| Commit message (Collapse) | Author | Age | Files | Lines |
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We must use VPORT_SCISSOR, because that's the only one we can use for multiple
scissor rectangles in ARB_viewport_array.
R700 can use the VPORT_SCISSOR_ENABLE bit, but R600 doesn't have that and must
emit a 8192x8192 rectangle if scissor is disabled.
This commit also cleanups magic numbers in create_rs_state.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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VPORT_SCISSOR is the OpenGL scissor. How do I know? Because there are
16 of them just like GL4.1 has multiple scissor rectangles.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Also use XXX in the other ones, because it's the most used word for that
purpose in Mesa.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Timer queries should be able to measure the time spent in u_blitter as well.
Queries are split into two groups: the timer ones and the others (streamout,
occlusion), because we should only suspend non-timer queries for u_blitter,
and later if the non-timer queries are suspended, the context flush should
only suspend and resume the timer queries.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This fixes a memory leak introduced with the rework.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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And rename or inline functions where appropriate.
There is no reason to keep this stuff in r600_hw_context.c.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This reverts commit 0950086376b1c8b7fb89eda81ed7f2f06dee58bc.
It was decided to refactor the transfer API instead of adding workarounds
to address the performance issues.
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On R500 chips, shader instructions can take 7-bit (3-bit mantissa, 4-bit
exponent) floating point values as inputs in place of registers.
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After biasing we need to clamp to be sure we don't exceed the number of
levels in the mipmap. This fixes an assertion at svga_sampler_view.c:70
v2: simplify the biasing, clamping code per Jose's suggestion.
Reviewed-by: José Fonseca <[email protected]>
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Backends usually advertise a SVGA3D_DEVCAP_MAX_POINT_SIZE between 63 and
256, so an hardcoded max point size of 80 is often incorrect.
This limitation does not apply for anti-aliased points (as they are done
via draw module) but we still advertise the same limit for both, because
all others pipe drivers do.
Reviewed-by: Brian Paul <[email protected]>
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Some backends may advertise more temps than SVGA3D_TEMPREG_MAX, but the
driver is hardwired to only support up to the value defined by
SVGA3D_TEMPREG_MAX, so clamp to it.
Reviewed-by: Brian Paul <[email protected]>
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Figured out by trial and error.
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Especially rename staging_texture to staging and change its type
to r600_resource. I will reuse it for buffers later.
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Also change the type to bool and give it a less ambiguous name.
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It's used as a boolean.
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r600g is the only driver which has made use of it. The reason the CAP was
added was to fix some piglit tests when the GLSL pass lower_output_reads
didn't exist.
However, not removing output reads breaks the fallback for glClampColorARB,
which assumes outputs are not readable. The fix would be non-trivial
and my personal preference is to remove the CAP, considering that reading
outputs is uncommon and that we can now use lower_output_reads to fix
the issue that the CAP was supposed to workaround in the first place.
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v2:
- s/$(top_builddir)/$(top_srcdir)/
- Always generate Makefile.in
v3:
- Fixes from Matt Turner
- Use Mesa CFLAGS
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KILP instruction inside IF blocks were being lowered to an unconditional
KIL. Since r300 doesn't support branching, when the IF's were lowered
to conditional moves, the KIL would always be executed. This is not a
problem with the mesa state tracker, because the GLSL compiler handles
lowering IF's, but this bug was appearing in the VDPAU state tracker,
which does not use the GLSL compiler.
Note: This is a candidate for the stable branches.
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Fixes piglit regressions from that change.
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We were inverting the meaning of the stencil op flags: in svga/d3d
the normal incr/decr wraps and the SAT ops clamp.
This fixes piglit failures (at least stencil-twoside and stencil-wrap).
We should backport this everywhere we can.
Reviewed-by: Brian Paul <[email protected]>
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Two of the switch cases used PIPE_FORMAT_ tokens instead of SVGA3D_ tokens.
As it happens, the token values are equal for these formats so there's no
net change.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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We always mapped the query buffer in begin_query, causing stalls
if the buffer was busy.
This commit reworks it such that the query buffer is only mapped
in get_query_result as it's supposed to be.
The query buffer is no longer treated as a ring buffer. Instead, the results
are just appended and when the buffer is full, we create a new one. One query
can have more than one query buffer, though that's a very rare case.
Begin_query releases all query buffers.
Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Just to be safe with ref counting and avoid atomic operations.
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This fixes another case of faulting when freeing a pipe_sampler_view
that belongs to a previously destroyed context.
Reviewed-by: Jose Fonseca <[email protected]>
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Basically, instead of immediately freeing deleted surfaces, hang onto
them in a cache to do quick re-allocation. This helps when surfaces
are frequently destroyed and then reallocated a bit later.
Reviewed-by: José Fonseca <[email protected]>
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There was a SVGA_HOST_SURFACE_CACHE_BYTES symbol, but it was never
used.
Now when we go to add a newly deleted surface to the cache we check
if the cache size would be exceeded. If so, try to free the least
recently "unused" surfaces until the cache is smaller. If we can't
do that, simply don't cache the newly deleted surface. The alternative
involves flushing and waiting and we don't want to do that.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Before, if shader translation failed for any reason we'd keep trying
to translate the shader over and over again during state validation.
The dummy fragment shader emits solid red so that might be visual
clue that translation is failing.
Reviewed-by: Jose Fonseca <[email protected]>
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The assertion recently added in dst_register() was invalid because that
function is also (suprisingly) used to declare constant registers.
Move the assertion to the callers where we're really creating temp
registers and add some code to prevent emitting invalid temp register
indexes for release builds.
Also, update the comment for get_temp(). It didn't return -1 if it
ran out of registers and none of the callers checked for that.
Reviewed-by: Jose Fonseca <[email protected]>
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And assert on the register index in dst_register(). The dest can
only be an output or temp reg and there's more of the later.
Reviewed-by: Jose Fonseca <[email protected]>
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