| Commit message (Collapse) | Author | Age | Files | Lines |
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Define the macro in src/util/macros.h rather than in two different
places. Note that USED isn't actually used anywhere at this time.
Reviewed-by: Jose Fonseca <[email protected]>
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Just to keep things consistent.
Reviewed-by: José Fonseca <[email protected]>
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Note that PIPE_BIND_COMMAND_ARGS_BUFFER and PIPE_BIND_LINEAR were both
bit 21 before.
Reviewed-by: José Fonseca <[email protected]>
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The most common macros are defined there, no use to duplicate these
Clean up the already redefinded macros
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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These act like flt32 except they take up two slots, and you
can only add 2 x flt64 constants in one slot.
The main reason they are different is we don't want to match half a flt64
constants against a flt32 constant in the matching code, we need to make
sure we treat both parts of the flt64 as an single structure.
Cleaned up printing/parsing by Ilia Mirkin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This patch adds support for a set of double opcodes
to TGSI. It is an update of work done originally
by Michal Krol on the gallium-double-opcodes branch.
The opcodes have a hint where they came from in the
header file.
v2: add unsigned/int <-> double
v2.1: update docs.
v3: add DRSQ (Glenn), fix review comments (Glenn).
v4: drop DDIV
v4.1: cleanups, fix some docs bugs, (Ilia)
rework store_dest and fetch_source fns. (Ilia)
4.2: fixup float comparisons (Ilia)
This is based on code by Michael Krol <[email protected]>
Roland and Glenn also reviewed earlier versions.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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No actual decoding is added, similar faking mechanism to bptc.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: add alignment restrictions to docs, fix indentation in headers
Reviewed-by: Christian König <[email protected]>
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Resolving a multisampled depth texture into
a single sampled texture is supported on >= SM4.1
hw. It is possible some previous hw support it.
The ability was tested on radeonsi and nvc0.
Apparently is is also supported for radeon >= r700.
This patch adds the MULTISAMPLE_Z_RESOLVE cap and
add it to the drivers. It is advertised for drivers
for which it is sure the ability is supported.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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For drivers that use higher slots not to crash in tgsi_shader_info.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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v2: Instead of telling the driver that the window system ancillaries have
been invalidated (when the driver doesn't know which of its buffers
are the window system's!), introduce a method for invalidating
specific surfaces.
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Plus a new PIPE_CAP_VERTEXID_NOBASE query. The idea is that drivers not
supporting vertex ids with base vertex offset applied (so, only support
d3d10-style vertex ids) will get such a d3d10-style vertex id instead -
with the caveat they'll also need to handle the basevertex system value
too (this follows what core mesa already does).
Additionally, this is also useful for other state trackers (for instance
llvmpipe / draw right now implement the d3d10 behavior on purpose, but
with different semantics it can just do both).
Doesn't do anything yet.
And fix up the docs wrt similar values.
v2: incorporate feedback from Brian and others, better names, better docs.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Nothing in the tree generates it.
Reviewed-by: Jose Fonseca <[email protected]>
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Never generated, and implemented in only nvfx vertprog.
Reviewed-by: Jose Fonseca <[email protected]>
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Nothing generated them.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generates it.
Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generated it.
v2: Only drop ARA, not ARR as well.
Reviewed-by: Jose Fonseca <[email protected]> (v2)
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Nothing in the tree generated it.
Reviewed-by: Jose Fonseca <[email protected]>
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They weren't generated in tree, and as far as I know all hardware had to
lower it to a DP, RSQ, MUL.
Reviewed-by: Jose Fonseca <[email protected]>
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Almost all drivers ignore them.
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In preparation of ARB_clip_control. Let the driver decide if
it supports pipe_rasterizer_state::clip_halfz being set to true.
v3:
Initially enable on ilo.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]
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With 5 shader stages and various combinations of enabled and disabled shaders,
the maximum number of outputs in one shader doesn't have to be equal to
the maximum number of inputs in the following shader.
v2: return 32 for softpipe and llvmpipe
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Drivers can return this value for PIPE_COMPUTE_CAP_IR_TARGET
if they want clover to give them native object code.
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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The only place the enum pipe_type was used is for the TGSI sampler
view return type. So make it a TGSI type. Note: it appears this
part of TGSI isn't used by anyone so it may be removed in the future.
v2: the new name is tgsi_return_type, not tgsi_type. This means we
can drop the previously posted tgsi_type -> tgsi_opcode_type patch.
Reviewed-by: Roland Scheidegger <[email protected]>
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...i.e. formats in which the first listed component is in the least
significant byte of the integer. The corresponding UNORM aliases already exist.
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This means that each RnGnBnxn format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
The associated UNORM and SRGB formats already exist.
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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...i.e. formats in which the first listed component is in the least
significant half of the integer.
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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...i.e. formats in which the alpha or green channel is first in memory.
This means that each LnAn and RnGn format has a reversed counterpart,
which is necessary for handling big-endian mesa<->gallium mappings.
Signed-off-by: Richard Sandiford <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This allows a sampler view to have a different texture target than the
underlying resource. This will be used to implement the type casting
between 2d arrays and cube maps as specified in ARB_texture_view.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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Namely vendor/device id, accelerated and UMA, which will be used to describe
the underlying renderer.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
v2: Reuse opcode gaps as suggested by Marek
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <[email protected]>
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So move it from dri_context to dri_screen.
This will be needed for version computations.
Reviewed-by: Ilia Mirkin <[email protected]>
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All flags are set for st/mesa, so the state tracker doesn't have to check
them.
Reviewed-by: Ilia Mirkin <[email protected]>
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This new name isn't so confusing.
I also changed the gallivm limit, because it looked wrong.
Reviewed-by: Brian Paul <[email protected]>
v2: use sizeof(float[4])
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Most (all?) Unigine shaders fail to compile without this if sample shading
is advertised. This is, of course, Unigine developers' fault.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The new location field can be either center, centroid, or sample, which
indicates the location that the shader should interpolate at.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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