| Commit message (Collapse) | Author | Age | Files | Lines |
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Evergreen+ don't support multi-writes so we need to emulate
it in the shader. Fixes the following piglit tests:
fbo-drawbuffers-fragcolor
ati_draw_buffers-arbfp-no-option
Signed-off-by: Alex Deucher <[email protected]>
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In intel_draw_buffer, there exists a workaround to prevent
_mesa_update_framebuffer from creating a swrast depth wrapper when
using separate stencil. This commit fixes the workaround, which was
incomplete for s8z24 texture renderbuffers.
Fixes fbo-blit-d24s8 on gen5 with separate stencil manually enabled.
Signed-off-by: Chad Versace <[email protected]>
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Since all infrastructure is now in place to support packed
depth/stencil renderbuffers when using separate stencil, there is no
need for special cases when separate stencil is enabled.
Signed-off-by: Chad Versace <[email protected]>
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stencil
Also, in order to coerce intel_update_tex_wrapper_regions() to
allocate the hiz region, alter intel_update_tex_wrapper_regions() to
examine the renderbuffer format instead of the texture image format.
Signed-off-by: Chad Versace <[email protected]>
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... and into new function intel_update_tex_wrapper_regions.
This prevents code duplication in the next commit.
Also add a note explaining that the hiz region is broken for mipmapped
depth textures.
Signed-off-by: Chad Versace <[email protected]>
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... when using separate stencil.
Define function intel_tex_image_x8z24_create_renderbuffers and call it
in intelTexImage after the miptree has been created and filled with data.
Signed-off-by: Chad Versace <[email protected]>
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... because they will be needed by intel_tex_image_s8z24_create_renderbuffers.
Redeclared functions are:
intel_alloc_renderbuffer_storage
intel_renderbuffer_set_draw_offsets
Signed-off-by: Chad Versace <[email protected]>
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Redeclare as non-static because
intel_tex_image_s8z24_create_renderbuffers will use it.
Remove the 'wrapper' parameter, because there is no wrapper for
intel_texture_image.depth_rb and stencil_rb.
Signed-off-by: Chad Versace <[email protected]>
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Signed-off-by: Chad Versace <[email protected]>
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... which copy the stencil bits between intel_image->depth_rb and
intel_image->stencil_rb.
Signed-off-by: Chad Versace <[email protected]>
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Add the fields depth_rb and stencil_rb, and put hooks in place to
release the renderbuffers in intelFreeTextureImageData and
intelTexImage.
Signed-off-by: Chad Versace <[email protected]>
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Otherwise we can end up creating RGBA render targets (which are BGRA on the
hardware), and then we bind them as RGBA textures (which are RGBA on the
hardware). This generates software fallbacks every time we bind the frame as
a texture.
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Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the 7.10 branch.
Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the 7.10 branch.
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Reviewed-by: Brian Paul <[email protected]>
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Commit 1a339b6c71ebab6e1a64f05b2e133022d3bbcd15 caused us to take
a different path through the glCopyTexSubImage() code. The
pipe_get_transfer() call neglected to pass the texture's level, face
and slice info. So we were always transferring from the 0th mipmap
level even when the source renderbuffer was a non-zero mipmap level
in a texture.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=38649
NOTE: This is a candidate for the 7.10 branch.
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=38440
Signed-off-by: Vadim Girlin <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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Once again, assuming the compiler is clever works out so poorly. The
generated code initialized the structure on the stack, then did a
lookup into it. This was a performance regression from
70c6cd39bd9396b0d3f9e84df41fd8bef1f26cc4.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This was sucking up 1% of the CPU on 3DMMES.
Reviewed-by: Ian Romanick <[email protected]>
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It's common in applications just before the advent of
EXT_separate_shader_objects to have multiple linked shaders with the
same VS or FS. While we aren't detecting those at the Mesa level, we
can detect when our compiled output happens to match an existing
compiled program.
This patch was created after noting the incredible amount of compiled
program data generated by Heroes of Newerth. It reduces the program
data in use at the start menu (replayed by apitrace) from 828kb to
632kb, and reduces CACHE_NEW_WM_PROG state flagging by 3/4. It
doesn't impact our rate of hardware state changes yet, because things
depending on CACHE_NEW_WM_PROG also depend on BRW_NEW_FRAGMENT_PROGRAM
which is still being flagged.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes regression from d631c19db47181129811080bfa772b210d762d4d.
See http://bugs.freedesktop.org/show_bug.cgi?id=38626
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This patch add the support for 24bpp in the dri/swrast implementation.
Signed-off-by: Marc Pignat <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Alon Levy <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Use a typed struct to describe the native buffer and let the backends
map the native buffer to winsys_handle for
resource_from_handle/resource_to_handle.
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Not used.
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Build egl_gallium from targets/egl-static intead of targets/egl. The
latter exposes (unversioned) gallium interfaces and is frowned upon.
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When shared glapi is not enabled, there are two glapi providers and we
cannot decide which one to link to at build time. It results in
unresolved symbols in st/mesa. This commit makes st/mesa a loadable
module when shared glapi is not enabled, and hopes that the apps will
link to one of the glapi providers (GL or GLES).
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Use pci id to driver map to look up the driver name. This is based on
a433755ec5c48088a0d8a340851a1a8be9e58897.
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Build pipe drivers here instead of using those built by the
soon-to-be-removed targets/egl.
[with an update by Benjamin Franzke to use --{start|end}-group]
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__atom is defined by gcc when the atom compile optimizations are used.
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LLVM revision 133739 renamed StackAlignment to StackAlignmentOverride.
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It is not used and confusing.
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Should unify this too, but will delay that until the planned
libdrm_nouveau/winsys changes which are likely to cause major
changes to this bo validation code too.
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Note all gallium formats are supported by Mesa so disable them.
Fixes regression from 1a339b6c71ebab6e1a64f05b2e133022d3bbcd15.
See https://bugs.freedesktop.org/show_bug.cgi?id=38602
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In fixed function, stride == 0 (e.g. glColor4f() outside of the draw
call) would get turned into uniform inputs, which is why it was
ignored originally in this test. For shaders, drivers end up seeing a
need to upload stride == 0 data, and get confused by needing to upload
when vbo_all_varyings_in_vbos() returned true. In the 965 driver
case, it wouldn't bother to compute the min/max index, and uploaded
nothing if the min/max wasn't known.
We've talked about removing the ff stride=0-into-uniforms code, so
this check shouldn't be missed once that's gone.
Fixes ARB_vertex_buffer_object/mixed-immediate-and-vbo
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37934
Reviewed-by: Brian Paul <[email protected]>
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We would still want to consider that data as being in a VBO even if we
managed to produce this case, which as far as I know we can't.
Reviewed-by: Brian Paul <[email protected]>
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All the packets chosen before came from grepping the pdf for
nonpipelined, and these two came from grepping for non.pipelined. We
could stand a review by looking at all packets emitted and identifying
what kind they are.
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Previously, the builtins in OES_texture_3D.{frag,vert} were only
compiling properly as a consequence of bug 38015, which allows
unsupported extensions to be enabled. This fix eliminates the builtin
compiler's reliance on bug 38015, so that bug 38015 can be fixed.
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