| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some applications assume the memory for multilevel
textures is allocated per continuous blocks.
This patch implements that behaviour.
v2: cache offsets
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
| |
This code was supposed to be removed, but a rebase seems to have
made it stay.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previous code was trying to optimise to call set_vertex_buffers on
big packets, and thus avoids as many calls as possible.
However in practice doing so won't be faster (drivers implement
set_vertex_buffers by a loop over the buffers we want to bind)
When we want to unbind a buffer, we were calling set_vertex_buffers
on a buffer with vtxbuf->buffer = NULL. It works on some drivers,
but not on all of them, because it isn't in Gallium spec.
This patch fixes that.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Was sometimes too large for PS.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
|
|
|
|
|
|
|
| |
This is already declared in util/macros.h
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Move DIV_ROUND_UP to a shared location accessible everywhere
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Ignore D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING when
D3DUSAGE_RENDERTARGET is not specified.
This behaviour matches windows drivers.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Avoid blocking when retrieving D3DQUERYTYPE_TIMESTAMP result with
NineQuery9_GetData(), when D3DGETDATA_FLUSH is not specified.
This mimics Win behaviour and gives slightly better performance
for some games.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
D3DQUERYTYPE_TIMESTAMPFREQ is supposed to give the frequency
at which the clock of D3DQUERYTYPE_TIMESTAMP runs.
PIPE_QUERY_TIMESTAMP returns a value in ns, thus the corresponding
frequency is 1000000000.
PIPE_QUERY_TIMESTAMP_DISJOINT returns the frequency at which
PIPE_QUERY_TIMESTAMP value is updated. It isn't always
1000000000.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
|
|
|
|
|
|
|
|
|
| |
As on wined3d and windows, when D3DCREATE_FPU_PRESERVE is not
specified, change the fpu control word to all exceptions masked,
single precision, round to nearest.
Signed-off-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
|
|
|
|
|
|
|
| |
No major vendor advertises it, and we weren't supporting it.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
| |
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
| |
render_condition_enable was uninitialized.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This adds an additional check to make sure the bound depth-buffer doesn't
exceed the rendertarget size when clearing depth and color buffer at once.
D3D9 clears only a rectangle with the same dimensions as the viewport, leaving
other parts of the depth-buffer intact.
This fixes failing WINE test visual.c:depth_buffer_test()
Signed-off-by: Patrick Rudolph <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
The sampler src index was wrong for texldl and texldd
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This will set the FTZ flag (flush denorms to zero) on all opcodes that
can take it.
This resolves issues in Unigine Heaven 4.0 where there were solid-filled
boxes popping up.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89455
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
| |
v2: use sps level idc as level to driver
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
| |
v2: get frame size from port info
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: add commments for limitation of max references numbers,
and what the caculation is based
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
| |
When there is a colormask active that does not cover all the channels,
enable reading in the destination like with a combining blend
operation. This fixes fbo-blending-formats on a3xx.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Enables ARB_depth_buffer_float. There is no sampling support for
interleaved Z32F_S8, so we store the two textures separately, one as
Z32F, the other as S8. As a result, we need a lot of additional logic
for restores and transfers.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
32-bit depth buffers are stored as unorm, and thus need special handling
when moving to and from gmem. They are copied into gmem by writing
depth, and resolved from gmem using a special resolve bit which
apparently float-ifies the data.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Hopefully this is the last one now (for texture X32_S8X24_UINT views).
+4 piglits.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90167
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
| |
Required because of a VI hw bug.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Extends the syntax of GALLIUM_HUD environment variable to:
- Add options to set the size and exact location of each pane.
- Add an option to limit the maximum allowed value of the X axis on a
pane, clamping the graph down to not go above this value.
- Add an option to auto-adjust the value of the Y axis down to the
highest value still visible on the graph.
v2:
- Make the patch simpler and smaller.
- With dynamic auto-adjusting on, adjust the Y axis once per pane
update instead of updating once every several seconds.
- No longer mishandle pane height when having more than one graph per
pane.
|
|
|
|
|
|
|
|
|
|
|
| |
This code is only used when our memory debugging wrappers are enabled,
as we use the C runtime functions directly elsewhere.
Tested llvmpipe on Windows w/ memory debugging enabled.
VMware PR894263.
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We were resetting the prim id count for each run of the prim assembler,
hence this only worked when the draw calls were very small (the exact limit
depending on the vertex size), since larger draw calls get split up.
So, do the same as we do already if there's a gs, reset it to zero explicitly
for every new instance (this possibly could use the same variable but that
isn't doable without some heavy refactoring and I'm not sure it makes sense).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90130.
Reviewed-by: Jose Fonseca <[email protected]>
CC: <[email protected]>
|
|
|
|
| |
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes a number of regressions since
61393bdcdc3b63624bf6e9730444f5e9deeedfc8
u_tile: fix stencil texturing tests under softpipe
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89960
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|