| Commit message (Collapse) | Author | Age | Files | Lines |
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This allows them to be used for VS or PS buffer resources as well.
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These are practically unused, only the vs_resource array is being abused for
fetch shader resources.
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r600_shader_from_tgsi().
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The r600_bc_alu_src structure is used in two different ways, as a vector and
for the individual channels of that same vector. This is somewhat fragile,
and probably confusing.
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This is much easier to work with, and allows use to get rid of some of the
literal handling hacks.
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MESA_drm_image isnt limited to drm platform,
others can enable the extension too.
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This code has originally matured in r300g and was ported to r600g several
times. It was obvious it's a code duplication.
See also comments in the header file.
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We don't have to unmap and recreate the upload buffer when a flush occurs.
This should also prevent buffer allocations from failing.
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This uses the surface format to set the CB up not the underlying texture
format, since these can and do differ.
Fixes piglit fbo-srgb.
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Since we never bind the actual DB to the CB/texture only the flushed one
we don't need to track the tile type at the moment.
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The type of u_get_transfer_vtbl of the usage argument in u_transfer.h is
unsigned and not enum pipe_transfer_usage. This patch changes the type
of usage to unsigned to match the prototype in the header file.
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this fixes the mipmap tests with tiling forced on.
Signed-off-by: Dave Airlie <[email protected]>
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Since these textures still have the depth bit set.
Signed-off-by: Dave Airlie <[email protected]>
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For mipmap generation we need all levels in the flushing texture.
Signed-off-by: Dave Airlie <[email protected]>
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This just adds a flag to create the texture without doing any
flushing to it. Flushing occurs in the draw function. This avoids
unnecessary flushes when we end up rebinding a CB/DB/texture due
to the blitter just restoring state.
Signed-off-by: Dave Airlie <[email protected]>
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This checks the color buffer bindings to make sure there is something
to flush.
Signed-off-by: Dave Airlie <[email protected]>
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If we are going to blit from a depth texture we need to flush
it before we blit from it.
Signed-off-by: Dave Airlie <[email protected]>
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Plus other assorted clarifications.
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Before, the set_sampler_views() and restore_sampler_views() functions
used MAX2(old,new) to tell the driver how many samplers or sampler
views to set. This could result in cases such as:
pipe->set_fragment_sampler_views(pipe, 4, views={foo, bar, NULL, NULL})
Many/most gallium drivers would take this as-is and set
ctx->num_sampler_views=4 and ctx->sampler_views={foo, bar, NULL, NULL, ...}.
Later, loops over ctx->num_sampler_views would have to check for null
pointers. Worse, the number of sampler views and number of sampler CSOs
could get out of sync:
ctx->num_samplers = 2
ctx->samplers = {foo, bar, ...}
ctx->num_sampler_views = 4
ctx->sampler_views={Foo, Bar, NULL, NULL, ...}
So loops over the num_samplers could run into null sampler_views pointers
or vice versa.
This fixes a failed assertion in the SVGA driver when running the Mesa
engine demo in AA line mode (and possibly other cases).
It looks like all gallium drivers are careful to unreference views
and null-out sampler CSO pointers for the units beyond what's set
with the pipe::bind_x_sampler_states() and pipe::set_x_sampler_views()
functions.
I'll update the gallium docs to explain this as well.
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Leak was introduced when fixing strict aliasing violation in this code:
the reference counting was preserved, but the destructor call on zero
reference count was not.
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See comment for more details.
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Exactly one half would be the ideal, but this is a soft limit, and one
more byte over brings us to synchronous behavior.
Flushing when the referred GMR exceeds one third of the aperture gives us
statistically better performance.
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Only svga_context_flush should do it, to ensure upload commands are not
submitted to hardware in an inconsistent state.
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With the previous fixes we can now enabled hw depth copies
Signed-off-by: Dave Airlie <[email protected]>
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If we get a sw accessible buffer like the S8 texture we end up
doing depth tracking on it when there is no need since we won't
ever bind it to the hardware. This leads to a sw fallback in the
transfer destruction which leads to and endless recusion loop
of fail in transfer destroy.
Signed-off-by: Dave Airlie <[email protected]>
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this adds a flag to keep track of whether the depth texture structure
is the flushed texture or not, so we can avoid doing flushes when
we do a hw rendering from one to the other.
it also renames flushed to dirty_db which tracks if the DB copy
has been dirtied by being bound to the hw.
Signed-off-by: Dave Airlie <[email protected]>
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