGB_decode.
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This fixes a regression from a8cf4b6acf9ee996090cc0bb95fa3558b481108c
The problem occured when two successive glDrawArrays calls accessed
subsequent elements in user-space arrays. The user-space array
from the first call wasn't being grown to accomodate the second
draw call's elements.
Reviewed-by: Thomas Hellstrom <[email protected]>
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This moves the gallium interface for clears from using a pointer to 4 floats to a pointer to a union of float/unsigned/int values.
Notes:
1. the value is opaque.
2. only when the value is used should it be interpretered according to
the surface format it is going to be used with.
3. float clears on integer buffers and vice-versa are undefined.
v2: fixed up vega and graw, dropped hunks that shouldn't have been in
patch.
Signed-off-by: Dave Airlie <[email protected]>
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