| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Replace all calls to dd_function_table::MapBuffer with appropriate
calls to dd_function_table::MapBufferRange, then remove all the cruft.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This doesn't implement any of the "cool" features of MapBufferRange.
Adding this function is necessary for the next commit in the series.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Cc: Maciej Cencora <[email protected]>
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The code previously passed GL_DYNAMIC_DRAW for the access parameter.
By inspection, I believe that all drivers would treat this as
GL_READ_WRITE because it's not GL_READ_ONLY and it's not
GL_WRITE_ONLY.
It appears the i965 code wants GL_WRITE_ONLY (it's about to write a
bunch of data in, never read data), while the arrayelt code is
GL_READ_ONLY (just dereffed as arguments to CALL_Whatever*v).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Keith Whitwell <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The old code was an obvious cut-and-paste fail from intel_bufferobj_map.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Unfortunately, since a previous efficiency improvement, we no longer
have any open-source testcases producing register spilling, so this
code was untested in the fragment shader path. That should change
when we get proper temporary array support in the fragment shader.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40194
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Improves performance of a GL_TEXTURE_RECTANGLE microbenchmark by 1.84%
+/- .15% (n=3)
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Also, remove the BRW_SAMPLER_MESSAGE_SIMD8_RESINFO #define because
there totally isn't a SIMD8 variant.
Unfortunately, resinfo returns FLOAT32 on Broadwater/Crestline, unlike
G45 which returns a proper UINT32. This turns out to be simple,
however: when we emit MOVs to select the desired half of the SIMD16
result, we can simply override the register type to be float so it's
converted to an integer.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Not all texturing operations return floating point data. For example,
the resinfo message (textureSize or TXS) returns integer data. In the
future, we'll also add integer texture support.
ir_texture's type field contains this information; use its base type to
appropriately type the destination register. We want to keep it as a
four component vector, however, since SIMD8 samplers always have a
response length of 4.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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One unique aspect of TXS is that it doesn't have a coordinate.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Formats were based on a patch sent to xf86-video-nouveau by Bryan Cain
Signed-off-by: Maarten Lankhorst <[email protected]>
[Michel Dänzer: Add xorg_xvmc.c to SConscript.]
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The driver may install its own vertex shader. _mesa_set_vp_override
must be called so that core mesa can generate correct fragment program..
Reviewed-by: Brian Paul <[email protected]>
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Factor out source lists from Makefile to Makefile.sources, and let
Makefile, SConscript, and Android.mk share it.
Note that files in $(GENERATED_SOURCES) are removed from $(C_SOURCES).
Acked-by: José Fonseca <[email protected]>
Acked-by: Chad Versace <[email protected]>
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There is no ir_hierarchical_visitor::visit(ir_if *) method, since ir_if
is not a leaf node. Instead, there are visit_enter and visit_leave
methods. Use visit_enter arbitrarily (either would work fine, though
visit_enter will catch errors sooner).
Found thanks to a warning emitted by Clang.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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When intel_context requires separate stencil but the DRI2 separate stencil
handshake fails, then abort and emit an error instructing the user to
upgrade the DDX to 2.16.0.
CC: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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This is a port of commit ff2cfb8989cd to glsl_to_tgsi.
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This is a port of commit ba01df11c4d0 to glsl_to_tgsi with integer support
added.
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Implement the any() part of the operation the same way regular ir_unop_any
is implemented.
This is a port of commit e7bf096e8b04 to glsl_to_tgsi, with added integer
support.
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This is a port of commit 92ca560d68e8 to glsl_to_tgsi, with integer support
added.
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Logical-or is implemented using addition (followed by clamping to [0,1]) on
values of 0.0 and 1.0. Replacing the logical-or operators with addition gives
a + b which has a result on the range [0, 2].
Previously a SNE instruction was used to clamp the resulting logic value to
[0,1]. In a fragment shader, using a saturate on the add has the same effect.
Adding the saturate to the add is free, so (at least) one instruction is
saved. In a vertex shader, using an SLT on the negation of the add result has
the same effect. Many older shader architectures do not support the SNE
instruction. It must be emulated using two SLT instructions and an ADD. On
these architectures, the single SLT saves two instructions.
Note that SNE is still used when integers are used for boolean values, since
there is no such thing as an integer saturate, and older shader architectures
without SNE don't support integers.
This is a port of commit 41f8ffe5e07c to glsl_to_tgsi with integer support
added.
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Since our logic values are 0.0 (false) and 1.0 (true), 1.0 - x accurately
implements logical not.
This is a port of commit 6ad08989d7c1 to glsl_to_tgsi.
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Reported by cwhuang.
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This helps diagnose problems in EGL initialization.
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Use a staging color buffer when buffer preserving is enabled.
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There may be more than two back buffers. Clean up and prepare the
buffer cache for that.
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This fixes Kwaak3.
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Native buffers use HAL formats, not UI formats.
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Native buffers use HAL formats, not UI formats.
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Since this is the software path, set GRALLOC_USAGE_SW_WRITE_OFTEN when
PIPE_BIND_RENDER_TARGET, and set GRALLOC_USAGE_SW_READ_OFTEN when
PIPE_BIND_SAMPLER_VIEW.
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This builds the shared library libglapi from shared glapi.
Reviewed-by: Chad Versace <[email protected]>
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This builds the static library libmesa_glsl and executable glsl_compiler
from glsl. glsl_compiler is only installed for engineering build.
Reviewed-by: Chad Versace <[email protected]>
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This builds the static library libmesa_st_mesa from core mesa.
Acked-by: Chad Versace <[email protected]>
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This builds the static library libmesa_egl from core EGL.
Reviewed-by: Chad Versace <[email protected]>
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This builds the static library libmesa_pipe_softpipe from softpipe.
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This builds the static library libmesa_winsys_sw_android from winsys/sw.
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This builds the static library libmesa_egl_gallium from
targets/egl-static.
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