| Commit message (Collapse) | Author | Age | Files | Lines |
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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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This is the expected behaviour.
Fixes wine tests.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
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Tests showed, that in case of errors, the pBits pointer is set to NULL.
The pBits field isn't set to NULL in case of an already locked object.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Return 0 for non MANAGED textures and surfaces.
Fixes failing wine d3d9 tests device.c test_resource_priority.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Move the assert to return error codes in the correct order.
Always set the pSizeOfData to the required buffer size.
Fixes failing wine test device.c test_private_data()
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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This fixes wine test device.c test_lockrect_invalid()
Mimic WindowsXp behaviour and allow negative values in the rectangle passed.
Add comment to point out behaviour used.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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For the case of D3DPOOL_MANAGED textures, This->base.resource can be NULL
at the start of the function. In This case, UploadSelf will take care
of the defining. Assign resource after the UploadSelf call
to prevent NULL pointer exception.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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IT is better check if the surface was created with RT flag,
instead of checking capability (llvmpipe was complaining)
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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