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* r600g: make sure copying of all texture formats is acceleratedMarek Olšák2012-08-042-52/+54
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* gallium/u_blitter: add a query for checking whether copying is supportedMarek Olšák2012-08-044-37/+77
| | | | v2: add comments
* r600g: don't decompress depth or stencil if there isn't anyMarek Olšák2012-08-044-9/+17
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* r600g: correct texture memory size for Z32F_S8X24 on evergreenMarek Olšák2012-08-041-7/+16
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* gallium/u_blitter: remove fallback for stencil copy that all drivers skippedMarek Olšák2012-08-044-15/+5
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium/u_blitter: add ability to blit only depth or only stencilMarek Olšák2012-08-043-14/+17
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium: define PIPE_MASK_RGBAZSMarek Olšák2012-08-041-0/+1
| | | | | | I need this and it seems like it could be useful. Reviewed-by: Brian Paul <[email protected]>
* gallium/u_blitter: minor cleanupMarek Olšák2012-08-042-8/+8
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium/tgsi: fixup texture name stringsMarek Olšák2012-08-041-4/+4
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium/u_blitter: set sample mask to ~0Marek Olšák2012-08-042-0/+20
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium/u_blit: bail out if src is a multisample textureMarek Olšák2012-08-041-0/+6
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium/u_blit: check nr_samples before using resource_copy_regionMarek Olšák2012-08-041-1/+2
| | | | Reviewed-by: Brian Paul <[email protected]>
* gallium: set sample mask to ~0 for clear, blit and gen_mipmapMarek Olšák2012-08-045-2/+26
| | | | | | | The sample mask affects single-sampled rendering too (it's orthogonal to the color mask). Reviewed-by: Brian Paul <[email protected]>
* r600g: fix F2U opcode translationDave Airlie2012-08-041-1/+1
| | | | Signed-off-by: Marek Olšák <[email protected]>
* draw: Ensure channel in convert_to_soa is initialized.Vinson Lee2012-08-031-1/+1
| | | | | | | Fixes uninitialized pointer read defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* u_blitter: Move a pointer dereference after null check.Vinson Lee2012-08-031-2/+3
| | | | | | | Fixes dereference before null check defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* Use C99 NAN and INFINITY macrosMatt Turner2012-08-031-10/+3
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* gallium/tests/trivial: updates for CSO interface changesBrian Paul2012-08-031-2/+2
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* st/xorg: updates for CSO interface changesBrian Paul2012-08-032-7/+9
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* st/xa: updates for CSO interface changesBrian Paul2012-08-034-9/+9
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* vega: fix build breakage from cso sampler/view changesBrian Paul2012-08-031-17/+17
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* cso: remove unreachable break statementsBrian Paul2012-08-031-5/+0
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* cso: 80-column wrapping, remove trailing whitespace, etcBrian Paul2012-08-031-33/+54
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* gallium: consolidate CSO sampler and sampler_view functionsBrian Paul2012-08-0311-280/+179
| | | | | | | | | | | | | Merge the vertex/fragment versions of the cso_set/save/restore_samplers() functions. Now we pass the shader stage (PIPE_SHADER_x) to the function to indicate vertex/fragment/geometry samplers. For example: cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler); This results in quite a bit of code reduction, fewer CSO functions and support for geometry shaders. Reviewed-by: Marek Olšák <[email protected]>
* st/mesa: Ensure dst in compile_instruction is initialized.Vinson Lee2012-08-021-1/+1
| | | | | | | Fixes uninitialized scalar variable defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* radeon/llvm: Add $(LLVM_LDFLAGS) to the loader linker flagsTom Stellard2012-08-021-1/+1
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* radeon/llvm: Add support for more f32 CMP instructions on SITom Stellard2012-08-021-5/+15
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* radeon/llvm: Add support for fneg on SITom Stellard2012-08-022-0/+16
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* radeon/llvm: Add support for fp_to_sint on SITom Stellard2012-08-021-1/+3
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* radeon/llvm: Remove CMOVLOG DAG nodeTom Stellard2012-08-026-75/+9
