| Commit message (Collapse) | Author | Age | Files | Lines |
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generates vfmt fallback). Code by Andreas Stenglein, some small adjustments by me.
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some multitexcoord codegen stuff noone understands to make it work. Replace most code testing explicitly for unit 0 and 1 with loops instead of adding test for unit 2, smaller/more readable code at the cost of maybe some slight performance hit. (Code provided by Andreas Stenglein, some adjustments by me.)
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order for texgen/texmat matrix multiplication.
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during fallbacks. In one case, _swsetup_Wakeup had just been called, covering
the need there, and in the other case, we can simply exit the entire
radeonChooseVertexState function, knowing that it will be called again once we
leave the fallback.
Bugzilla #: 2516
Submitted by: sroland
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about 200 lines from the code and 25k from the binary, while matching other
drivers more closely. In the worst case (tcl_mode=0) it appears to have
a performance cost of 4.4% +/- 0.3% on quake3 (800x600 demofours, 1ghz p3,
rv200). Tested on ut2004, ut, q3, projtex.
Submitted by: Andreas Stenglein <[email protected]>
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errors on r100 and rendering errors and hangs on r200 (same for R100 without
OLD_PACKETS).
If a command buffer filled after some state (EmitState or a VBPNTR write) was
emitted, the lock was grabbed, the buffer flushed, a new buffer prepared, and
the lock dropped. Another client could come in, set its own state as part of
rendering, and when the first client flushed the rendering commands depending
on the previous state, it got the 2nd client's state. This is fixed by checking
for enough space before beginning a set of state emits and rendering, and
flushing the buffer first if so. This guarantees that the buffer won't wrap.
Also, move the "lost_context = 1" from the end of cmdbuf flushing to
UNLOCK_HARDWARE for clarity (at a minimum) that any time the lock is dropped,
state may get overwritten. We don't have enough information at the point of the
LOCK_HARDWARE to reset our state to the last UNLOCK_HARDWARE point in the case
that we did lose our context, but saving the information to rebuild that state
may be a useful optimization (ipers data suggests up to 5%).
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array, texObj->Image[face][level].
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- Allocate vertices explicitly, rather than trying to talk
about dma buffers.
- Clean up the various Flush() operations.
- Don't allow fallbacks any longer. Provide a support function
to detect them ahead o ftime
Updates to tnl_dd_vbtmp.h
- Get rid of power-of-two vertex strides. Pack all vertices tightly.
- Get texunit 2,3 emit working coorrectly.
Other stuff:
- Get rid of lingering Ubyte color support.
- Fix a few compiler warnings.
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point colors throughout mesa.
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