| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes SCons build.
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Doesn't require 16-alignment, so catch more cases.
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Keep step array as a set of four m128i's and reuse throughout the
rasterization.
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Fragment shader can extract the correct bits for each quad.
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I really don't understand the mechanism behind this, but it
seems like the way data blocks for a scene are malloced, and in
particular whether we treat them as stack or a queue, and whether
we retain the most recently allocated or least recently allocated
has a real affect (~5%) on isosurf framerates...
This is probably specific to my distro or even just my machine,
but none the less, it's nicer not to see the framerates go in the
wrong direction.
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If not opaque, then the color buffer will have to be read any way,
therefore the specialization is pointless.
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If the buffer we are attempting to map is referenced by the unsubmitted
command stream for this context, we need to flush the command stream,
however to do that we need to be able to access the context at the lowest
level map function, currently we set the buffer in the toplevel map, but this
racy between context. (we probably have a lot more issues than that.)
I'll look into a proper solution as suggested by jrfonseca when I get some time.
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This reverts a part of e795ca8f3175fa6fd97b6b2ef2775e3f8803012a
that causes artefacts and a performance drop.
Signed-off-by: Tilman Sauerbeck <[email protected]>
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This is erroneously throwing non plain formats out of the faster
AoS sampling path.
Doing 8bit interpolation for single channels such as L8 should be no
worse than with floating point. But this may need more investigation.
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Or any ordering.
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It's never used.
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Essentially a variation of the SoA version.
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Useful to pass these around.
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More accurate description of this function purpose.
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This is a simple test for the KIL opcode. It should render a 6 sided figure
with a colored interior.
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The r300 compiler can now emit instructions that select from the presubtract
source. A peephole optimization has been added to convert instructions like:
ADD Temp[0].x, none.1, -Temp[1].x into the INV (1 - src0) presubtract
operation.
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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We would leak bo if the argument check failed.
Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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This makes the 'vp1-LOG test' piglit test work.
Signed-off-by: Tilman Sauerbeck <[email protected]>
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Be defensive.
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They are no longer used.
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Replace all uses of ST_API_OPENGL_ES{1,2} by profiles. Having 3
st_api's to provide OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is not a
sane abstraction, since all of them share glapi for current
context/dispatch management.
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Having 3 st_api's to provide OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is
not a sane abstraction, since all of them share glapi for current
context/dispatch management.
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Add struct st_context_attribs to describe context profiles and
attributes. Modify st_api::create_context to take the new struct
instead of an st_visual.
st_context_attribs can be used to support GLX_ARB_create_context_profile
and GLX_EXT_create_context_es2_profile in the future. But the
motivation for doing it now is to be able to replace ST_API_OPENGL_ES1
and ST_API_OPENGL_ES2 by profiles.
Having 3 st_api's to provide OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is
not a sane abstraction, since all of them share glapi for current
context/dispatch management.
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for evergreen I ended up using a non-contig array of states, but
this code needs a bit of fixing up to deal with that.
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adds shader opcodes + assembler support (except ARL)
uses constant buffers
add interp instructions in fragment shader
adds all evergreen hw states
adds evergreen pm4 support.
this runs gears for me on my evergreen
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the DDX and r600c both flush cb/db after the draw is emitted,
as long as they do that, r600g can't be different, as it races.
We end up with r600g flush, set CB, DDX set CB, flush. This
was causing misrendering on my evergreen, where sometimes the drawing
would go to an old CB.
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the code should reloc correctly a single BO 3 times.
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