| Commit message (Collapse) | Author | Age | Files | Lines |
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Tested with glean/texture_srgb and wine/d3d9 tests on RV535
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autoconf had been designating the 8 bit libOSMesa as the default
standalone osmesa, but the Makefile expected it to be linked to libGL.
Fix up the osmesa Makefile so that it allows any of the combinations of
standalone and channel width to be built.
Fixes bug #21980.
(cherry picked from commit 7441dcd90b01df8351026af8bbb50e11bb86071a)
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This prevents the width / height from being clipped to the window size before
the texture is allocated. This matches intelCopyTexImage1D.
This should fix bug #21227
Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 129f311673c99eb912d659023e50bc5f0ef53249)
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use the actual value set in the context
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If GL context had e.g. tex0, tex2 and fog the VAPOutputCntl1 returned 0x104 instead of 0x124 - that meaned we're sending only 8 texcoords (instead of 12) which ended up in GPU hang.
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We shouldn't use i variable for SWTCL_OVM_TEX because textures doesn't have to be enabled in "packed" order.
We could have tex1,tex3 and fog which would receive 7,9,8 OVM locations instead of 6,7,8.
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RS_COL_FMT field is part of RS_IP_* reg not RS_INST_*
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- when rewriting per component negate swizzle, first instruction should get not negated source
- KIL instruction ignores swizzles
TODO:
- tex instructions does not support saturation
- tex instructions cannot read from consant memory
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Sending from VAP more texture coordinates than RS expects results in GPU hang.
Fixes BumpSelfShadow from DirectX8 SDK.
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If the vertex program didn't write position attribute, the position invariant function would add necessary instructions, but the vertex position would be overwritten by artificial outputs insts added to satisfy fragment program requirements.
Fixes "whole screen is gray" problem for HW TCL path in sauerbraten when shaders are enabled, and whole slew of wine d3d9 tests.
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If the vertex program wrote secondary color without primary color, the secondary color output register index would be 0 which resulted in overwriting vertex position in some cases.
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vertices
When with memory manager we need to make sure the GPU won't try to access
beyond vertex buffer size, do so by enforcing that the maximun index is the
last vertex of the buffer.
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This gets the correct srclvl image map when uploading images to the new mipmap.
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Fixes GPU hangs in software TCL path
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Signed-off-by: Maciej Cencora <[email protected]>
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Also when index format is GL_UBYTE, convert it to GL_USHORT not GL_UINT.
Fix license header too.
Reported by: Nicolai Hähnle <[email protected]>
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software TCL path
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Always allocate the vertex program input registers in the same order as the vertex attributes are passed in vertex arrays.
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Even if we don't pass all 4 color components to vertex shader unit, the vertex program can generate the missing components.
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Display the chip family and PCI ID. This can be parsed easily,
and essentially all information that the driver has about the chip can be
deduced from it.
Signed-off-by: Nicolai Hähnle <[email protected]>
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To avoid locking bug we shouldn't not call firevertices from this path
as it's call from radeon get lock.
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In DRI1 kernel emit scissor but in dri2 cs path we have to
explicitly program them.
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Revalidate can trigger flushing and dma buffer deallocation,
so retry allocation on such case.
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The duplication of state data caused a crash due to double-free on destruction
of context, because a variable wasn't correctly null'ed out.
Signed-off-by: Nicolai Hähnle <[email protected]>
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For some unknown reasons the scratch reg value doesn't endup in the status
map at the scratch reg offset, this is a temporary work around until we
figure out why it doesn't work.
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