| Commit message (Collapse) | Author | Age | Files | Lines |
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asserts on unknown caps
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This passes on r300g, the only bit I'm not really sure about is the handling
of the sampler_view in st_atom_texture.c, I unreference it there if the swizzle
value changes and I also have to create a new set of functions to create a new
one since the u_sampler.c ones don't handle swizzle so much.
adds r300g + softpipe enables, I think other drivers could pass easily enough.
Signed-off-by: Dave Airlie <[email protected]>
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This was missed in commit e7f0f6bb72c63fd6e6ddcb7a815be68682f1764c.
Fixes i915g SCons build.
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Put specific test code in the test_single() function and pass -s to
execute that code.
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Forgot to stage this chunk in last commit.
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The code is shared by ximage and gdi backend.
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resource_copy_region uses a software fallback because it relies on texture
samplers which haven't been implemented yet.
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Fixes SCons build.
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- added code to configure the depth buffer and to set up depth testing.
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r600g should be able to handle separate depth stencil clears as well.
Also adapt surface_fill/copy stubs to new interface (not that it matters).
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Conflicts:
src/gallium/state_trackers/python/p_context.i
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more consistent with rest of gallium naming conventions.
Also rename driver-internal names for these the same.
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with some newfangled code, should support separate depth/stencil clears.
Needs some testing.
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just like i915g, should in theory support separate depth/stencil clears
(untested), with the same 2d blitter hacks.
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should in theory support separate depth/stencil clears (untested).
Also fix some format omissions?
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should support separate depth/stencil clears just fine with changed u_blitter.
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should support separate depth/stencil clears just fine.
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this should support separate stencil/depth clears just fine.
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clears were a bit limited in gallium:
- no scissoring (OGL only) nor explicit rectangle list (d3d9)
- no color/stencil masks (OGL only)
- no separate depth/stencil clears (d3d9/d3d10/OGL)
- cannot really clear single color buffer (only with resource_fill_region)
Additionally, d3d can clear surfaces not currently bound to the framebuffer.
It is, however, not easy to find some common ground what a clear should be able
to do, due to both API requirements and also hw differences (a case which might
be able to use a special clear path on one hw might need a "normal" quad render
on another).
Hence several clear methods are provided, and a driver should implement all of
them.
- clear: slightly modified to also be able to clear only depth or stencil in a
combined depth/stencil surface. This is however optional based on driver
capability though ideally it wouldn't be optional. AFAIK this is in fact
something used by applications quite a bit.
Otherwise, for now still doesn't allow clearing with scissors/mask (or single
color buffers)
- clearRT: clears a single (potentially unbound) color surface. This was formerly
roughly known as resource_fill_region. mesa st will not currently use this,
though potentially would be useful for GL ClearBuffer.
- clearDS: similar to above except for depth stencil surfaces.
Note that clearDS/clearRT currently handle can handle partial clear. This might
change however.
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Extend the check for indirect addressing of temp regs to include
input/output regs.
Fixes failure with piglit glsl-texcoord-array.shader_test test when using
SSE codegen.
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This lets us specify linear interpolation instead of perspective
interpolation for blit operations. Might be a bit faster.
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So something in the build keept updating the timestamp on the
staging directory causing us to always copy the library to it.
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the IR.
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For ddy it should be (bottom - top).
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Instead of crashing when libdrm_radeon is unavailable, the SCons build
just does not build r600g.
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