| Commit message (Collapse) | Author | Age | Files | Lines |
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Remplace clCreateImage2D and clCreateImage3D implementation with call
to clCreateImage.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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This will be used to share the same logic between buffer and image
creation.
v2: Make memory flag set constants local to validate_flags. (Serge
Martin)
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Check for PIPE_FORMAT_R8_UNORM when setting up the copy shader.
Also re-enable the dest alpha blending with A8 destination that
actually turned out to be correct.
Verified using rendercheck that the composite operators
overreverse, in, out, atop, atopreverse and xor seem to work fine
with a8 destiation.
v2: Fix a copy-paste error.
Reported-by: Jose Fonseca <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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XA has been using L8_UNORM for a8 and yuv component surfaces.
This commit instead makes XA prefer R8_UNORM since it's assumed to have a
higher availability.
Also neither of these formats are suitable as destination formats using
destination alpha blending, so reject those operations.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When parsing an variable declaration qualified with the typename
keyword, clang attempted to declare a variable with the type of non
type member "enum type type" of module::argument (within the header
file clover/core/module.hpp) instead of the typed member of
module::argument "enum type".
Replaced "typename" with "enum" to force clang to declare the variable
marg_type with type "enum type" of module::argument.
CC: "11.0" <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Albert Freeman <[email protected]>
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Like xa_surface_from_handle(), but takes a handle type, rather than
hard-coding 'shared' handle. This is needed to fix bugs seen with
xf86-video-freedreno with xrandr rotation, for example. The root issue
is that doing a GEM_OPEN ioctl on a bo that already has a GEM handle
associated with the drm_file will result in two unique handles for the
same bo. Which causes all sorts of follow-on fail.
v2:
- Add support for for fd handles.
- Avoid duplicating code.
- Bump xa version minor.
Signed-off-by: Rob Clark <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
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This allows creating compute-only and debug contexts.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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We had several reports of users hitting bugs
with the other path to upload constants,
and switching to the user constant buffer
path solves the bugs.
User constant buffers are expected to be slower
for Nvidia cards, so ideally this patch should be
reverted when the path is fixed.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Krzysztof Sobiecki <[email protected]>
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release build was complaining
Signed-off-by: Axel Davy <[email protected]>
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release build was complaining
Signed-off-by: Axel Davy <[email protected]>
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The compiler was complaining the value may be uninitialised
when it is used (which is wrong). Initialize to NULL to silent
the warning.
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There was an unused variable
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This is quite rare that an app does set again
the same shaders, but it isn't an expensive check
either.
Signed-off-by: Axel Davy <[email protected]>
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It is very common for d3d9 apps to set again the constants
they need before every draw call, even if nothing changed.
Since we are mostly gpu bound, it is better to check
for change, and upload constants again (and thus use
gpu bandwith) only if the constants changed.
Signed-off-by: Axel Davy <[email protected]>
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The number of texture stages is 8.
'tex_stage' array was too big, and thus
the checks with 'Elements(state->ff.tex_stage)' were passing,
causing some invalid API calls to pass, and crash because of
out of bounds write since bumpmap_vars was just the correct size.
Signed-off-by: Axel Davy <[email protected]>
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The CSO cache unbinds views that are not needed anymore,
which we don't do.
It checks for change before committing the views.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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It wasn't giving the expected result.
This fixes some object being transparents
in games like FEAR.
Signed-off-by: Axel Davy <[email protected]>
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Taken from wine tests
Signed-off-by: Axel Davy <[email protected]>
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Fixes Wine tests
Signed-off-by: Axel Davy <[email protected]>
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nine_update_state called every draw call.
This patch attemps to change the order
of the checks to have better control flow
Signed-off-by: Axel Davy <[email protected]>
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The implementation used Wine tests for conformance
Signed-off-by: Axel Davy <[email protected]>
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Wine tests were used to get it right.
Signed-off-by: Axel Davy <[email protected]>
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There were flags all sm3 cards do advertise,
and we weren't.
Some games can trigger buggy rendering path
if the caps are not what they expect.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Automatically switch to userbuf path when
we would need to upload fog or bumpmat
constants
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Separate state setting and commit
Changes how the shader key is computed
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Previous code had only a subcase of fog working right.
Signed-off-by: Axel Davy <[email protected]>
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Always use a user constant buffer for ff.
It means we have to:
. commit the user constant buffer for ff when we use it
. commit back the non-ff constant buffer when we stop using it
Signed-off-by: Axel Davy <[email protected]>
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We have two paths:
. One that uses a fixed constant buffer, and updates it when needed
. One that uses a user constant buffer, and uploads it when needed.
This patch separates the preparation of the constant buffer
and the commit.
It also removes NineDevice9_RestoreNonCSOState, which was
used to restore all states. Instead the commit of the constant
buffer is moved to nine_state, and the other field settings
moved to other functions where more appropriate.
Signed-off-by: Axel Davy <[email protected]>
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Separate state preparation and state commit
Signed-off-by: Axel Davy <[email protected]>
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For now the path updated is only used by Amd drivers, but a later
patch will make it used by all drivers. Some drivers like llvmpipe
doesn't support the uploading of constants from user buffers, so improve
the path to work for all drivers
Inspired from the gl state tracker.
Signed-off-by: Axel Davy <[email protected]>
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Check for redundant settings
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
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Separate state preparation and state commit
Signed-off-by: Axel Davy <[email protected]>
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Separate state preparation and state commit
Signed-off-by: Axel Davy <[email protected]>
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Instead of mixing state preparation (filling pipe_****)
and state commit (pipe->set_*****),
begin doing so in two separate functions.
This will allow to implement efficient Stateblocks,
and eventually lead to optimisation where the complete
pipe_*** structure is only partially updated.
Signed-off-by: Axel Davy <[email protected]>
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It was only used to discriminate update framebuffer vs update
everything. Instead use two functions.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Tiziano Bacocco <[email protected]>
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Set all values to 0 after allocation. Found using valgrind.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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In case NineBaseTexture9_ctor returns an error
This->surfaces[l] might be NULL.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Allow more than two errors, and return D3DERR_INVALIDCALL
for failed display resolution changes.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Texture with pool D3DPOOL_SCRATCH and D3DPOOL_MANAGED
cannot be used with flag D3DUSAGE_DYNAMIC.
Signed-off-by: Patrick Rudolph <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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