Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Don't double store position in vertex attribute. This makes color
interpolation right by using barycentric coordinates.
|
|
Accumulator update flag must be set for implicit update on sandybridge.
|
|
Dump new state object on sandybridge for cc viewport, clip viewport,
depth stencil, cc and blend state.
|
|
|
|
Fixes glsl-algebraic-pow-2 in brw_wm_glsl.c mode.
|
|
Sending down data that doesn't get read doesn't make any sense, and
would make handling things like gl_FrontFacing and gl_PointCoord
harder.
|
|
Things are simpler these days thanks to barycentric interpolation
parameters being handed in in the payload.
|
|
|
|
|
|
|
|
|
|
rc_for_all_reads_src() and rc_pair_for_all_reads_arg() pass references to
instruction sources to the callback so they can be modified directly.
|
|
|
|
NOTE: This is a candidate for the 7.9 branch.
|
|
The driver actually creates a 3D texture aligned to POT and does all
the magic with texture coordinates in the fragment shader. It first
emulates REPEAT and MIRRORED wrap modes in the fragment shader to get
the coordinates into the range [0, 1]. (already done for 2D NPOT)
Then it scales them to get the coordinates of the NPOT subtexture.
NPOT textures are now less of a lie and we can at least display
something meaningful even for the 3D ones.
Supported wrap modes:
- REPEAT
- MIRRORED_REPEAT
- CLAMP_TO_EDGE (NEAREST filtering only)
- MIRROR_CLAMP_TO_EDGE (NEAREST filtering only)
- The behavior of other CLAMP modes is undefined on borders, but they usually
give results very close to CLAMP_TO_EDGE with mirroring working perfectly.
This fixes:
- piglit/fbo-3d
- piglit/tex3d-npot
|
|
Taking the W component from coords directly ignores swizzling. Instead,
take the component which is mapped to W in the TEX instruction parameter.
The same for Z.
NOTE: This is a candidate for the 7.9 branch.
|
|
NOTE: This is a candidate for the 7.9 branch.
|
|
NOTE: This is a candidate for the 7.9 branch.
|
|
Some random stuff I had here.
1) Fixed some misleading comments.
2) Removed fake_npot, since it's redundant.
3) lower_texture_rect -> scale_texcoords
4) Reordered and reindented some TEX transform code.
|
|
Fixes:
glsl-fwidth
glsl-derivs-swizzle
|
|
Fixes:
glsl-fs-all-02
glsl-fs-dot-vec2
|
|
These are generated for scalar operands instead of plain equal/nequal.
But for scalars, they're the same anyway. +30 piglits.
|
|
We'd end up reading some non-x component of the float RHS. +53 piglits.
|
|
Not sure how I managed to get tests to succeed without this. +54 piglits.
|
|
Caught the bug in the previous commit.
|
|
It's trying to get an int smeared across all channels, not trying to
get a 1:1 mapping of a subset of a vector's channels. This usually
ended up not mattering with ir_to_mesa, since it just smears floats
into every chan of a vec4.
Fixes:
glsl1-temp array with swizzled variable indexing
|
|
This is already NULL'ed in _mesa_init_driver_functions.
|
|
|
|
This is only used in the i915 driver where it provides little benefit
for very few applications that use it with fixed function TNL.
|
|
This extension was never enabled in any driver.
|
|
As per discussions at XDS.
|
|
As per discussions at XDS.
|
|
|
|
|
|
|
|
We ask the texture tile cache to swizzle the color for us since that's
where the view/swizzling info is available.
|
|
The pipe_sampler_view's swizzle terms also apply to the texture border
color. Simply move the apply_sampler_swizzle() call after we fetch
the border color.
Fixes many piglit texwrap failures.
|
|
block->reg point to register value not block->pm4 which point
to packet.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
|
|
Changes in v2:
- Invalidate last_tile_addr on any change, fixing regressions
- Correct coding style
Currently softpipe ends up allocating more than 200 MB of memory
for each context due to the tile caches.
Even worse, this memory is all explicitly cleared, which means that the
kernel must actually back it with physical RAM right away.
This change allocates tile memory on demand.
Signed-off-by: Brian Paul <brianp@vmware.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Thanks to Xavier Chantry.
|
|
D3D11 applications are allowed to pass a random value if the buffer
is not structured
|