| Commit message (Collapse) | Author | Age | Files | Lines |
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pointed out by glisse on irc.
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at least zreaddraw works for me here now on my rv610
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once I go past 0x3f80000, I can't translate hex to float in-brain anymore.
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As introduced with commit d21301675c249602e19310d5b62fad424f2f2ac2
NOTE: This is a candidate for the 7.9 branch.
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This one should be powerful enough to hook up Wine.
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We can't expect to have a context when this is called, and we don't need one
so just require a __DRIscreen instead.
Reported by Yu Dai <[email protected]>
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When calling query begin using same query id we need to discard
previous query results.
Signed-off-by: Jerome Glisse <[email protected]>
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Shader rebuild should be more clever, we should store along each
shader all the value that change shader program rather than using
flags in context (ie change sequence like : change vs buffer, draw,
change vs buffer, switch shader will trigger useless shader rebuild).
Signed-off-by: Jerome Glisse <[email protected]>
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Normally the Mesa state tracker uses TXP instructions for texturing.
But if a fragment shader uses texture2D() that's a TEX instruction.
In that case we were incorrectly computing the texcoord coefficients
in the point sprite setup code. Some new comments in the code explain
things.
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Signed-off-by: Jerome Glisse <[email protected]>
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Makes AoS blending easier, and state more canonical.
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One multiplication instead of two.
Also fix floating point random number generation and verification.
TODO: Do the same for AoS blending.
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Unfortunately this can cause segfault with LLVM 2.6, if x is a constant.
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Otherwise, -m32 doesn't make it there.
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progs requires winsys, which hasn't yet been built by the time we
go into state_trackers.
It may be a good idea to also move it into tests.
After a normal build, run make in src/gallium/state_trackers/d3d1x/progs
to build them.
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A cleaner solution would be preferable, but this does no harm and works.
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The Gallium EGL state tracker reuses dri2.c but not the GLX code.
Currently there is a bit of code in dri2.c that is incorrectly tied
to GLX: instead, make it call an helper that both GLX and Gallium EGL
implement, like dri2InvalidateBuffers.
This avoids a link error complaining that dri2GetGlxDrawableFromXDrawableId
is undefined.
Note that we might want to move the whole event translation elsewhere,
and probably stop using non-XCB DRI2 altogether, but this seems to be
the minimal fix.
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Now Gallium has the proper fix, thanks to Brian Paul.
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This may just be hiding some other bug though, since the types are supposed
to be the same (and it compiles for me).
Anyway, this interface will likely need to changed, since it seems Wine needs
a more powerful one capable of expressing window subregions and called at
every Present.
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nothing was every dirtying the object again, the mesa-demos
reflect test was just stalling.
this fixes glean readPixSanity.
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need to write two components to get stencil components as well
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add cb/db flush states to the blit code.
add support for the rv6xx that need special treatment.
according to R6xx_7xx_3D.pdf
set r700 CB_SHADER_CONTROL reg in blit code
docs say dual export should be disabled for DB->CB
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Signed-off-by: Jerome Glisse <[email protected]>
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Part of the fix for running softpipe w/ LLVM-enabled draw module.
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The old code didn't really make sense. We only need to compare the
X channel of the texture (depth) against the texcoord.
For (bi)linear sampling we should move the calls to this function
and compute the final result as (s1+s2+s3+s4) * 0.25. Someday.
This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
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Some versions of dot apparently lack pdf output.
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Signed-off-by: Jerome Glisse <[email protected]>
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GCC 4.5 is fine without them, but GCC 4.4 requires them.
Should fully fix the build on GCC 4.4
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There was some libstdc++-specific code that would only build with GCC 4.5
Now it should be much more compatible, at the price of reimplementing
the generic hash function.
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Signed-off-by: Tilman Sauerbeck <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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As it was, we weren't obeying the draw->pipeline.point_sprite state.
Fixes point sprites in llvmpipe driver.
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