| Commit message (Collapse) | Author | Age | Files | Lines |
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Otherwise it won't take into account the default samples for
framebuffers with no attachments.
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixup to commit 03b3eb90d - the number of buffers could be larger than
the number of elements, in which case we'd pass a negative argument to
PUSH_SPACE, which would be bad. While we're at it, merge it with the
other PUSH_SPACE at the top of the function.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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nvc0_vbo has explicit push space checking enabled, so we must run
PUSH_SPACE by hand. A few spots missed that.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The spill logic will insert convert ops when moving between files. It
seems like the emission logic wasn't quite ready for these converts.
Tested on fermi, and visually looked at nvdisasm output for maxwell.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Forwards query result writes to drivers.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rafal Mielniczuk <[email protected]>
[imirkin: move to GL/GL_CORE section]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add QueryBuffer and initialise it to NullBufferObj on start
Signed-off-by: Rafal Mielniczuk <[email protected]>
[imirkin: also release QueryBuffer on free]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rafal Mielniczuk <[email protected]>
[imirkin: add string to extensions.c]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rafal Mielniczuk <[email protected]>
[imirkin: move definition to gl_API.xml as it is very short]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Cc: Francisco Jerez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Use align_free to free memory allocated
with align_malloc.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Only argb8888 cursors are allowed.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The color inputs must automatically use centroid whether
multisampling is used or not.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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sem.reg.mod & NINED3DSPDM_CENTROID is worth 4 when
centroid is requested, whereas
TGSI_INTERPOLATE_LOC_CENTROID is worth 1.
Signed-off-by: Axel Davy <[email protected]>
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This enables to use fast clears in the following
case:
pixel shader renders to 1 RT
4 RT bound
clear
new pixel shader bound that renders to 4 RTs
Previously the fast clear path wouldn't be hit,
because when trying the fast clear path,
the framebuffer state would be configured for 1 RT,
instead of 4.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Some docs say linear filtering is always used when
app does shadow mapping.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Respect block alignment for ATI1/ATI2 format when trying to lock a
surface using LockRect().
Fixes failing WINE tests device.c test_surface_blocks() tests.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Testing Win behaviour seems to show wrong states
are accepted, but then depending on the states
some specific 'good' behaviours happen.
This adds some validation to catch invalid
states and have these 'good' behaviours
when it happens.
Also reorders SetRenderState to match the expected
optimisation:
(Value == previous Value) => return immediately,
which affects D3D9 hacks too.
Signed-off-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
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Add config option override_vendorid to report a fake card in d3dadapter9 drm.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Implement a device private memory counter similar to Win 7.
Only textures and surfaces increment vidmem and may return
ERR_OUTOFVIDEOMEMORY. Vertexbuffers and indexbuffers creation always
succeedes, even when out of video memory.
Fixes "Vampire: The Masquerade - Bloodlines" allocating resources until crash.
Fixes "Age of Conan" allocating resources until crash.
Fixes failing WINE test device.c test_vidmem_accounting().
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Apps can know if the window is occluded by checking for
specific error messages. The behaviour is different
for Device9 and Device9Ex.
This allow games to release the mouse and stop rendering
until the focus is restored.
In case of multiple swapchain we do care only of the device one.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To keep compatible with older ID3DPresent interfaces (used to talk
with Wine), store the minor version num accessible to all
statetracker functions (in the NineDevice9 structure).
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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flush_resource needs to be called before flush (for
fast clear resolve, etc).
Removes useless computation of resource (it is
already set correctly).
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Return D3DERR_INVALIDCALL instead of E_POINTER.
On error set ppBackBuffer to NULL.
Multiple swapchains can only be created in windowed mode as
windowed swapchain.
Set backbuffer to NULL in NineDevice9_GetBackBuffer, but not
in NineSwapChain9_GetBackBuffer.
This fixes all WINE's device.c test_swapchain() tests.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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When no window is specified, we should revert to the focus window.
This deserves more tests however (what if the device swapchain is
already using the focus window ?)
Fixes crash for FFXIV
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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In case swapchain creation fails This->swapchains[i] might be NULL and
causes a crash.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Return errors in case of invalid presentation parameters.
Fixes failing WINE tests device.c test_swapchain_parameters().
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Store a copy of GUID in the header that is under our control and use it
as key for the hashtable instead of using the application provided pointer.
The application might change the memory after leaving the function.
Fixes a crash for issue https://github.com/iXit/Mesa-3D/issues/130
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To ease debugging print the GUID instead of the pointer to it.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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The values of box.z and box.depth weren't set and lead to a crash.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Tests show in case of multisample mismatch between the depth-stencil
buffer and the render target, then it is not cleared.
Fixes failing WINE test visual.c test_multisample_mismatch().
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Check for valid locked box dimensions.
Fixes failing wine tests device.c test_lockbox_invalid.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Fixes crash for non-square textures.
We were using the height instead of the
width for some calculations.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Add support for D3DFMT_R8G8B8. It allows format conversion for
surfaces of pool scratch.
Usually gallium formats equivalents for d3d9 formats
have their names reversed.
The gallium format PIPE_FORMAT_R8G8B8_UNORM is the right
equivalent here, and its name is likely wrong (reversed).
Fixes a crash in TmNationsForever.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Use CSO to catch redundant viewport changes.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Shade mode flat is only working if pixelshaders have interpolate
set to TGSI_INTERPOLATE_COLOR on color inputs.
Fixes failing WINE tests visual.c test_shademode().
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Clear every rendertarget on creation.
Fixes https://github.com/iXit/Mesa-3D/issues/139
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Report success instead of failing as there's no resource for those surfaces.
Fixes a crash in Crysis: Warhead.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Previous vertex elements code update
was protected by
'if ((group & (NINE_STATE_VDECL | NINE_STATE_VS)) ||
state->changed.stream_freq & ~1)'
itself protected by
'if (group & (NINE_STATE_COMMON | NINE_STATE_VS))'
If no state is changed except the stream frequency,
no update would happen.
This patch solves the problem by adding a new
NINE_STATE_STREAMFREQ state.
Another way would be to add state->changed.stream_freq & ~1
check to the main test.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Some apps do redundant SetStreamSourceFreq calls.
Catch them to improve performance.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The indexbuffer9 codebase was lagging behind the one of vertexbuffer9.
Add buffer9 as common code base for indexbuffer9 and vertexbuffer9.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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We forgot to reset vtxbuf.
This fixes some crashes.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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This seems cleaner to actually reference the resources for vtxbuf,
rather than relying on the fact the bound d3d streams do.
Signed-off-by: Axel Davy <[email protected]>
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When an application sets a vertex shader, we are supposed
to use it, and when no vertex shader are set, we are supposed
to revert to fixed function vertex shader.
It seems there is an exception: when the vertex declaration
has a position_t index, we should revert to fixed function
vertex shader.
Up to know we were checking if device->state.vs is set
to know whether to use programmable shader or not.
With this commit we determine whether we use programmable shader
or not when vertex shader/declaration are set, but
stateblocks do complicate things a bit.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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