| Commit message (Collapse) | Author | Age | Files | Lines |
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The polygon stipple pattern, like the viewport and the
polygon face orientation, must be inverted on the i965
when rendering to a FBO (which itself has an inverted pixel
coordinate system compared to raw Mesa).
In addition, the polygon stipple offset, which orients
the stipple to the window system, disappears when rendering
to an FBO (because the window system offset doesn't apply,
and there's no associated FBO offset).
With these fixes, the conform triangle and polygon stipple
tests pass when rendering to texture.
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In the i965, the FBO coordinate system is inverted from the standard
OpenGL/Mesa coordinate system; that means that the viewport and the
polygon face orientation have to be inverted if rendering to a FBO.
The viewport was already being handled correctly; but polygon face
was not. This caused a conform failure when rendering to texture with
two-sided lighting enabled.
This fixes the problem in the i965 driver, and adds to the comment about
the gl_framebuffer "Name" field so that this isn't a surprise to other
driver writers.
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It seems the code that set up the FB_WRITE message was incomplete in this
case. The number of payload registers was wrong and that caused a hang.
It would be good to have a second set of eyes take a look at this...
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Fixes back-buffer rendering when MESA_BACK_BUFFER=pixmap
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If we're using anything but GL_NEAREST sampling of a cube map, we need to
use the BRW_TEXCOORDMODE_CUBE texcoord wrap mode. Before this, the GPU
would either lock up or subsequent texture filtering would be corrupted.
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A bit of refactoring with an eye toward ES2 and GL 3.1
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This was never fully fleshed out and hasn't been used.
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It complained about uninitialized values
Signed-off-by: Nicolai Haehnle <[email protected]>
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Before this change we would up emitting instructions with invalid register
numbers. This typically (but not always) hung the GPU. For now, just
prevent emitting bad instructions to avoid hangs. Still need to do some
kind of proper error recovery.
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This is the size of the intermediate instruction buffer.
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This function scans the shader to see if it has any GLSL features like
conditionals and loops. Calling this during state validation is expensive.
Just call it when the shader is given to the driver and save the result.
There's some new/temporary assertions to be sure we don't get out of sync
on this.
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Signed-off-by: Nicolai Haehnle <[email protected]>
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Remove fixed function fog setup.
Signed-off-by: Nicolai Haehnle <[email protected]>
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Also cleanup sw tcl vertex buffer setup
Signed-off-by: Nicolai Haehnle <[email protected]>
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Testing and regression fixes by Markus Amsler
Signed-off-by: Nicolai Haehnle <[email protected]>
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Signed-off-by: Nicolai Haehnle <[email protected]>
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Signed-off-by: Nicolai Haehnle <[email protected]>
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Signed-off-by: Nicolai Haehnle <[email protected]>
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This was causing hangs in cairogears, as we would blit to the 8bpp target
(A8 texture) as 16bpp, and stomp over state objects.
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This can improve debugging with INTEL_DEBUG=batch,sync by giving smaller
batchbuffers.
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I keep wanting to hack this knob in as a one-time thing, so it seemed useful
to have all the time.
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The 3D destination shares the same cache so we don't have any trouble with
the later commands needing the writes flushed inside of the same batchbuffer.
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Instructions such as RCP, RSQ, LOG must smear the result of the function
across the dest register's X, Y, Z and W channels (subject to write masking).
Before this change, only the X component was getting written.
Among other things, this fixes cube map texture sampling in GLSL shaders
(since cube lookups involve normalizing the texcoord).
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front_region may be null.
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Plus fix up a debug printf.
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