| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Tom Stellard <[email protected]>
Signed-off-by: Shawn Starr <[email protected]>
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Since only pp_jimenezmlaa uses depth buffer, we can make it optional.
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Use a dummy vertex buffer object when vs inputs have no corresponding
entries in the vertex declaration. This dummy buffer will give to the
shader float4(0,0,0,0).
This fixes several artifacts on some games.
Signed-off-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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render to
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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framebuffer bound
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
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Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
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This seems to be the behaviour on Win. Previous behaviour led
to different issues depending on the driver.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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If has_present_buffers was false at first,
but after a device reset, it turns true (for
example if we begin to render to a multisampled
back buffer), there was a crash due to present_buffers
being uninitialised.
This patch fixes it.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Fixes wine test test_vertex_declaration_alignment()
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Previous code wasn't checking against the correct limit: 224
for sm3 hardware, but 256.
Fixes wine test test_pixel_shader_constant()
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Wine tests, and probably some apps, check for errors by checking for NULL
instead of error codes.
Fixes wine test test_surface_blocks()
Reviewed-by: Axel davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Likely a rebase error
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Add returncode E_FAIL.
Return E_FAIL for any vertexdeclaration element with type unused.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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of usage_map fails
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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ATOC is an hack for Alpha to coverage
that is supported by NV and Intel.
You need to check the support for it
with CheckDeviceFormat.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This D3D hack is supposed to be supported
by all AMD SM2+ cards. Apps use it without
checking if they are on AMD.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This depth buffer format, like D3DFMT_INTZ, can be used to read
the depth buffer values when bound to a shader.
Some apps may use this format to get better performance when
they don't need the precision of INTZ (24 bits for depth, 8 for
stencil, whereas DF16 is just 16 bits for depth)
We don't add support for DF24 yet, because it implies support
for FETCH4, which we don't support for now.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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These values are taken from wine.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Some drivers support PIPE_FORMAT_S8_UINT_Z24_UNORM,
some others PIPE_FORMAT_Z24_UNORM_S8_UINT, some both.
It doesn't matter which one we use, since the d3d formats
they map to aren't lockable (app can read it directly).
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Move the checks of whether the format is supported
into a common place.
The advantage is that allows to handle when a d3d9
format can be mapped to several formats, and that
cards don't support all of them.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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The order of the format is changed to have
an increasing ordering of the d3d9 format values.
Some missing formats are added and matched to PIPE_FORMAT_NONE
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Because the debug output of this function was cut in two parts,
sometimes the second part wasn't print when we would return earlier,
whereas we would like to get it.
The reason of the separation was that it's only at the end of the function
we can print what we map to the d3d9 arguments, but we can always retrieve
that info by hand.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This D3D hack allows to resolve a multisampled
depth buffer into a single sampled one.
Note that the implementation is slightly incorrect.
When querying the content of D3DRS_POINTSIZE,
it should return the resz code if it has been set.
This behaviour will be implemented when state changes
will be reworked. For now the current behaviour is ok,
since apps use the D3DCREATE_PUREDEVICE flag when creating
the device, which means they won't read states and in exchange
get better performance.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This->data was allocated by nine, but not freed.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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NineSurface9_CopySurface
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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This fixes a wine test and some minor visual issues on some games.
The patch is not optimal, there is probably a more efficient way to
fix this issue, but the code there already has some innefficiencies.
There is plans to rewrite that part of the code to make it more
efficient.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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D3DSP_NOSWIZZLE already contains the shift.
Detected with Clang.
Reviewed-by: Tiziano Bacocco <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This removes unneeded hack for Anno 1404.
This app is not checking the number of supporting
constants, and rely on the shader compilation to fail
if it puts too many constants.
This patch also checks for the correct number of constants for ps.
Note that we don't check the official limitations for old vs and ps
versions. The restrictions were fixed, unlike for the number of vertex
shader constants for later versions. Likely apps use the correct number,
and it's not a problem for us if it wants use more.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Instead of crashing on buggy shaders, we should return an error.
This patch introduces this behaviour in the case of invalid constant
access
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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r500 hasn't enough float constants for vs to fill all needs.
Overlapping issues can happen with complex shaders.
The fix would be to recompile shaders to include the integer
and boolean constants, instead of reserving slots for them.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Previously 276 constants were declared everytime.
