| Commit message (Collapse) | Author | Age | Files | Lines |
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We were incorrectly setting a register that limited the range of
constants accessible via indirect addressing.
Setting it correctly, we can address all the constants the GPU
supports.
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Does any API even use rounding-up?
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Fixes piglit lodbias
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Negative or huge offsets not yet supported.
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probably can improve this a bit.
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I will not cut-n-paste.
I will not cut-n-paste.
I will not cut-n-paste.
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Its now about 7.8k, and might actually fit in a cache.
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Okay I finally wrapped my head around what r600_context_state is meant to be,
maybe I should just rename all the structs so that have distinct names.
I've no idea however why 16 is a good magic number for R600_MAX_RSTATE.
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This was another ugly function that really wasn't needed.
The 3 calls to it from the gallium api were shorter than it,
and all the calls from the set_ functions were pointless.
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having some sort of locality of code really matters, just create
and setup state at time. Not sure if this is just further polishing of a bad thing,
but at least it makes it more readable.
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this gets them out of sight of the main codeflow.
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this also fixes occulsion queries.
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Previously bind sampler/sampler_view can be converted and endup
overwritting the current state we want to schedule. Example :
bind texA texB to sampler_view[0] & sampler_view[1], render,
bind texB to sampler_view[0] render. Now state associated to
texB are set to configure sampler_view slot 0, but as we don't
unbind sampler_view[1] still point to texB state so we end up
with sampler_view[1] overwritting sampler_view[0], which gives
wrong rendering if next rendering bind texA to sampler_view[0],
it will endup as texB is bound to sampler_view[0]. If you are
not confuse at that point give me a call i will be buying you
beer.
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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spotted by taiu on irc
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fixes at least 2 more piglits.
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One can bind same texture or sampler to different slot,
each slot needs it own state. The solution implemented
here is not exactly beautifull or optimal need to think
to somethings better.
Signed-off-by: Jerome Glisse <[email protected]>
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fixes problems in valgrind with uninitialised values.
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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Make state statically allocated, this kills a bunch of code
and avoid intensive use of malloc/free. There is still a lot
of useless duplicate function wrapping that can be kill. This
doesn't improve yet performance, needs to avoid memcpy states
in radeon_ctx_set_draw and to avoid rebuilding vs_resources,
dsa, scissor, cb_cntl, ... states at each draw command.
Signed-off-by: Jerome Glisse <[email protected]>
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This reverts commit 1fa7245c348cb7aced81f1672140f64cb6450e2f.
Conflicts:
src/gallium/drivers/r600/r600_state.c
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Signed-off-by: Patrice Mandin <[email protected]>
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This fixes fbo-3d and fbo-cubemap
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This reverts commit de0b76cab22caa9fc7260f80acb8f151ccced6c5, its pre-computes the texture state wrong,
you can't just use an array of levels, since you can have FBOs to depth texture slices inside a level as well
it would get really messy quickly. Probably need to split commits like this up into pieces for each piece
of state, so we can revert bits easier in case of regressions.
This also break 5 piglit tests, and valgrind starts to warn about invalid read/writes after this.
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fixes warning that
r600_blit.c: In function ‘r600_resource_copy_region’:
r600_blit.c:136: warning: passing argument 1 of ‘util_resource_copy_region’ from incompatible pointer type
and also 7 more piglit tests.
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add cube and shadow support to the texture code.
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For some reason r600c, emits extra instructions in the FP to do the depth write output swizzle,
I'm not sure this is required, so here I'm doing it in the exports.
this fixes the mesa trivial demos tri-depthwrite and tri-depthwrite2, it doesn't fix
the glsl1 gl_FragDepth writing test however.
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this fixes a few if the fs shader tests, 10 more piglits
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