| Commit message (Collapse) | Author | Age | Files | Lines |
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To be consistent with other functions.
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The previous test for result != NULL was kind of bogus since we dereferenced
the pointer earlier in the code. Now, check for result != NULL first, then
get the result->key info.
Also, remove the useless "offset +=" code at the end.
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and similarly for svga_hw_fs_parameters
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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The emit->key.fkey info is only valid if we're generating a fragment shader.
We should not look at it if we're generating a vertex shader.
When generating a vertex shader, the value of emit->key.fkey.num_textures was
garbage and the loop over num_textures would read invalid data. At best
this would cause us to emit an unused constant. At worse, we could segfault.
Just by dumb luck, fkey.num_textures was usually a smallish integer.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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ROUND and TRUNC are implemented with one function to reduce code duplication.
Note: ROUND isn't actually used yet, but probably will be soon.
Reviewed-by: José Fonseca <[email protected]>
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Converting CMP to SLT+LRP didn't work when src2 or src3 was Inf/NaN.
That's the case for GLSL sqrt(0). sqrt(0) actually happens in many
piglit auto-generated tests that use the distance() function.
v2: remove debug/devel code, per Jose
Reviewed-by: José Fonseca <[email protected]>
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Was previously implemented with FLOOR.
Fixes quite a few piglit tests of float->int conversion, integer
division, etc.
v2: clean up left over debug/devel code, per Jose
Reviewed-by: José Fonseca <[email protected]>
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If the 'dst' register is the same as the 'pass' register we'll generate
invalid code. Use a temporary register in that case.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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And fix incorrect error message for a bad shader type/number.
Reviewed-by: Marek Olšák <[email protected]>
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This is actually required for GL_ARB_framebuffer_object, but the state
tracker doesn't currently check it.
Direct3D 9 allows mixed format color buffers with some restrictions.
Setting this allows Unigine Heaven 2.5 and 3.0 to run. Tested both on
GL and D3D hosts.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Solaris Studio C compiler does not support anonymous structs and
anonymous unions.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes a bug where a sampler view was using stale texture/resource
data when the texture was modified through a surface (render to texture).
Bumping the texture and layer ages triggers sampler view revalidation.
Fixes piglit fbo-blit failure.
Reviewed-by: José Fonseca <[email protected]>
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I tried to update all the old Makefiles that included the default
config to be sure they had a default target if they didn't previously
have one, since this new all target will always point at it. Almost
everything had one.
Reviewed-by: Kenneth Graunke <[email protected]>
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TEX instructions can't do saturation. Do the TEX into a temp reg w/out
saturation, then do a MOV_SAT.
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Replace draw_set_index_buffer() and draw_set_mapped_index_buffer() with
draw_set_indexes() which simply takes a pointer and an index size.
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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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And fix the emit_rss() function's return type.
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For zero-stride vertex arrays, the svga driver copies the value into
the constant value and uses that value in the shader. The recent
gallium-userbuf changes caused a regression in this. An example
symptom was per-primitive glColor3f() calls getting ignored.
Where we copied the vertex value from the vertex buffer to the
constant buffer we neglected to take into account the
pipe_vertex_buffer::buffer_offset field. Adding that value to the
source offset fixes the problem. Actually, it looks like we should
have been doing this all along, but it never was an issue before for
some reason.
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When drawing to a FBO, the viewport wasn't always set correctly. It
was fine in the usual case of the viewport dims matching the surface
dims but broken otherwise. In particular, this was happening because
the viewport scale is negative for FBO rendering.
The piglit fbo-viewport test exercises this.
Reviewed-by: José Fonseca <[email protected]>
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Nothing uses it now.
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Conflicts:
src/gallium/docs/source/screen.rst
src/gallium/drivers/nv50/nv50_state.c
src/gallium/include/pipe/p_defines.h
src/mesa/state_tracker/st_draw.c
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Fixes regressions with google earth and other things.
Reviewed-by: José Fonseca <[email protected]>
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It's unused now.
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This reduces CPU overhead when updating constants.
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Adapted drivers: i915, llvmpipe, r300, r600, radeonsi, softpipe.
User index buffers have been disabled in nv30, nv50, nvc0 and svga to keep
things working.
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This reduces CPU overhead in st_draw_vbo and removes a lot of unnecessary code
in that function which was required only to comply with the gallium interface,
but wasn't any useful really.
Adapted drivers: i915, llvmpipe, r300, softpipe.
No changes required in: r600, radeonsi.
User vertex buffers have been disabled in nv30, nv50, nvc0 and svga to keep
things working.
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