| Commit message (Collapse) | Author | Age | Files | Lines |
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It's easier to read now.
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Mainly updating comments and removing one use of a magic number.
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We'll soon start adding new query types, maybe even querying more than
one value per query.
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tgsi_exec is simple. llvm is fast. tgsi_sse2 ends up being neither.
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Signed-off-by: Brian Paul <[email protected]>
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This series of patches is a splitted version of my previous one, as suggested by Brian.
Signed-off-by: Brian Paul <[email protected]>
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The two piglit tests pass + render correctly.
Signed-off-by: Dave Airlie <[email protected]>
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It seems line loop stipple in hardware needs something I don't know, it might
need a proper geometry shader who knows.
Signed-off-by: Dave Airlie <[email protected]>
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SPI semantic indices for PS/VS are now static, so we don't
need to update spi config for every shaders combination. We can move
the functionality of r600_spi_update to r600(evergreen)_pipe_shader_ps.
Flatshade state is now controlled by the global FLAT_SHADE_ENA flag
instead of updating FLAT_SHADE for all inputs.
Sprite coord still requires the update of spi setup when
sprite_coord_enable is first changed from zero (enabled), and then
only when it's changed to other non-zero value (enabled for other input).
Change to zero (disabling) and back to the same value is handled via
global SPRITE_COORD_ENA.
New field "sprite_coord_enable" added to "struct r600_pipe_shader"
to track current state for the pixel shader. It's checked in the
r600_update_derived_state.
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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There is no need to duplicate semantic mapping which is done in hw, so get
rid of r600_find_vs_semantic_index.
TGSI name/sid pair is mapped to the 8-bit semantic index for SPI.
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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This reverts commit c15f8569fddac5f8aee77863922fd5bb992cfe8a.
This breaks r6xx.
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This reverts commit 9804cf3118ae7249098af2a9c78b36f4fb576ee4.
This breaks r6xx.
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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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SPI semantic indices for PS/VS are now static, so we don't
need to update spi config for every shaders combination. We can move
the functionality of r600_spi_update to r600(evergreen)_pipe_shader_ps.
Flatshade state is now controlled by the global FLAT_SHADE_ENA flag
instead of updating FLAT_SHADE for all inputs.
Sprite coord still requires the update of spi setup when
sprite_coord_enable is first changed from zero (enabled), and then
only when it's changed to other non-zero value (enabled for other input).
Change to zero (disabling) and back to the same value is handled via
global SPRITE_COORD_ENA.
New field "sprite_coord_enable" added to "struct r600_pipe_shader"
to track current state for the pixel shader. It's checked in the
r600_update_derived_state.
Signed-off-by: Vadim Girlin <[email protected]>
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There is no need to duplicate semantic mapping which is done in hw, so get
rid of r600_find_vs_semantic_index.
TGSI name/sid pair is mapped to the 8-bit semantic index for SPI.
Signed-off-by: Vadim Girlin <[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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just some more trivial integer changes for r600/r700.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Corbin Simpson <[email protected]>
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Signed-off-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
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Certain exports (position, point size, etc.) are treated
specially by the shader and not counted as generic exports.
Note the exports and any relevant related state bits.
Signed-off-by: Alex Deucher <[email protected]>
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Skip PSIZE and POSITION when counting VS outputs.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=42435
Tested without regressions on evergreen.
NOTE: this is a candidate for the 7.11 branch.
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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Fixes a bunch of prototype mismatch warnings..
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"no fetch_rgba_float for uint formats" => "llvmpipe does not support uint formats"
"stencil == uint" => "llvmpipe does not support stencil"
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As the value of unsigned ~0 depends on the bit-width.
Fixes fdo 42411.
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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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It is a typo went unnoticed.
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Replace pipe->flush() with pipe->texture_barrier() in
the texture upload path for the staging texture.
This should be enough to get data out of the gpu
caches ready to be read for texture fetch.
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It's not useful for anything.
The rest of the patch is just a cleanup resulting
from some of the variables being no longer used.
There are no piglit regressions.
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Taken care of by the winsys.
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And not all existing queries. The only reason we have that list is to be able
to suspend and resume the active ones.
This reduces looping over queries when suspending and resuming.
The queries no longer have to track some of their states.
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The winsys does the flush in buffer_map.
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We weren't setting TEX_SEM_WAIT on instructions that read the value of a
TEX instruction and also wrote the same register as the TEX instruction.
This is the sequence we were miscompiling:
1: TEX temp[0], input[2].xy__, 2D[0]
...
16: src0.xyz = temp[22], src1.xyz = temp[0], src2.xyz = temp[19]
MAD temp[0].xyz, src0.xxx, src1.xyz, src2.xxx
https://bugs.freedesktop.org/show_bug.cgi?id=42090
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Should fix: https://bugs.freedesktop.org/show_bug.cgi?id=42240
Signed-off-by: Dave Airlie <[email protected]>
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