| Commit message (Collapse) | Author | Age | Files | Lines |
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r600_shader_from_tgsi().
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The r600_bc_alu_src structure is used in two different ways, as a vector and
for the individual channels of that same vector. This is somewhat fragile,
and probably confusing.
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This is much easier to work with, and allows use to get rid of some of the
literal handling hacks.
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We don't have to unmap and recreate the upload buffer when a flush occurs.
This should also prevent buffer allocations from failing.
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This uses the surface format to set the CB up not the underlying texture
format, since these can and do differ.
Fixes piglit fbo-srgb.
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Since we never bind the actual DB to the CB/texture only the flushed one
we don't need to track the tile type at the moment.
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this fixes the mipmap tests with tiling forced on.
Signed-off-by: Dave Airlie <[email protected]>
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Since these textures still have the depth bit set.
Signed-off-by: Dave Airlie <[email protected]>
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For mipmap generation we need all levels in the flushing texture.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds a flag to create the texture without doing any
flushing to it. Flushing occurs in the draw function. This avoids
unnecessary flushes when we end up rebinding a CB/DB/texture due
to the blitter just restoring state.
Signed-off-by: Dave Airlie <[email protected]>
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This checks the color buffer bindings to make sure there is something
to flush.
Signed-off-by: Dave Airlie <[email protected]>
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If we are going to blit from a depth texture we need to flush
it before we blit from it.
Signed-off-by: Dave Airlie <[email protected]>
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Leak was introduced when fixing strict aliasing violation in this code:
the reference counting was preserved, but the destructor call on zero
reference count was not.
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See comment for more details.
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Only svga_context_flush should do it, to ensure upload commands are not
submitted to hardware in an inconsistent state.
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With the previous fixes we can now enabled hw depth copies
Signed-off-by: Dave Airlie <[email protected]>
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If we get a sw accessible buffer like the S8 texture we end up
doing depth tracking on it when there is no need since we won't
ever bind it to the hardware. This leads to a sw fallback in the
transfer destruction which leads to and endless recusion loop
of fail in transfer destroy.
Signed-off-by: Dave Airlie <[email protected]>
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this adds a flag to keep track of whether the depth texture structure
is the flushed texture or not, so we can avoid doing flushes when
we do a hw rendering from one to the other.
it also renames flushed to dirty_db which tracks if the DB copy
has been dirtied by being bound to the hw.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes zreaddraw in tiling mode
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To be consistant with vertex, geometry sampler fields.
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Based on work from Jakob Bornecrantz, Michel Dänzer, and Brian Paul.
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Join multiple exports into just one instruction
instead of exporting each register separately.
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Not 100% sure on this one, but this is how it should work,
the question is whether it will uncover other bugs elsewhere.
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If the tile type for the buffer is 1 then its been bound to the
DB at some point, we need to decompress it, otherwise its only
been bound as texture/cb so don't do anything.
This fixes 5 piglit tests here on r600g.
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this just adds the ioctl interface and sets the tile type
and array mode in the correct place.
This seems to bring eg 1D tiling to the same level, and issues
as on r600. No idea how to address 2D yet.
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sampler view on a depth texture.
R600/R700 was using incorrect tiling information from the (compressed) depth
buffer. Evergreen worked anyway because tiling doesn't work.
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Only decrement ref count if r600_upload_const_buffer
really changes the buffer.
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SVGA3D only supports SGN for vertex shaders, and this requires two additional
temporary registers for intermediate results.
For fragment shaders, lower to two CMPs and one ADD.
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