| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Axel Davy <[email protected]>
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It wasn't uploading the texture when the lod
had changed.
Signed-off-by: Axel Davy <[email protected]>
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That part of the code was quite obscure.
This new implementation tries to make it clearer
by separating the differents parts, and commenting more.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Remove the Surface9 code for dirty rects, used only for Managed
resources. Instead convey the information to the parent texture.
According to documentation, this seems to be the expected behaviour,
and if documentation is wrong there, that's not a problem since it can
only leads to more texture updates in corner cases.
Signed-off-by: Axel Davy <[email protected]>
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Copying to/from a Managed texture is forbidden.
Rendering to a Managed texture is forbidden.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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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]>
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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]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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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]>
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Was sometimes too large for PS.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
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This is already declared in util/macros.h
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Move DIV_ROUND_UP to a shared location accessible everywhere
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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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]>
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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]>
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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]>
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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]>
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No major vendor advertises it, and we weren't supporting it.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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render_condition_enable was uninitialized.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Xavier Bouchoux <[email protected]>
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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]>
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The sampler src index was wrong for texldl and texldd
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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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]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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v2: use sps level idc as level to driver
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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v2: get frame size from port info
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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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]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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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]>
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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]>
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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]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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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]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Required because of a VI hw bug.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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