| Commit message (Collapse) | Author | Age | Files | Lines |
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https://bugs.freedesktop.org/show_bug.cgi?id=40062
https://bugs.freedesktop.org/show_bug.cgi?id=36939
Note: This is a candidate for the 7.11 branch.
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This moves the gallium interface for clears from using a pointer to 4 floats to a pointer to a union of float/unsigned/int values.
Notes:
1. the value is opaque.
2. only when the value is used should it be interpretered according to
the surface format it is going to be used with.
3. float clears on integer buffers and vice-versa are undefined.
v2: fixed up vega and graw, dropped hunks that shouldn't have been in
patch.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Chia-I Wu <[email protected]>
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so that we don't abuse PIPE_BIND_VERTEX_BUFFER all the time.
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Pass an explicit surface format as we do with pipe_put_tile_rgba_format().
This fixes the piglit fbo-srgb-blit test. With GL_EXT_framebuffer_sRGB we
override the resource's format with an explicit format (linear vs. sRGB).
We need to do so both when getting and putting tiles.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40402
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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I was still missing a couple of types on r600/r700 codepaths.
Fixes these up.
Signed-off-by: Dave Airlie <[email protected]>
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For signed/unsigned with no normalisation or srgb, assume its an INT
type texture.
Signed-off-by: Dave Airlie <[email protected]>
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We could constant interpolated values now and set have_perspective
if nothing else is set to avoid a GPU hang.
Signed-off-by: Dave Airlie <[email protected]>
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TGSI CONSTANT interpolation is just flat, and we just read the values
direct from the LDS into the GPR without doing any interpolation on them.
This is needed to pass integer types into the fragment shader.
Signed-off-by: Dave Airlie <[email protected]>
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If we get a scaled type assume its a real integer type (as textures are).
Also fixup the blend bypass and blend clamp flags on evergreen as per the
docs.
Signed-off-by: Dave Airlie <[email protected]>
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just playing with EXT_texture_integer, and this was first bug.
Signed-off-by: Dave Airlie <[email protected]>
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If we're drawing to a luminance, luminance/alpha or intensity surface
we have to adjust (rebase) the fragment/quad colors before writing them
to the tile cache. The tile cache always stores RGBA colors but if
we're caching a L/A surface (for example) we need to be sure that R=G=B
so that subsequent reads from the surface cache appear to return L/A
We previously had a special case for RGB (no alpha) surfaces. This
change generalizes that for the other base formats.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40408, but sRGB
formats are still failing. That'll be addressed in a later patch.
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Prevents lockups with piglit tests draw-elements and draw-vertices using large
numbers of vertices.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Broken, and we now shuffle tiles with pack/unpack instructions, instead
of shuffle masks.
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Also includes loading of shared shader library code (used for f64
and integer division) and setting up the immediate array buffer
which is appended to the code.
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M2MF will trap if the data stream is interrupted by a QUERY fence
and report too much or not enough data.
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Per the GL spec, clamp incoming colors prior to blending depending on
whether the destination buffer stores normalized (non-float) values.
Note that the constant blend color needs to be clamped too (we always
get the unclamped color from Mesa).
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=40412
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Signed-off-by: Emeric Grange <[email protected]>
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R4A4 is needed by OSD in mplayer's xvmc output
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This subclass of r600_resource doesn't contain any useful members,
so let's just use r600_resource.
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The winsys doesn't need it.
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The scons build still depended on libdrm_radeon.
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Try to use the PMPEG where available
Signed-off-by: Maarten Lankhorst <[email protected]>
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According to the GLSL spec, the implementor can decide which way to round
when the fraction is .5. The r300 compiler will round down.
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I had to guess & verify how some of the SAMPLE instructions work.
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This fixes piglit/fbo-depth-array.
Reviewed-by: Dave Airlie <[email protected]>
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This fixes piglit/fbo-generatemipmap-array.
It looks like SQ_TEX_SAMPLER_WORD0_0.TEX_ARRAY_OVERRIDE should be set
for array textures in order to disable filtering between slices,
which adds a dependency between sampler views and sampler states.
This patch reworks sampler state updates such that they are postponed until
draw time. TEX_ARRAY_OVERRIDE is updated according to bound sampler views.
This also consolidates setting the texture state between vertex and
pixel shaders.
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v2: remove PIPE_CAP_ARRAY_TEXTURES in favor of the new CAP.
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