| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Alex Deucher <[email protected]>
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Improves frame rate in apps with at least one user vertex buffer and
a hw index buffer.
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NOTE: This is a candidate for the stable branches.
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Shouldn't happen, but you never know.
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We already have pb_buffer::reference::count.
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This reverts commit 9f013a8233197d4a0482661cb37cfeac1a61b804.
These passes are still need for non-GLSL paths like g3dvl and ARB
programs.
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Various documentation mentions that "W" is handed to the WM stage,
but further digging seems to indicate that they really mean 1/W.
The code here is still unclear, but changing this fixes piglit
test "fragcoord_w" on Sandybridge as well as a Khronos ES2 conformance
test. I also tested 3DMarkMobile ES2.0's taiji and hoverjet demos, as
well as Nexuiz, just to be safe.
NOTE: This is a candidate for the 7.10 branch.
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Fixes regressions caused by commit 9a21bc6401, namely GPU hangs when
running gnome-shell or compiz (Mesa bugs #35820 and #35853).
I incorrectly refactored the case that dealt with ARF_NULL; even in that
case, the source register needs to be changed to the MRF.
NOTE: This is a candidate for the 7.10 branch (if 9a21bc6401 is
cherry-picked, take this one too).
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Based on some code and ideas from Keith Whitwell.
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Some GPUs can't do it (I think most of DX9 ones), so they should have
the option not to allow it.
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Branch emulation and loop unrolling are done in the GLSL frontend.
Transforming loops is no longer needed for fragment shaders, but it is still
necessary for vertex shaders.
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Registers that are used inside of loops need to be considered live
starting with the first instruction of the outermost loop.
https://bugs.freedesktop.org/show_bug.cgi?id=34370
NOTE: This is a candidate for the 7.9 and 7.10 branches.
Reviewed-by: Eric Anholt <[email protected]>
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Should fix gnome-shell's fade shader.
Unification of the shader backend which is supposed to remove the
code duplication is still WIP.
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Because
fetch_count = max_index - min_index + 1
overflows for min_index = 0 and max_index = 0xffffffff.
Fixes fdo 35815.
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Oops, the mask was being used in the loop to determine whether to use
include the stencil || depth values. This began to fail when mask was
cleared at the beginning of the loop. So reorder the tests and do the
work up-front along with determining the depth_stencil value to use.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35822
Signed-off-by: Chris Wilson <[email protected]>
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(some little changes by Marek Olšák)
Squashed commit of the following:
commit 737c0c6b7d591ac0fc969a7590e1691eeef0ce5e
Author: Luca Barbieri <[email protected]>
Date: Fri Aug 27 02:13:57 2010 +0200
draw: disable SSE and PPC paths (use LLVM instead)
These paths don't support vertex clamping, and are anyway
obsoleted by LLVM.
If you want to re-enable them, add vertex clamping and test that it
works with the ARB_color_buffer_float piglit tests.
commit fed3486a7ca0683b403913604a26ee49a3ef48c7
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:27:38 2010 +0200
draw_llvm: respect vertex color clamp
commit ef0efe9f3d1d0f9b40ebab78940491d2154277a9
Author: Luca Barbieri <[email protected]>
Date: Thu Aug 26 18:26:43 2010 +0200
draw: respect vertex clamping in interpreter path
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Macro can lead to hard to debug list bugs. For instance consider
the following :
LIST_ADD(item, list->prev)
3 instruction of the macro became :
(list->prev)->next->prev = item
which is equivalent to :
list->prev = item
Thus list prev field changes and next instruction in the macro
(list->prev)->next = item
became :
item->next = item
And you endup with list corruption, other case lead to similar
list corruption. Inline function are not affected by this short
coming
Signed-off-by: Jerome Glisse <[email protected]>
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When the condition
min_index == 0 && sizeof(ib[0]) == sizeof(draw_elts[0])
was true, we were wrongly ignoring istart and processing indices 0.
Reorder some statements to make the code easier to understand.
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Now that we purposefully generate delta that point outside of the target
buffer, the assertion has outlived its usefulness.
Signed-off-by: Chris Wilson <[email protected]>
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Signed-off-by: Haitao Feng <[email protected]>
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Once more! This time without the unwarranted conversion from
drm_intel_bo_alloc_tiled.
Signed-off-by: [a very embarrassed] Chris Wilson <[email protected]>
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subimage blits"
This reverts commit de7678ef521f4fb34459e407a66ab8bf8be733e1.
The conversion from using drm_intel_bo_alloc_tiled to a plain
drm_intel_bo_alloc forgot that the tiled variant adjusts the
allocation height even for TILING_NONE.
Reported-by: Dave Airlie <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=35786
Signed-off-by: Chris Wilson <[email protected]>
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Simplifies mapping between numbers and identifiers for these.
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Untested, noticed while working on the depth/stencil fix.
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Also, refactor IS_GEN6 to use the IS_GT1 and IS_GT2 macros.
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v2: Allocate the fences from a single shared buffer object.
v3: Allocate the r600_fence structs in blocks of 16.
Spin a few times before calling sched_yield in r600_fence_finish().
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This should be the last bit of infrastructure changes before
generating GLSL IR for assembly shaders.
This commit leaves some odd code formatting in ir_to_mesa and brw_fs.
This was done to minimize whitespace changes / reindentation in some
loops. The following commit will restore formatting sanity.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This array is going to be used in the main compiler soon. Leaving
them uniforms.c caused problems for building the stand-alone compiler.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The hardware should be set according to this table:
FORMAT -> R300 COLORFORMAT
-------------------------
X16 -> UV88
X16Y16 -> ARGB8888
X32 -> ARGB8888
X32Y32 -> ARGB16161616
US_OUT_FMT must contain the real format.
I wasn't able to make B3G3R2 and L4A4 work, but those aren't important.
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broken with e5c6a92a12b5cd7db205d72039f58d302b0be9d5
(mesa: implement clamping controls (ARB_color_buffer_float))
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34419
Signed-off-by: Chris Wilson <[email protected]>
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src/mesa/drivers/dri/i965/brw_fs.cpp:565 warning: name lookup of ‘c’ changed
Signed-off-by: Chris Wilson <[email protected]>
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Signed-off-by: Chris Wilson <[email protected]>
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The vertex color clamp control is a property of an API,
a lot like gl_rasterization_rules.
The state should be set according to the API being implemented, for example:
OpenGL Compatibility: enabled by default
OpenGL Core: disabled by default
D3D11: always disabled
This patch also changes the way ARB_color_buffer_float is advertised.
If no SNORM or FLOAT render target is supported, fragment color clamping
is not required.
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ARB_texture_float disables clamping of the texture border color,
ARB_color_buffer_float only modifies clamping of the glGet query.
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