| Commit message (Collapse) | Author | Age | Files | Lines |
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Previously, we were errantly drawing some interior edges of clipped
polygons and quads. Also, we were introducing extra edges where
polygons intersected the view frustum clip planes.
The main problem was that we were ignoring the edgeflags encoded in
the primitive header's 'flags' field which are set during polygon/quad
->tri decomposition. We need to observe those during clipping. Since
we can't modify the existing vert's edgeflag fields, we need to store
them in a parallel array.
Edge flags also need to be handled differently for view frustum planes
vs. user-defined clip planes. In the former case we don't want to draw
new clip edges but in the later case we do. This matches NVIDIA's
behaviour and it just looks right.
Finally, note that the LLVM draw code does not properly set vertex
edge flags. It's OK on the regular software path though.
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Jeremy Huddleston <[email protected]>
Signed-off-by: Chia-I Wu <[email protected]>
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This updates the apple dispatch table to match the current glapi.
Aliases are still not handled very well.
Signed-off-by: Jeremy Huddleston <[email protected]>
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Now that we're using glapi, all of this is no longer needed.
Signed-off-by: Jeremy Huddleston <[email protected]>
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Now that we're using glapi, we don't need to special case this.
Signed-off-by: Jeremy Huddleston <[email protected]>
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With this change, Apple's libGL is now using glapi rather than implementing
its own dispatch. In this implementation, two dispatch tables are created:
__ogl_framework_api always points into OpenGL.framework.
__applegl_api is the vtable that is used. It points into OpenGL.framework
or to local implementations that override / interpose this in OpenGL.framework
The initialization for __ogl_framework_api was copied from XQuartz with some
modifications and probably still needs further edits to better deal with
aliases.
This is a good step towards supporting both indirect and direct rendering
on darwin.
Signed-off-by: Jeremy Huddleston <[email protected]>
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In starting the migration to using mapi, rename __gl_api to
__ogl_framework_api since it is a vtable for OpenGL.framework
Signed-off-by: Jeremy Huddleston <[email protected]>
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need more sleep or something.
Signed-off-by: Dave Airlie <[email protected]>
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This makes sure these are enabled even if set to 0 at startup.
Signed-off-by: Dave Airlie <[email protected]>
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So only with kernel version 2.7 can this work, thanks to Alex
for pointing that out. Also add a workaround for a hw bug.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Evergreen can do this as well as cayman, so we should enable it.
This fixes a gpu lockup with
glsl-vs-vec4-indexing-temp-dst-in-nested-loop-combined.shader_test
I need to add a better workaround for r600/r700.
Signed-off-by: Dave Airlie <[email protected]>
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This caused a loop in some tests.
Signed-off-by: Dave Airlie <[email protected]>
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We weren't emitting the SQ setup regs at all which really is
fail.
When a state is always enabled we need to add it to the dirty list
as well.
Signed-off-by: Dave Airlie <[email protected]>
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This just moves the messy stuff out of the fast path,
and leaves the fast-case in the fast path.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Since resources don't generally vary in size, this splits
the emit path, it also takes into a/c that texture and vertex resources
have different number of relocs, and avoids emitting the extra
reloc for vertex resources.
Signed-off-by: Dave Airlie <[email protected]>
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Exit this loop early to avoid pointless iterations later.
Move the resource bos to the first two regs, it actually
doesn't matter which regs we use for this in resource land.
Signed-off-by: Dave Airlie <[email protected]>
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We were always re-emitting lots of unnecessary changes here,
avoid doing that.
Signed-off-by: Dave Airlie <[email protected]>
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This relies on the reference member being first, so document it.
Signed-off-by: Dave Airlie <[email protected]>
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We drop them when we reference the new objects in the next line.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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The EXT_framebuffer_object spec (and later specs) say:
"If a buffer is specified in <mask> and does not exist in both
the read and draw framebuffers, the corresponding bit is silently
ignored."
Check for color, depth, and stencil that the source and destination
FBOs have the specified buffers. If the buffer is missing, remove the
bit from the blit request mask and continue.
Fixes the crash in piglit test 'fbo-missing-attachment-blit from', and
fixes 'fbo-missing-attachment-blit es2 from'.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37739
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
NOTE: This is a candidate for the stable branches.
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In an ES2 context (or if GL_ARB_ES2_compatibility) is supported, the
framebuffer can be complete with some attachments be missing. In this
case the _ColorDrawBuffers pointer will be NULL.
Fixes the crash in piglit test fbo-missing-attachment-clear.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37739
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
NOTE: This is a candidate for the stable branches.
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Tested on a Matrox G550 AGP.
Signed-off-by: Nicolas Kaiser <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Broken since 7f881c43dfb4f1aeeab3a84125b5c106c191a43f.
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query->num_results already has the size in dwords of the query
buffer. There no need to multiply again. We were reading past
the end of the buffer, resulting in reading garbage.
Fixes:
https://bugs.freedesktop.org/show_bug.cgi?id=37028
agd5f: clarify the comment.
Signed-off-by: Alex Deucher <[email protected]>
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Not sure why these were included originally.
Signed-off-by: Alex Deucher <[email protected]>
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According to the hw documentation, the driver needs to:
- allocate 128 bits for each possible DB
- clear the 128 bits for each possible DB
- write 1 to bits 127 and 63 for upper DBs that don't
exist on a particular asic
Previously we were only doing these steps if the
asic had less than the max possible DBs.
Signed-off-by: Alex Deucher <[email protected]>
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Use the new PCI ID table, make it simpler.
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Wondering why r600g needs to include r300_pci_ids.h
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Before, we were waiting for (most of) the current framebuffer to be
done, which is not quite the same thing.
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Use r300_pci_ids.h instead.
Reviewed-by: Alex Deucher <[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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Make use of this in drm and wayland st/egl backends.
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This just reduces code size a bit for this chunk.
Signed-off-by: Dave Airlie <[email protected]>
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At the end of flushing we were scanning over 450 blocks
with generally about 50 enabled. This reduces the scanning
to just the list of enabled blocks.
Signed-off-by: Dave Airlie <[email protected]>
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There isn't much point taking the overhead of range/block lookups on resources
we aren't going to be getting resource registers at wierd offsets.
Signed-off-by: Dave Airlie <[email protected]>
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This just splits this function up as pre-cursor to reusing
the internals of it.
Signed-off-by: Dave Airlie <[email protected]>
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