| Commit message (Collapse) | Author | Age | Files | Lines |
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The debug printfs wouldn't actually compile when enabled, so kill them off
and insert some new one in another place, and make sure it keeps compiling
by enclosing it in a if-0 clause.
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In particular get rid of home-grown vector helpers which didn't add much.
And while here fix formatting a bit. No functional change.
Reviewed-by: Jose Fonseca <[email protected]>
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d3d10 requires us to convert NaNs to zero for any float->int conversion.
We don't really do that but mostly seems to work. In particular I suspect the
very common float->unorm8 path only really passes because it relies on sse2
pack intrinsics which just happen to work by luck for NaNs (float->int
conversion in hw gives integer indeterminate value, which just happens to be
-0x80000000 hence gets converted to zero in the end after pack intrinsics).
However, float->srgb didn't get so lucky, because we need to clamp before
blending and clamping resulted in NaN behavior being undefined (and actually
got converted to 1.0 by clamping with sse2). Fix this by using a zero/one clamp
with defined nan behavior as we can handle the NaN for free this way.
I suspect there's more bugs lurking in this area (e.g. converting floats to
snorm) as we don't really use defined NaN behavior everywhere but this seems
to be good enough.
While here respecify nan behavior modes a bit, in particular the return_second
mode didn't really do what we wanted. From the caller's perspective, we really
wanted to say we need the non-nan result, but we already know the second arg
isn't a NaN. So we use this now instead, which means that cpu architectures
which actually implement min/max by always returning non-nan (that is adhering
to ieee754-2008 rules) don't need to bend over backwards for nothing.
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
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Since we explicitly require a integer input we should avoid using exp2 math
(even if we were using optimized versions), which turns the exp2 into a int
sub (plus some casts).
v2: fix bogus uint (needs to be int) math spotted by Matthew, fix comments
Reviewed-by: Jose Fonseca <[email protected]>
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Adding a vl_mpeg-based helper didn't seem to work, as it produced data
that the card couldn't handle. (And I didn't investigate further.) This
makes the decoding functionality only accessible via XvMC and avoids
crashes when attempting to use VDPAU.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[email protected]>
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It doesn't work, I don't know why, but no point in hanging people's
displays until it gets figured out.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[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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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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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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Reviewed-by: Marek Olšák <[email protected]>
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Tested-by: Christian König <[email protected]>
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This exposes GL_ARB_texture_buffer_object_rgb32.
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GLSL 1.40 is done.
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This doesn't make any difference on Bonaire, but it might help on Hawaii.
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Actually link VS out / FS in based on semantic info, keeping in mind
that position/pointsize can also be an input to the FS. This fixes a
few fragment shaders which were using gl_Position.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes use of full-precision in fragment shader (ie. don't clobber r0.x
since that can be used by future bary instructions for varying fetch).
And makes use of full-precision the default in fragment shader (but can
be overriden via FD_MESA_DEBUG=fraghalf).
Seems like half precision is often not enough for texture coordinates.
The blob compiler is clever enough to keep texture coords in full
precision registers while using half precision for everything else. But
we aren't quite that clever yet, so better to default to full precision.
Signed-off-by: Rob Clark <[email protected]>
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Handle some relative addressing constraints: cannot handle const or
relative in cat5 and src2 of cat3.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes a boat load of Piglit tests for me, which crashed like fdo#70913
before.
Thanks to Michel Dänzer for the tip.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70913
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Without DataLayout, a lot of optimization passes aren't run and the ones
that are don't work as well.
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[olv: use $(srcdir) instead of $(top_srcdir)]
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Use u_primconvert to convert unsupported primitives into supported
primitive plus index buffer.
Signed-off-by: Rob Clark <[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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pull in some fixes to draw-initiator/prim-type.
Signed-off-by: Rob Clark <[email protected]>
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The layer coming from GS needs to be clamped (not sure if that's actually
the correct error behavior but we need something) as the number can be higher
than the amount of layers in the fb. However, this code was using the layer
calculation from the scene, and this was actually calculated in
lp_scene_begin_rasterization() hence too late (so setup was using the value
from the _previous_ scene or just zero if it was the first scene).
Since the value is used in both rasterization and setup, move calculation up
to lp_scene_begin_binning() though it's a bit more inconvenient to calculate
there. (Theoretically could move _all_ code which was in
lp_scene_begin_rasterization() to there, because ever since we got rid of
swizzled render/depth buffers our "map" functions preparing the fb data for
render don't actually change the data in there at all, but it feels like
it would be a hack.)
v2: improve comments
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This prevents unnecessary (and wrong) register allocation in the
scheduler for preloaded values in fixed registers.
Fixes interpolation-mixed.shader_test on rv770
(and probably on all other pre-evergreen chips).
Signed-off-by: Vadim Girlin <[email protected]>
Tested-by: Andreas Boll <[email protected]>
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Add alot of missing fields as well.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Kill ilo_bind_sampler_states2 and ilo_set_sampler_views2. Map
PIPE_FORMAT_R10G10B10A2_UINT to BRW_SURFACEFORMAT_R10G10B10A2_UINT.
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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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This fixes a lockup in piglit/spec/glsl-1.40/execution/tf-no-position.
Reviewed-by: Michel Dänzer <[email protected]>
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