| Commit message (Collapse) | Author | Age | Files | Lines |
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If the size is lower than the alignment, we must use the alignment to
select the bucket.
Otherwise, the selected bucket won't be able to satisfy our request
and will fail.
Signed-off-by: José Fonseca <[email protected]>
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A return of 0 means the fence is signalled.
Signed-off-by: José Fonseca <[email protected]>
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The cache manager stores buffers with a reference count that dropped to 0.
pipe_reference asserts in this case on debug builds,
so use pipe_reference_init instead.
Signed-off-by: José Fonseca <[email protected]>
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Add a new function egl_g3d_create_surface and use it to create window,
pixmap, buffer, and screen surfaces.
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Silences warnings about missing break statements in static analysis.
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Reported-by: Andre Maasikas <[email protected]>
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It was being erroneously set equal to the host offset, but it should be
zero.
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Small improvement in Lightsmark 2008.
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This fixes a regression with Lightsmark, where more compact TGSI from Mesa
was causing a zero mask MOV to be emitted for shadow map compare, causing
problems in some backends.
Add a few more assertions to catch cases like this.
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Fixes crash in Homeworld2 which tries to create a 14MB buffer, because we
now avoid creating GMR buffers larger than 8MB to ensure progress given
we have only a 16MB pool.
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Not having a hardware buffer around doesn't change the fact that the
range is dirty and needs to be uploaded eventually.
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Just cosmetic changes -- no behavior change.
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Many apps don't check the return of map buffer so it is better not to
fail.
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Unnecessary now that we never destroy buffer storage.
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To avoid masking synchronization issues in debug builds.
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Do this by extending the nearest range to cover the new range.
This fixes an access fault in Call of Duty which was doing many disjoint
glBufferSubData calls.
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Actually the current XOR implementation is an INVERT.
This fixes rectangle selection in Maya.
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This reverts commit fff5be8e7b4557c221f2425dcafc2e7cbbba76ba.
Probably went too soon with this, dileX reported OA not working for him
it works here fine, but the optimisations I wanted aren't working properly
yet so I'll fix that now.
Signed-off-by: Dave Airlie <[email protected]>
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This creates a cleaner winsys and drop the simple screen stuff.
It makes r300g use pb_bufmgr structs and adds usage of the cached
bufmgr for vertex/index buffers.
It also avoids mapping too often.
I'm not 100% sure this is perfect but it won't find its own bugs.
Signed-off-by: Dave Airlie <[email protected]>
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The path for VAP_ALT_NUM_VERTICES is also in place (and tested)
but not enabled by default due to the missing support of this reg
in the upstream kernel.
Also, a non-zero BUFFER_BASE in the INDX_BUFFER packet3 hangs the machine.
Am I missing something? Because of this, only draw_arrays can render
more than 65535 vertices without the use of VAP_ALT_NUM_VERTICES.
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Unlikely to increase performance from inlining.
And partially expose it through r300_is_sampler_format_supported.
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Ouch.
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The surface_format field is 9 bits wide which has a maximum value
of 511. BRW_SURFACEFORMAT_INVALID has a value of 4095 which exceeds
the width of the surface_format field.
This patch asserts that the format is not BRW_SURFACEFORMAT_INVALID
before assignment to the surface_format field.
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With pipe_screen::update_buffer being called in st_validate_state, it is
likely that softpipe will flush tile caches to a detached SHM segment.
Disable SHM for now until a better solution is found.
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Some kernels have vrefresh = (refresh rate * 1000) while others don't.
Use some heuristics here.
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Configs are validated before added. The validation depends on the
extensions available. If configs are added before enabling extensions,
configs with EGL_SCREEN_SURFACE_MESA bit set will never pass the
validation for example.
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st/mesa was changed to call pipe_screen::update_buffer in
st_validate_state. In most cases there is no need to validate.
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Mainly to move the call to DRI2GetBuffers from dri2_surface_validate to
the new dri2_surface_update_buffers.
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Mainly to move buffer allocation code from ximage_surface_validate to
the new ximage_surface_update_buffers.
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RB3D_COLORPITCH.COLORFORMAT.I8 stores the C2 component.
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