| Commit message (Collapse) | Author | Age | Files | Lines |
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This bug can be triggered by rendering polygons with
glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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The BGNLOOP and ENDLOOP instructions are now being used correctly, which
makes break and continue possible. The deadcode pass has been modified to
handle breaks, and the compiler is more careful about which loops are
unrolled.
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This stops us advertising lots of ms visuals we can't actually use.
Signed-off-by: Dave Airlie <[email protected]>
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When we have instance divisors we don't really know which vertex
elements we'll be fetching ahead of time.
This fixes a bug in instanced drawing which was exposed by the new
draw_vbo() code because of max_index not being ~0 as often as it used
to be. The test for max_index >= DRAW_PIPE_MAX_VERTICES often hid
this problem before.
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Plus more debug code and do clamping in generic_run().
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It's easily reproducible with Compiz with its Resize window mode
set to Normal (which is usually not the default mode).
https://bugs.freedesktop.org/show_bug.cgi?id=28658
https://bugs.freedesktop.org/show_bug.cgi?id=29303
This is actually a workaround to prevent Compiz crashes.
Instead, a completely white titlebar might show up during resizing
transparent windows (a rare case).
The underlying cause should be fixed by someone who has more knowledge
about the code. (dri2_drawable_get_buffers should not return NULL)
Acked-By: Jakob Bornecrantz <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Make sure LIT fills all slot for instruction (can't do W instruction
without having the Z slot filled with at least a NOP).
ALU instruction can't access more than 4 constant, move constant to
temporary reg if we reach the limit.
Fix ALU block splitting, only split ALU after ALU with last instruction
bit sets.
Signed-off-by: Jerome Glisse <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=29372
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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If texture coordinates come from the vertex shader, there are always
4 components in the rasterizer input packet, but if the coordinates
are stuffed (like for point sprites), there are only 2 or 3 components
(based on GB_ENABLE) and if we rasterize more, it locks up.
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Apparently, we must always use integers to perform calculations,
otherwise the results won't match D3D's CxV8U8 definition.
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migrates cb_cntl to be regenerated
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this isn't used anywhere else yet.
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Not sure if this will actually fix the issue, but it fixes the warning.
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Getting tiling right has always been tricky.
There are so many subtle details...
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This allows Mesa EGL to be compiled with eglext.h that does not define
EGL_MESA_screen_surface.
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Signed-off-by: Jerome Glisse <[email protected]>
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we just have nothing to do in it right now
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Keep min_index and max_index at their defaults (0 and ~0).
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It seems we never get semantic id from TGSI so fallback
to use output number as id.
Signed-off-by: Jerome Glisse <[email protected]>
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If we crash in the jitted function we can examine jit_line and
jit_state in gdb to learn more about the shader.
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Make sure that all the element indexes actually lie inside the vertex
buffer.
Also, rename pipe_run() to pipe_run_elts() to be more specific.
And assert/check the vertex count for the non-indexed case.
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Plumb the constant buffer sizes down into the tgsi interpreter where
we can do bounds checking. Optional debug code warns upon out-of-bounds
reading. Plus add a few other assertions in the TGSI interpreter.
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