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* radeonsi: Properly initialize si_shader_ctx.radeon_bldTom Stellard2012-08-021-0/+1
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* radeonsi: Handle TGSI TXP opcode.Michel Dänzer2012-08-021-2/+24
| | | | | Signed-off-by: Michel Dänzer <[email protected]> Reviewed-by: Tom Stellard <[email protected]>
* radeonsi: Handle TGSI DIV opcode.Michel Dänzer2012-08-021-0/+5
| | | | | Signed-off-by: Michel Dänzer <[email protected]> Reviewed-by: Tom Stellard <[email protected]>
* svga: remove questionable INLINE qualifiersBrian Paul2012-08-021-2/+2
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* svga: sort #includesBrian Paul2012-08-021-4/+4
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* svga: add some comments in svga_screen_cache.cBrian Paul2012-08-021-1/+14
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* svga: whitespace, formatting fixesBrian Paul2012-08-021-52/+54
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* svga: remove unneeded 'struct svga_screen' declarationsBrian Paul2012-08-022-2/+0
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* mesa: fix default_access_mode() result for ES2Brian Paul2012-08-021-1/+1
| | | | | | | The GL_OES_mapbuffer extension is supported by OpenGL ES 1 and ES 2 so return GL_MAP_WRITE_BIT for both ES versions, not just ES 1. Reviewed-by: Ian Romanick <[email protected]>
* mesa: default_access_mode() returns a GLbitfield, not GLenumBrian Paul2012-08-021-1/+1
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* scons: set YACCHXXFILESUFFIX to stop needless rebuilding of the parserJosé Fonseca2012-08-021-0/+4
| | | | | | | | Before, the GLSL parser was getting rebuilt every time that scons was run. The problem was scons was expecting a glsl_parser.hpp file but we were generating a glsl_parser.h file. Signed-off-by: Brian Paul <[email protected]>
* radeonsi: initial VDPAU targetChristian König2012-08-022-0/+54
| | | | | | | | Windowed speed is of course way to slow, but fullscreen works like a charm now. Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* radeon/llvm: fix fp immediates on SIChristian König2012-08-021-7/+20
| | | | | | | | I don't know if this is a good idea, but it fixes the problem at hand. Signed-off-by: Christian König <[email protected]> Reviewed-by: Tom Stellard <[email protected]>
* radeonsi: fix TEX writemaskChristian König2012-08-021-2/+2
| | | | | | | | | Using the writemask in the sampler results in packet VGPRS. For now just sample all components and let llvm chose the right one. Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* radeonsi: fix shader param and color countChristian König2012-08-021-5/+6
| | | | | Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* radeonsi: fix texture loads from sampler > 0Christian König2012-08-021-2/+2
| | | | | | | | | The backend is multiplying the offset by the numbers of elements anyway, so doing it twice just makes everything crash. Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* radeonsi: disable tiling until we fixed all bugsChristian König2012-08-021-0/+2
| | | | | | | Currently there are more important things to worry about. Signed-off-by: Christian König <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* scons: Add support for Intel Compiler.Vinson Lee2012-08-011-1/+1
| | | | | | | The patch makes the SCons build with Intel Compiler successful. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* meta: Use sampler object in framebuffer blitPauli Nieminen2012-08-011-17/+14
| | | | | | | | | | | | | | | | | Framebuffer blit needs to setup texture sampling with no reference to the user's texturing state, and a sampler object lets us avoid a bunch of changes to the user's state setup. We don't bother caching the sampler object since we're changing parameters in it based on the filtering option to glBlitFramebuffer(). Fixes piglit GL_ARB_sampler_objects/framebufferblit and rendering in l4d2 (our setting of srgb decode wasn't being respected due to the user's sampler object being active). Signed-off-by: Pauli Nieminen <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* meta: Add sampler object to texture decompressionPauli Nieminen2012-08-011-20/+24
| | | | | | | | | | | Sampler objects can be used to shadow texture object state without modifying original application state. Decompression path feels a bit like path where caching shouldn't happen. But as everything else is cached already I decided to cache sampler state too. Signed-off-by: Pauli Nieminen <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>