| Commit message (Collapse) | Author | Age | Files | Lines |
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HWv8 feature.
Tested with GoogleEarth, Mesa demos.
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It is sometimes useful to examine the first frame or and early frame of a
quickly executing and non-repeating application, this chain introduces a new
environment variable that is checked when creating contexts. If
GALLIUM_RBUG_START_BLOCKED is set, then each context that is created is started
in a blocked state. This allows time to connect rbug before anything is
rendered in the context.
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That helps reduce the number of texture indirections, which are very limited on i915.
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See bug 688383
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The pipe_sampler_view::format field should be prefered over the resource/
texture format. The former is used to override the texture format for
sRGB decode enable/disable, etc.
Also, use new util_format_is_srgb() helper to catch all sRGB formats.
This fixes the piglit tex-srgb test for GL_EXT_texture_sRGB_decode.
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end of some shaders.
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This fixes a regression from a8cf4b6acf9ee996090cc0bb95fa3558b481108c
The problem occured when two successive glDrawArrays calls accessed
subsequent elements in user-space arrays. The user-space array
from the first call wasn't being grown to accomodate the second
draw call's elements.
Reviewed-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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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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