| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Brian Paul <[email protected]>
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We need to distinguish surfaces for mouse cursors from scanouts,
because nv50 hardware display engine ignores tiling flags.
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sizeof(struct pipe_rasterizer_state):
Before: 32 bytes
After: 28 bytes
Reviewed-by: Brian Paul <[email protected]>
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Based uppon xine's slice_xvmc.c.
This gets VDPAU up and running.
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Let's start with NV12, but anything else shouldn't be much of a problem any more.
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Conflicts:
configs/linux-dri
src/gallium/drivers/r600/r600_pipe.c
src/gallium/drivers/r600/r600_state.c
src/gallium/include/pipe/p_format.h
src/gallium/tests/graw/fragment-shader/frag-abs.sh
src/gallium/tests/graw/fragment-shader/frag-add.sh
src/gallium/tests/graw/fragment-shader/frag-cb-1d.sh
src/gallium/tests/graw/fragment-shader/frag-cb-2d.sh
src/gallium/tests/graw/fragment-shader/frag-dp3.sh
src/gallium/tests/graw/fragment-shader/frag-dp4.sh
src/gallium/tests/graw/fragment-shader/frag-dst.sh
src/gallium/tests/graw/fragment-shader/frag-ex2.sh
src/gallium/tests/graw/fragment-shader/frag-face.sh
src/gallium/tests/graw/fragment-shader/frag-flr.sh
src/gallium/tests/graw/fragment-shader/frag-frc.sh
src/gallium/tests/graw/fragment-shader/frag-kil.sh
src/gallium/tests/graw/fragment-shader/frag-lg2.sh
src/gallium/tests/graw/fragment-shader/frag-lit.sh
src/gallium/tests/graw/fragment-shader/frag-lrp.sh
src/gallium/tests/graw/fragment-shader/frag-mad-immx.sh
src/gallium/tests/graw/fragment-shader/frag-mad.sh
src/gallium/tests/graw/fragment-shader/frag-max.sh
src/gallium/tests/graw/fragment-shader/frag-min.sh
src/gallium/tests/graw/fragment-shader/frag-mov.sh
src/gallium/tests/graw/fragment-shader/frag-mul.sh
src/gallium/tests/graw/fragment-shader/frag-rcp.sh
src/gallium/tests/graw/fragment-shader/frag-rsq.sh
src/gallium/tests/graw/fragment-shader/frag-sge.sh
src/gallium/tests/graw/fragment-shader/frag-slt.sh
src/gallium/tests/graw/fragment-shader/frag-srcmod-abs.sh
src/gallium/tests/graw/fragment-shader/frag-srcmod-absneg.sh
src/gallium/tests/graw/fragment-shader/frag-srcmod-neg.sh
src/gallium/tests/graw/fragment-shader/frag-srcmod-swz.sh
src/gallium/tests/graw/fragment-shader/frag-sub.sh
src/gallium/tests/graw/fragment-shader/frag-tempx.sh
src/gallium/tests/graw/fragment-shader/frag-xpd.sh
src/gallium/tests/graw/vertex-shader/vert-abs.sh
src/gallium/tests/graw/vertex-shader/vert-add.sh
src/gallium/tests/graw/vertex-shader/vert-arl.sh
src/gallium/tests/graw/vertex-shader/vert-arr.sh
src/gallium/tests/graw/vertex-shader/vert-cb-1d.sh
src/gallium/tests/graw/vertex-shader/vert-cb-2d.sh
src/gallium/tests/graw/vertex-shader/vert-dp3.sh
src/gallium/tests/graw/vertex-shader/vert-dp4.sh
src/gallium/tests/graw/vertex-shader/vert-dst.sh
src/gallium/tests/graw/vertex-shader/vert-ex2.sh
src/gallium/tests/graw/vertex-shader/vert-flr.sh
src/gallium/tests/graw/vertex-shader/vert-frc.sh
src/gallium/tests/graw/vertex-shader/vert-lg2.sh
src/gallium/tests/graw/vertex-shader/vert-lit.sh
src/gallium/tests/graw/vertex-shader/vert-lrp.sh
src/gallium/tests/graw/vertex-shader/vert-mad.sh
src/gallium/tests/graw/vertex-shader/vert-max.sh
src/gallium/tests/graw/vertex-shader/vert-min.sh
src/gallium/tests/graw/vertex-shader/vert-mov.sh
src/gallium/tests/graw/vertex-shader/vert-mul.sh
src/gallium/tests/graw/vertex-shader/vert-rcp.sh
src/gallium/tests/graw/vertex-shader/vert-rsq.sh
src/gallium/tests/graw/vertex-shader/vert-sge.sh
src/gallium/tests/graw/vertex-shader/vert-slt.sh
src/gallium/tests/graw/vertex-shader/vert-srcmod-abs.sh
src/gallium/tests/graw/vertex-shader/vert-srcmod-absneg.sh
src/gallium/tests/graw/vertex-shader/vert-srcmod-neg.sh
src/gallium/tests/graw/vertex-shader/vert-srcmod-swz.sh
src/gallium/tests/graw/vertex-shader/vert-sub.sh
src/gallium/tests/graw/vertex-shader/vert-xpd.sh
src/gallium/tools/trace/dump.py
src/gallium/tools/trace/format.py
src/gallium/tools/trace/model.py
src/gallium/tools/trace/parse.py
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Some GPUs can't do it (I think most of DX9 ones), so they should have
the option not to allow it.
