| Commit message (Collapse) | Author | Age | Files | Lines |
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If the tile type for the buffer is 1 then its been bound to the
DB at some point, we need to decompress it, otherwise its only
been bound as texture/cb so don't do anything.
This fixes 5 piglit tests here on r600g.
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this just adds the ioctl interface and sets the tile type
and array mode in the correct place.
This seems to bring eg 1D tiling to the same level, and issues
as on r600. No idea how to address 2D yet.
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sampler view on a depth texture.
R600/R700 was using incorrect tiling information from the (compressed) depth
buffer. Evergreen worked anyway because tiling doesn't work.
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For the previous commit.
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Previously we'd happily compile GLSL 1.30 shaders on any driver. We'd
also happily compile GLSL 1.10 and 1.20 shaders in an ES2 context.
This has been a long standing FINISHME in the compiler.
NOTE: This is a candidate for the 7.9 and 7.10 branches
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NOTE: This is a candidate for the 7.9 and 7.10 branches
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See table 6.7 on page 347 of the OpenGL 3.0 specification.
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Only decrement ref count if r600_upload_const_buffer
really changes the buffer.
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To silence warning about missing prototype.
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To avoid using the /usr/include/GL/gl.h file which may be lacking
some special #defines.
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Rather than passing "True", pass a bitfield describing the particular
variant's features - either projection or offset.
This should make the code a bit more readable ("Proj" instead of "True")
and make it easier to support offsets in the future.
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For offsets, we'll want the straight sampler dimensionality, without the
+1 for array types. Create a new function to do that; refactor.
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This annotation is for an "in" function parameter for which it is only legal
to pass constant expressions. The only known example of this, currently,
is the textureOffset functions.
This should never be used for globals.
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Having these as actual integer values makes it difficult to implement
the texture*Offset built-in functions, since the offset is actually a
function parameter (which doesn't have a constant value).
The original rationale was that some hardware needs these offset baked
into the instruction opcode. However, at least i965 should be able to
support non-constant offsets. Others should be able to rely on inlining
and constant propagation.
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Since the introduction of ir_var_system_value, system variables would be
printed as "temporary" and temporaries would result in out-of-bounds
array access, showing up as garbage in printed IR.
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Print warnings and continue build.
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Signed-off-by: Brian Paul <[email protected]>
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SVGA3D only supports SGN for vertex shaders, and this requires two additional
temporary registers for intermediate results.
For fragment shaders, lower to two CMPs and one ADD.
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Makes it easier to figure out which opcode it's about.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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The extra length is the size of the request *minus* the size of the
VendorPrivate header, not the addition.
NOTE: This is a candidate for the 7.9 and 7.10 branches
Signed-off-by: Julien Cristau <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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xGLXChangeDrawableAttributesSGIXReq follows the GLXVendorPrivate header
with a drawable, number of attributes, and list of (type, value)
attribute pairs. Don't forget to put the number of attributes in there.
I don't think this can ever have worked.
NOTE: This is a candidate for the 7.9 and 7.10 branches
Signed-off-by: Julien Cristau <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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the context init is separate for these gpus.
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6xx/7xx have a max of 4 DBs, evergreen have a max of 8.
Signed-off-by: Alex Deucher <[email protected]>
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Like on some r5xx, there are multiple DB backends on the r600,
we need to add up the query results from each of these to get the
final correct value.
So far I'm not 100% sure how to calculate the num_db, value
setting it to 4 should be harmless enough until we do.
This fixes occulsion_query piglit test on my rv740.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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eea1d8199b376f37027c14669e0bdf991a22872d
Although CUBE is a reduction inst, it writes to more than just PV.X
so we need to keep the dst channel.
Signed-off-by: Dave Airlie <[email protected]>
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This only works on r600/r700 so far, evergreen doesn't appear
to have the multiwrite enable bit in the color control, so we
may have to actually do a shader rewrite on EG hardware.
remove some duplicate code reg defines also.
Signed-off-by: Dave Airlie <[email protected]>
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texture.
I know Jerome will probably rewrite the way depth textures work sometime
soon. For the time being this should at least make common depth texture usage
for shadowing work properly though.
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When the paint is opaque (currently, solid color with alpha 1.0f), no
blending is needed for VG_BLEND_SRC_OVER. This eliminates the serious
performance hit introduced by 859106f196ade77f59f8787b071739901cd1a843
for a common scenario.
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Before create_handle returns, obj->handle is 0. Calling
handle_to_object will fail.
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