| Commit message (Collapse) | Author | Age | Files | Lines |
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We'll get rid of MAX_WIDTH, MAX_HEIGHT soon.
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There aren't any more stack-allocated arrays dimensioned by MAX_WIDTH
so there shouldn't be any more stack overflows.
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Use some per-context temporary arrays instead.
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Max texture and viewport size is only limited by MAX_WIDTH/HEIGHT for swrast.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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We always mapped the query buffer in begin_query, causing stalls
if the buffer was busy.
This commit reworks it such that the query buffer is only mapped
in get_query_result as it's supposed to be.
The query buffer is no longer treated as a ring buffer. Instead, the results
are just appended and when the buffer is full, we create a new one. One query
can have more than one query buffer, though that's a very rare case.
Begin_query releases all query buffers.
Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It may happen if util_slab_create has not been called.
Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Introduced with 8de5c355fa2bf0f30df2c7cf39aee01e793284bf, it would probably just crash.
Signed-off-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Jesse Barnes <[email protected]>
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From http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt:
Accepted by the <cap> parameter of Enable, Disable and IsEnabled,
and by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv
and GetDoublev:
TEXTURE_CUBE_MAP_SEAMLESS 0x884F
This caused a change in enums.c, which is manually built from the .xml
files.
Reviewed-by: Ian Romanick <[email protected]>
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The linked list of memory allocations was not protected by a mutex.
This lead to sporadic failures with multi-threaded apps.
Reviewed-by: Jose Fonseca <[email protected]>
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Just to be safe with ref counting and avoid atomic operations.
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This fixes another case of faulting when freeing a pipe_sampler_view
that belongs to a previously destroyed context.
Reviewed-by: Jose Fonseca <[email protected]>
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Per the GL_WGL_pbuffer spec, generate ERROR_INVALID_HANDLE and
return FALSE (and don't segfault).
Reviewed-by: Jose Fonseca <[email protected]>
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stw_pixelformat_get_info takes zero based index, not a 1 based pixel
format number.
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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To allow creating floating point buffers / pbuffers.
Reviewed-by: Jose Fonseca <[email protected]>
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Basically, instead of immediately freeing deleted surfaces, hang onto
them in a cache to do quick re-allocation. This helps when surfaces
are frequently destroyed and then reallocated a bit later.
Reviewed-by: José Fonseca <[email protected]>
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There was a SVGA_HOST_SURFACE_CACHE_BYTES symbol, but it was never
used.
Now when we go to add a newly deleted surface to the cache we check
if the cache size would be exceeded. If so, try to free the least
recently "unused" surfaces until the cache is smaller. If we can't
do that, simply don't cache the newly deleted surface. The alternative
involves flushing and waiting and we don't want to do that.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Before, if shader translation failed for any reason we'd keep trying
to translate the shader over and over again during state validation.
The dummy fragment shader emits solid red so that might be visual
clue that translation is failing.
Reviewed-by: Jose Fonseca <[email protected]>
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The assertion recently added in dst_register() was invalid because that
function is also (suprisingly) used to declare constant registers.
Move the assertion to the callers where we're really creating temp
registers and add some code to prevent emitting invalid temp register
indexes for release builds.
Also, update the comment for get_temp(). It didn't return -1 if it
ran out of registers and none of the callers checked for that.
Reviewed-by: Jose Fonseca <[email protected]>
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And assert on the register index in dst_register(). The dest can
only be an output or temp reg and there's more of the later.
Reviewed-by: Jose Fonseca <[email protected]>
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This is a test for the compare opcode (CMP). This should draw a green triangle
in the fs-test.
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