This patch makes shaders declare constants up to the maximum
constant needed and moves the moment we print the TGSI
shader after the moment we declare the constants.
This is needed for r500, since when indirect addressing is used,
it cannot reduce the amount of constants needed, and that it is
restricted to 256 constant slots.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Count explicitly the slots for float, int and bool constants,
and deduce the constbuf size in nine_shader.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This patch raises nine requirements and disables nine for old
hw that don't match them.
Currently for these cards only games that don't have tight requirements
would work well with nine. However nine is missing several checks
regarding these limitations.
To make code and future patches less heavy, dropping support for these old
card seems a good solution.
That makes r500 the only dx9 generation cards supported by nine. It seems the one
with the less limitations for nine. Still not everything is ok, and we'll have
for example to implement shader recompilation for these cards to include
integer and boolean constants in the shader.
Eventually when this is done, we can reintroduce support for older cards.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88930
Cc: 10.4 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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[ Francisco Jerez: As discussed on the mailing list, this is intended
to produce more useful debug output in cases where the compilation
terminates unexpectedly. ]
Reviewed-by: Francisco Jerez <[email protected]>
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[ Francisco Jerez: As we're at it make debug_options[] local to its
only user and remove temporary. ]
Reviewed-by: Francisco Jerez <[email protected]>
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Fixes reading beyond allocated memory:
==1936== Invalid read of size 1
==1936== at 0x4C2C1B4: strlen (vg_replace_strmem.c:412)
==1936== by 0x9E00C30: std::basic_string<char, std::char_traits<char>, std::allocator<char> >::basic_string(char const*, std::allocator<char> const&) (in /usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.20)
==1936== by 0x5B44FAE: clover::compile_program_llvm(clover::compat::string const&, clover::compat::vector<clover::compat::pair<clover::compat::string, clover::compat::string> > const&, pipe_shader_ir, clover::compat::string const&, clover::compat::string const&, clover::compat::string&) (invocation.cpp:698)
==1936== by 0x5B39A20: clover::program::build(clover::ref_vector<clover::device> const&, char const*, clover::compat::vector<clover::compat::pair<clover::compat::string, clover::compat::string> > const&) (program.cpp:63)
==1936== by 0x5B20152: clBuildProgram (program.cpp:182)
==1936== by 0x400F41: main (hello_world.c:109)
==1936== Address 0x56fee1f is 0 bytes after a block of size 15 alloc'd
==1936== at 0x4C28C20: malloc (vg_replace_malloc.c:296)
==1936== by 0x5B398F0: alloc (compat.hpp:59)
==1936== by 0x5B398F0: vector<std::basic_string<char> > (compat.hpp:98)
==1936== by 0x5B398F0: string<std::basic_string<char> > (compat.hpp:327)
==1936== by 0x5B398F0: clover::program::build(clover::ref_vector<clover::device> const&, char const*, clover::compat::vector<clover::compat::pair<clover::compat::string, clover::compat::string> > const&) (program.cpp:63)
==1936== by 0x5B20152: clBuildProgram (program.cpp:182)
==1936== by 0x400F41: main (hello_world.c:109)
Reviewed-by: Francisco Jerez <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88783
Signed-off-by: Jan Vesely <[email protected]>
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Previous code semantic was:
. if ff ps will not run a ff stage, then do not output texture coords for this stage
for vs
. if XYZRHW is used (position_t), use only the mode where input coordinates are copied
to the outputs.
Problem is when apps don't give texture inputs. When apps precise PASSTHRU, it means
copy texture coord input to texture coord output if there is such input. The case
where there is no texture coord input wasn't handled correctly.
Drivers like r300 dislike when vs has inputs that are not fed.
Moreover if the app uses ff vs with a programmable ps, we shouldn't look at
what are the parameters of the ff ps to decide to output or not texture
coordinates.
The new code semantic is:
. if XYZRHW is used, restrict to PASSTHRU
. if PASSTHRU is used and no texture input is declared, then do not output
texture coords for this stage
The case where ff ps needs a texture coord input and ff vs doesn't output
it is not handled, and should probably be a runtime error.
This fixes 3Dmark05, which uses ff vs with programmable ps.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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declaration
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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