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Simplifies mapping between numbers and identifiers for these.
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The vertex color clamp control is a property of an API,
a lot like gl_rasterization_rules.
The state should be set according to the API being implemented, for example:
OpenGL Compatibility: enabled by default
OpenGL Core: disabled by default
D3D11: always disabled
This patch also changes the way ARB_color_buffer_float is advertised.
If no SNORM or FLOAT render target is supported, fragment color clamping
is not required.
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BTW this changes the gallium interface.
Some rather cosmetic changes by Marek.
Squashed commit of the following:
commit 513b37d484f0318311e84bb86ed4c93cdff71f13
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:17:54 2010 +0200
mesa/st: respect fragment clamping in st_DrawPixels
commit 546a31e42cad459d7a7a10ebf77fc5ffcf89e9b8
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:17:28 2010 +0200
mesa/st: support fragment and vertex color clamping
commit c406514a1fbee6891da4cf9ac3eebe4e4407ec13
Author: Luca Barbieri <[email protected]>
Date: Tue Aug 24 21:56:37 2010 +0200
mesa/st: expose ARB_color_buffer_float if unclamping is supported
commit d0c5ea11b6f75f3da2f4ca989115f150ebc7cf8d
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 17:53:41 2010 +0200
mesa/st: use unclamped colors
This assumes that Gallium is to be interpreted as given drivers the
responsibility to clamp these colors if necessary.
commit aef5c3c6be6edd076e955e37c80905bc447f8a82
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:12:34 2010 +0200
mesa, mesa/st: handle read color clamping properly
We set IMAGE_CLAMP_BIT in the caller based on _ClampReadColor, where
the operation mandates it. (see the removed XXX comment. -Marek)
TODO: did I get the set of operations mandating it right?
commit 76bdfcfe3ff4145a1818e6cb6e227b730a5f12d8
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:18:25 2010 +0200
gallium: add color clamping to the interface
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This should give a good basis to implement vdpau ontop of it.
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Also redesign the compositor a bit and make the result a public available interface
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It wasn't fully implemented anyway.
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This gets ia44 and ai44 at least partial working
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Conflicts:
src/gallium/drivers/r600/r600_asm.c
src/gallium/tests/unit/SConscript
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v2: change the gallium entry point to texture_barrier.
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The drivers have been changed so that they behave as if all of the flags
were set. This is already implicit in most hardware drivers and required
for multiple contexts.
Some state trackers were also abusing the PIPE_FLUSH_RENDER_CACHE flag
to decide whether flush_frontbuffer should be called.
New flag ST_FLUSH_FRONT has been added to st_api.h as a replacement.
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So that they don't have the driver-specific param and return type.
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Only st/xorg used it and even incorrectly with regards to pipelined transfers.
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This is a follow-up to the ARB_sync patch for st/mesa and completes
the ARB_sync implementation.
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Again, a lot of code is shared with RGTC.
The layout is UTIL_FORMAT_LAYOUT_RGTC, because LATC is just swizzled RGTC.
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ARB_instanced_arrays is a subset of D3D9.
ARB_draw_instanced is a subset of D3D10.
The point of this change is to allow D3D9-level drivers to enable
ARB_instanced_arrays without ARB_draw_instanced.
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Conflicts:
configure.ac
src/gallium/auxiliary/Makefile
src/gallium/auxiliary/SConscript
src/gallium/drivers/r600/r600_asm.c
src/gallium/drivers/r600/r600_asm.h
src/gallium/drivers/r600/r600_shader.c
src/gallium/drivers/r600/r600_state_inlines.h
src/gallium/drivers/r600/r600_texture.c
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